• Title/Summary/Keyword: Effectiveness of Online Game

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The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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Quantitative Analysis of Flow in MMORPG Games (MMORPG 기반 게임의 몰입에 대한 정량적 분석 방법)

  • Nam, Byeong-Cheol;Bae, Ki-Tae
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.73-84
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    • 2011
  • Online game market accounts for 56.4% of entire game industry in Korea. MMORPG games account for a great part of online game market which have 45.27%. However, most of them are wholly reliant on their subjective criteria - not general rule or standard in the planning and developing process. For this reason, they can be easily misunderstood imitation game which has no difference or creativeness from masterpiece. In this paper to solve this problem especially deals with the quantification of flow through analysis of MMORPG to propose common information or method of quantitative analysis. The method of quantitative analysis which deals with the quantification of flow through analysis of successful MMORPG verifies the effectiveness of the proposed method.

Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Measuring Industry Regulations Using an Agent-based Model: The Case of Online Games in Korea

  • Taekyung Kim;Seongmin Jeon;Jongil Kim
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.165-180
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    • 2019
  • As game industry prospers, the negative side of games becomes highlighted as well as its contributions to economy growth. In spite of strong arguments for the necessity to regulations as a means to decrease addiction or overindulgence, research has produced future suggestions rather than quantifiable evidence. In this paper, we propose adopting a simulation approach in addition to quantitative approaches to better understand optimal regulatory levels since a simulation approach can visualize unexpected side effects of regulations. In this study, we suggest the application of an agent-based model (ABM) as a smart service to measure the effects of regulatory policies. We review cases applying ABM in various domains and consider the possibility of using an ABM to understand the effectiveness of web board-game regulations. We find that the ABM approach would be useful in several areas, such as the analysis of regulatory effects that reflect a variety of characteristics, the measurement of micro-regulatory effects, and the simulation of regulations.

Game Bot Detection Based on Action Time Interval (행위 시간 간격 기반 게임 봇 탐지 기법)

  • Kang, Yong Goo;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.28 no.5
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    • pp.1153-1160
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    • 2018
  • As the number of online game users increases and the market size grows, various kinds of cheating are occurring. Game bots are a typical illegal program that ensures playtime and facilitates account leveling and acquisition of various goods. In this study, we propose a method to detect game bots based on user action time interval (ATI). This technique observes the behavior of the bot in the game and selects the most frequent actions. We distinguish between normal users and game bots by applying Machine Learning to feature frequency, ATI average, and ATI standard deviation for each selected action. In order to verify the effectiveness of the proposed technique, we measured the performance using the actual log of the 'Aion' game and showed an accuracy of 97%. This method can be applied to various games because it can utilize all actions of users as well as character movements and social actions.

A Study of a Game User Oriented Load Balancing Scheme on MMORPG (MMORPG 서버를 위한 게임 사용자 중심의 부하 분산 기법에 관한 연구)

  • Choi, Jong-Gwan;Kim, Hye-Young;Woo, Won-Sik
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.69-76
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    • 2012
  • At MMORPGs that has the numerous game users with many interactions at the same virtual world, massive loading that results in delays, resource shortages, and other such problems occur. To solve this, many developers devote research to load-balancing servers, yet due to steady and dynamic map divisions, such research is unreliable. This paper proposes a game user-oriented load balancing scheme for the load balancing of MMORPG servers. This scheme shows effectiveness at dealing with hot-spots and other gatherings of game users at specific servers compared to previous methods.

Online Gaming Regulations and Teenagers' Viewpoint : Examining reactance & Peer-Culture of the targeted group (온라인 게임 규제와 청소년의 시선 : 규제 대상자들의 반발심과 또래문화를 중심으로)

  • Yoon, Yeohong;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.223-239
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    • 2016
  • We study online gaming regulations and examine the reactance and attitude of the targeted group. To be specific, we focus on the 'Shutdown Law' due to its scope and magnitude of its influence. The Shutdown Law was enforced to prevent adolescence's immersion in or addiction to online gaming; however, its effectiveness has yet to reach a consensus. Our empirical findings show that the reactance to the regulation is stronger as game usage increases; surprisingly the effect of game usage on reactance weakens among the affected adolescence's group, compared to the adult counterpart. Furthermore, heavy users in the targeted group are more likely to play online gaming to mingle with their peers, and thus more likely to play other activities that friends participate in. These results suggest that online games play a role to cultivate peer-culture among adolescence and facilitate their communication.

Study of the effectiveness of a supporting model for the domestic online game industry to go abroad (국내 온라인 게임 기업의 해외진출지원 모델의 효율성 연구)

  • Joo, KiHwan;Moon, Nammee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5769-5775
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    • 2014
  • This paper reports the political supporting platform, and the outcome evaluation model, which was developed for the Korean on-line game companies that have started to go abroad to publish their games. When they begin to sell their games, they have many difficulties in promoting in other countries including the USA & EU. They try to find solutions to solve these problems, but on-line games still do not have a successful business model because of their unique attributes and environmental features, even though they spent a lot of money and time to enter the international on line game market. Thus far, the local on-line game supporting policy has tried to improve the world competitiveness of local companies by doing diverse activities, such as Global Service Platform(GSP) service, international game competition, and globalization, marketing. On the other hand, there has been only a small number of fruitful results except for GSP. Therefore, in this paper, the result of GSP was verified using the Global on-line game Supporting Chain Model(GoGSCM), which is the new political supporting and evaluation model through survey targeting GSP participations. As a result, GSP was evaluated based on the compatibility, efficiency, effectiveness, and continuity.

Convergence study to improve a game regulation for youth (청소년 게임 규제 정책 개선을 위한 융합적 연구)

  • Kim, Yu-Na;Lee, Hwan-Soo
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.59-67
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    • 2015
  • As online game addiction of youth becomes a serious social problem, various regulations restricting their game play have been introduced. However, it is considered that forced shut-down, selective shut-down, and other regulations have no effect, and theoretical debates about the necessity of regulations also continue. Therefore, this study theoretically re-examines the necessity of youth game regulations by the discussion on domestic and international policy trends and existing research. In order to confirm empirical evidence of the effectiveness of regulations, this study compares and analyses the change of youth's game play time and patterns before and after the regulations. According to the results, the effect of the regulations is inadequate so this study proposes reasonable improvement ways of them through convergent approach including legal, political, and technological perspective.