• Title/Summary/Keyword: Effectiveness of Online Game

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A Study for Effectiveness of Preliminary Security Assessment on Online Game Service Domain (온라인게임 서비스 분야에 정보보호 사전진단 적용시 효과성에 관한 연구)

  • Yoo, Dong-Young;Seo, Dong-Nam;Kim, Huy-Kang;Choi, Jin-Young
    • Journal of Information Technology Services
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    • v.10 no.2
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    • pp.293-308
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    • 2011
  • The preliminary security assessment is an information security process to analyze security weaknesses before beginning of services. Discovering security weakness through preliminary security assessment is highly required because it costs much when security incident occur in the middle of service operation. However, this assessment is not widely spread in the online game service domain yet. In this paper, we summarize the security risk existed in the online game service, and we classify the security requirements related to the each risk. Also, through the case study, we evaluated the effectiveness of preliminary security assessment in this domain. In addition, we suggest checklists that should be reviewed once in game-client side, network-side and game-server side for the purpose of security enhancement.

Segmentation of Online Game Market Using a Two-Phase Approach

  • Lee, Sang-Chul;Kim, Jae-Kyeong;Suh, Yung-Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.343-346
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    • 2004
  • The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.

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The Influence of Group Characteristics on Effectiveness of Online Game : Focuses on MMOG (집단특성이 온라인 게임의 유효성에 미치는 영향 : MMOG를 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.81-107
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    • 2011
  • Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users' effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.

Effectiveness of e-Sports Online Training Program for Relieving Youth Game Over-flow: Focusing on 'Online LoL(League of Legends) Game School' (청소년 게임 과몰입 해소를 위한 e-스포츠 온라인 수련활동 프로그램 효과성 연구 : '온라인 롤(League of Legends: LoL) 게임학교'를 중심으로)

  • Choi, Junghye Fran;Bang, Seungho
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.133-142
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    • 2021
  • This study investigated the effectiveness of 'League of Legends (LoL) game school', an e-sports online training program for relieving youth game over-flow. The Seoul Metropolitan Office of Education's Student Education Institute ran the program. Through this study, it was found that various activities to learn an e-sports game professionally and to explore career paths regarding game had positive effects on students' affections and intrinsic motivation. This study may contribute to helping youth as generation Z understand a healthy game culture.

A Study on Methodology of Online Game Development using Integrated Single Module with Client and Server (클라이언트와 서버가 통합된 단일 모듈을 사용한 온라인 게임 개발 방법론 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.107-116
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    • 2014
  • The traditional methodology of online game development is separating server development module and cilent development module. However developing and maintaining expenses have been increased a lot due to duplicated modules such as definitions of network protocols and managements of planning data. In this paper, we suggest an advanced methodology of online game development based on the integrated single module with client and server. Its effectiveness was shown by applying the proposed methodology in the development of the online game 'Chungmukong's Battle on the Sea'. In this case, the project size was reduced by 15.1% by using the integrated single module with client and server.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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A Study on Voluntary Acceptance and Diffusion of Game Shut-Down Policy Based on Excellence Theory and Psychological Reactance Theory (게임 셧다운제도의 자발적 수용 및 확산방안에 관한 연구 : 우수성 이론과 심리적 반발이론을 중심으로)

  • Park, Chan-Uk;Lee, Sin-Bok
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.93-106
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    • 2012
  • Recently, a Game Shut-down policy, partially limiting the time for the use of online game service, has been implemented in order to protect the youth from the excessive use of games by limiting their access to games in the late hours, based on the serious side effects of online games on the youth. However, the effectiveness of a Game Shut-down policy becomes a social issue. Thus, this study aims to investigate the alternative policies through the levels of the communications suggested by the theory of excellence, for the successful implementation of the policy. As a result of the study, the government and students, the recipient of those policies, need to strengthen their two-way communication in respect of the Game Shut-down policy, breaking from the existing views on the perception. The problem is that the current government's way of the communication for the Game Shut-down policy is one-way and it is aiming at achieving the objectives only. Thus, the communication in this manner will cause the side effect. 'the opportunistic violation of the system in the future', even if the students seemingly accept the system. Two-way communication will enhance the motivation for the voluntary acceptance of the system and lower the motivation for the opportunistic violation of the system. Thus, the government needs to strengthen two-way communication in the future.

Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism - (효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰-)

  • Wi, Jonh-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.25-37
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    • 2006
  • Although the constructivistic instruction is emphasized in these days, many teachers feel burden to implement their teaching based on constructivistic teaming theory. As the main reason for this, difficulty to find out effective materials which can be utilized in the constructivistic instruction can be argued. According to recent studios, effectiveness of online games as the educational material was proven. Based on this result, the possibility for utilizing online games as effective educational materials in the constructivistic instruction was discussed in this study. For this, total process for the business strategy lecture implemented to 50 students in Chung-Ang univ. during 9 months by utilizing an online game named 'Goonzu' was reviewed by the perspective of constructivistic teaming theories. As a result of this review, it was proven that constructivistic methodologies were applied effectively in that lecture. Based on this, the possibility of utilizing online games as the effective material in the constructivistic teaming activity is discussed in this study.

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Packet Discard Policy of Network Thread in an Unity Engine for Multi-player Online Games (다중 접속 온라인 게임을 위한 유니티 엔진의 네트워크 스레드 패킷 폐기 기법)

  • Yoo, Jong-Kun;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.97-106
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    • 2015
  • In an Unity engine for multi-player online games, the main thread processing game logic must be separated from the network thread that is responsible for network packet communication. Packet communication between the network threads needs to drop packets that overlap in order to improve the rendering speed. In this paper, the packet discard policy of network thread is proposed for an Unity engine for multi-player online games. The proposed method is the hybrid method of both Partial Packet Discard and Periodic Packet Discard methods to improve the rendering speed by periodically discarding overlapped network packets managed by the queue. The rendering speed of the proposed method is analyzed and its effectiveness is verified by various packet generating simulations of the Unity engine for multi-player online games.

A Development of Online Gamification for Adolescents Social Entrepreneurship Education (청소년 사회적 기업가정신 교육을 위한 온라인 게이미피케이션 개발)

  • Park, Sung JIn;Heo, Eun Hye;In, Jaehyun;Hong, Miji
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.25-34
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    • 2021
  • The purpose of this study is to develop online gamification contents to prove the social entrepreneurship of adolescents and verify the effectiveness. To implement the Agzak class, a youth social problem-solving education program, via Google spreadsheet for this study. To analyze the effectiveness of the developed contents 1378 middle school students participated in A area for the survey. According to the results, online content is more effective than offline content in understanding social problems and future talents. Based on the results of this study, it suggests further development of sustainable online education contents by gamification.