• Title/Summary/Keyword: 온라인 게임

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Analysis of Online Game Addciton with fMRI (fMRI를 이용한 온라인게임 중독 특성 분석)

  • Nam, Sang-Chun;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.13 no.6
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    • pp.35-42
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    • 2010
  • In this paper, the characteristics of online game addiction have been analyzed using fMRI. The fMRI images are taken from six target subjects who are around 20 years old, right-handed, and undergraduate male students with online game stimulations. The images are processed using SPM5, and statistical analysis showed following characteristics. First, online game stimuli produces an activation in BA18 of brain, and the Pearson correlation coefficient between the activation intensity of BA18 area and the addiction index value is very highly as .94. Second, the Pearson correlation coefficient is .75 between addiction index of subjects and activation index of the mesencephalon. From these observations, we found that the online game stimuli were processed as visual stimuli by subjects' brain, and the subject's brain with bigger addiction index processes more actively from the online game stimuli. Also, the online game stimuli activate the mesolimbic system, and therefore these findings may contribute for comparing the mechanism between general addiction and online game addiction.

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An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.185-198
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    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.

Automated Testing of Online Game Servers by Agents (에이전트에 의한 온라인게임 서버 테스트 자동화)

  • Lee Hun-Joo;Jung Yong-Woo;Lim Bum-Hyun;Shim Kwang-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.5B
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    • pp.405-412
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    • 2006
  • In this paper, we present an efficient method for simulating massively virtual clients in an online game environment. Massively multi-player online games and other multi-user based networked applications are becoming more attractive to the gamer players. Such kind of technology has long been researched in the area called Networked Virtual Environments. In the game development process, a set of beta tests is used to ensure the stability of online game servers. A set of testing processes consumesa lot of development resources such as cost, time, and etc. The purpose of VENUS system is to provide an automated beta test environment to the game developers to efficiently test the online games to reduce development resources.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

A Study on the Relationship between Release Time and Average Event Period (출시시기와 평균 이벤트 기간과의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.461-462
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    • 2020
  • 국내 온라인 게임은 1996년 바람의 나라를 시작과 1998년 리니지의 성공으로 2020년 오늘날에 이르러 온라인 게임은 국내 게임산업의 중추 플랫폼으로 발전해 왔다. 1999년말부터 2000년대 초반에는 온라인 게임의 태동 시기로 온라인 게임의 수요보다 공급이 부족하였지만 20년이 지난 오늘날에는 많은 수의 온라인 게임들이 시장에 나오고 있어 광고, 이벤트 등 마케팅 활동이 중요한 시기가 되었다. 이에 게임 출시 시기에 따라 이벤트의 중요성이 게임의 성공 여부에 커다란 영향을 미칠 것으로 예상하고, 본 연구에서는 출시 시기에 따라 세 개의 게임을 선정하여 One-way ANOVA을 실시하여 세 게임간의 이벤트의 평균의 차이를 연구하였다.

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An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

The influence of social self-efficacy on online game satisfaction (온라인 게이머의 사회적 효능감이 게임 이용 만족도에 미치는 영향)

  • Wi, Jon-H.;Oh, Na-Ra
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.13-22
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    • 2007
  • A study examined the causal effects of online social self-efficacy on online game life satisfaction. A total of 1,754 Korean online game users who play 'Goon-Zu' completed a questionnaire developed by the present researchers. The results were as follows. First, there was a significant positive correlation among online social self-efficacy, social support from online game community, online relation satisfaction, and achievement satisfaction in online games. Second, it was found that the partial mediation model explained the data better than the full mediation model.

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The Analysis of Woman User Behavior Pattern in Online Games (여성 유저의 온라인게임 이용 행태에 관한 연구 - 온라인게임에서의 젠더 정체성을 중심으로-)

  • Seok, Sung-Hye;Lee, Ji-Young
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.693-704
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    • 2007
  • 지금까지 사이버문화에 대한 연구는 해당 문화의 가장 큰 특성 중인 익명성과 그것이 개별 이용자들의 정체성에 미치는 영향에 대한 많은 관심이 있어왔다. 최근 주목을 받고 있는 싸이월드나 블로그 등 CMC환경에서 매체가 일반적으로 여성의 라이프스타일 및 여성성과 연관되어 정체성의 구성에 영향을 미치게 되며, 이러한 이용 형태를 마케팅과 접목하여 높은 여성 참여와 구매력을 이끌어내고 있다. 반면 온라인게임은 남성 중심의 매체로써의 특징을 가지고 있으며, 상대적으로 여성의 온라인게임 이용 행태 분석 및 마케팅 전략 연구가 미흡하였다. 온라인게임에서 여성 이용자의 참여나 구매력을 이끌어 내기 위해서는 우선적으로 남성 중심적 매체에서 여성 온라인게임 유저의 이용 행태 분석 이 선행되어야 하며, 이를 통하여 여성의 온라인게임 소비 패턴과 특성을 파악하고, 나아가 고객 충성도, 구매력과의 관련성 속에서 마케팅적 시사점을 도출하여야 할 것이다. 본 연구는 온라인게임 여성 유저의 심층 인터뷰를 통하여 우선적으로 연령별 게임 이용 패턴 - 게임이용 장소, 초기 진입 방식, 커뮤니티 활동, 아이템 구매 형태 등 - 에 대해 알아보고, 다음으로 여성 유저의 게임 플레이 방식으로 게임 내 캐릭터의 전유 방식(몰입)과 게임 플레이 스타일을 고찰하고자 한다. 이때 여성의 온라인게임 이용 방식이 남성적 매체라는 구조적 공간 내에서 여성의 성적 특성이 온라인게임 소비 행태에 어떠한 영향을 미치며, 또한 여성 유저의 이용 방식에 따라 고객 충성도에 미치는 효과에 대해 알아보도록 한다.

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