• Title/Summary/Keyword: Game Companies

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Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

An Analysis of Cyber Attacks and Response Cases Related to COVID-19 (코로나19 관련 사이버 공격 및 대응현황 분석)

  • Lee, Yongpil;Lee, Dong-Geun
    • Journal of Information Technology Services
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    • v.20 no.5
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    • pp.119-136
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    • 2021
  • Since the global spread of COVID-19, social distancing and untact service implementation have spread rapidly. With the transition to a non-face-to-face environment such as telework and remote classes, cyber security threats have increased, and a lot of cyber compromises have also occurred. In this study, cyber-attacks and response cases related to COVID-19 are summarized in four aspects: cyber fraud, cyber-attacks on companies related to COVID-19 and healthcare sector, cyber-attacks on untact services such as telework, and preparation of untact services security for post-covid 19. After the outbreak of the COVID-19 pandemic, related events such as vaccination information and payment of national disaster aid continued to be used as bait for smishing and phishing. In the aspect of cyber-attacks on companies related to COVID-19 and healthcare sector, we can see that the damage was rapidly increasing as state-supported hackers attack those companies to obtain research results related to the COVID-19, and hackers chose medical institutions as targets with an efficient ransomware attack approach by changing 'spray and pray' strategy to 'big-game hunting'. Companies using untact services such as telework are experiencing cyber breaches due to insufficient security settings, non-installation of security patches, and vulnerabilities in systems constituting untact services such as VPN. In response to these cyber incidents, as a case of cyber fraud countermeasures, security notices to preventing cyber fraud damage to the public was announced, and security guidelines and ransomware countermeasures were provided to organizations related to COVID-19 and medical institutions. In addition, for companies that use and provide untact services, security vulnerability finding and system development environment security inspection service were provided by Government funding programs. We also looked at the differences in the role of the government and the target of security notices between domestic and overseas response cases. Lastly, considering the development of untact services by industry in preparation for post-COVID-19, supply chain security, cloud security, development security, and IoT security were suggested as common security reinforcement measures.

A Study on Improved Detection Signature System in Hacking Response of One-Line Games (온라인 게임 해킹대응에서 Signature 기반 탐지방법 개선에 관한 연구)

  • Lee, Chang Seon;Yoo, Jinho
    • The Journal of Society for e-Business Studies
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    • v.21 no.1
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    • pp.105-118
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    • 2016
  • Game companies are frequently attacked by attackers while the companies are servicing their own games. This paper analyzes the limit of the Signature detection method, which is a way of detecting hacking modules in online games, and then this paper proposes the Scoring Signature detection scheme to make up for these problems derived from the limits. The Scoring Signature detection scheme enabled us to detect unknown hacking attacks, and this new scheme turned out to have more than twenty times of success than the existing signature detection methods. If we apply this Scoring Signature detection scheme and the existing detection methods at the same time, it seems to minimize the inconvenient situations to collect hacking modules. And also it is expected to greatly reduce the amount of using hacking modules in games which had not been detected yet.

Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Design and Implementation of the GNEX C-to-Android Java Converter using a Source-Level Contents Translator (소스 레벨 콘텐츠 변환기를 이용한 GNEX C-to-Android Java 변환기의 설계 및 구현)

  • Son, Yun-Sik;Oh, Se-Man;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1051-1061
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the Android platform as a smart platform using a source-level contents translator. The GNEX C-to-Android Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Detecting gold-farmers' group in MMORPG by analyzing connection pattern (연결패턴 정보 분석을 통한 온라인 게임 내 불량사용자 그룹 탐지에 관한 연구)

  • Seo, Dong-Nam;Woo, Ji-Young;Woo, Kyung-Moon;Kim, Chong-Kwon;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.3
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    • pp.585-600
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    • 2012
  • Security issues in online games are increasing as the online game industry grows. Real money trading (RMT) by online game users has become a security issue in several countries including Korea because RMT is related to criminal activities such as money laundering or tax evasion. RMT-related activities are done by professional work forces, namely gold-farmers, and many of them employ the automated program, bot, to gain cyber asset in a quick and efficient way. Online game companies try to prevent the activities of gold-farmers using game bots detection algorithm and block their accounts or IP addresses. However, game bot detection algorithm can detect a part of gold-farmer's network and IP address blocking also can be detoured easily by using the virtual private server or IP spoofing. In this paper, we propose a method to detect gold-farmer groups by analyzing their connection patterns to the online game servers, particularly information on their routing and source locations. We verified that the proposed method can reveal gold-farmers' group effectively by analyzing real data from the famous MMORPG.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.