• Title/Summary/Keyword: Game Company

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Internet of Things and Game as Described in the Case of Overseas (해외 사례로 살펴본 사물인터넷과 게임)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.465-466
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    • 2015
  • Recently Internet of things(IoT) industry has grown, Giant company of the world, have developed a variety of equipment using this. Several things are to be able to enjoy the game of devices have been developed game that play with the device has been released. This paper aims to derive the necessary element for the game development around IoT equipment. In this study, we investigated several cases using IoT device that have been released and have been developed abroad, literature related to game development reviewed. As a result, majority case using in game field, it appeared by using virtual reality that supported the 3D screen using a head-mounted display, in addition, have been released motion-based game.

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Analysis of Loot Box System in Overwatch (오버워치 루트 박스 시스템 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.95-104
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    • 2018
  • This study analyzes the system of Loot Box in Overwatch, FPS genre game produced by an American company Blizzard. Currently, one of the most controversial issues in the recent industry is "Probability-Type Item" that game users purchase high-end game items as a form of lottery. As this study examines a foreign case of Loot Box that is similar to Probability-Type Item, it would show how it is constructed and does legal approaches. Throughout this, it not only analyzes pros and cons of the Loot Box system, but also provides thought-provoking messages for the issue of the Probability-Type Item.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study on the Reliability Quality Testing Model of Game Software (게임 소프트웨어의 신뢰성 품질 평가 모델에 대한 연구)

  • Jung Hye-Jung
    • Journal of Internet Computing and Services
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    • v.6 no.4
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    • pp.37-46
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    • 2005
  • Computer are being used in an increasingly wide variety of application areas, and their correct operation is often critical for business success and humasn safety. Developing high quality software products is therefore of prime important. The recent game software become popular, so we are interest in the game software testing. According to the kinds of game software, because it has the different characters, so game software testing is very difficult. According to enviroment change, Recently, online game is popular, so online game trade in the world market. In the company, developers try to develop the reliable game software. But we can experience many fault of game software in spite of the beta testing. Especially, Testing is very difficult on the game software because of various environment and functionality. We tried the survey for game user. In this paper, we study the quality testing metric of game software fault basis on the ISO/IEC 9126. Also, we consist of the check list of game software a point of view user. It apply for the reliability testing metrics of ISO/IEC 9126.

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Extended Script Structure for Advertisement Game Development (광고형 게임 개발을 위한 확장 스크립트 구조)

  • Park, Jung-Yong
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.53-60
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    • 2007
  • This paper proposes the knowledge structure of an extended script for advertisement style game embodiment. This approach is able to allow for developing game and advertisement module. Research to reconsider contradictory awareness about existent game have been evolving from game education system, advertisement style game and simulation game for training and so on. In this paper, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. And we describes with mathematical structure for proposed situation structure. Game unfolding utilizes with causality. Game reflects situation of a spatiotemporal real world. For this goal, we applied extended script to game world. Advertisement style module progresses by method to provide company's advertisement to user while game is gone. The advantage of proposed method are able to allows for novice to effectively insert banner image, video and so on into advertisement module. The proposed method was implemented in the "Shooting BaDuk" among games.

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Adaptive algorithm for optimal real-time pricing in cognitive radio enabled smart grid network

  • Das, Deepa;Rout, Deepak Kumar
    • ETRI Journal
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    • v.42 no.4
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    • pp.585-595
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    • 2020
  • Integration of multiple communication technologies in a smart grid (SG) enables employing cognitive radio (CR) technology for improving reliability and security with low latency by adaptively and effectively allocating spectral resources. The versatile features of the CR enable the smart meter to select either the unlicensed or the licensed band for transmitting data to the utility company, thus reducing communication outage. Demand response management is regarded as the control unit of the SG that balances the load by regulating the real-time price that benefits both the utility company and consumers. In this study, joint allocation of the transmission power to the smart meter and consumer's demand is formulated as a two stage multi-armed bandit game in which the players select their optimal strategies noncooperatively without having any prior information about the media. Furthermore, based on historical rewards of the player, a real-time pricing adaptation method is proposed. The latter is validated through numerical results.

A Study on the User's Perception of Free Server and the Game Company's Response Plan (프리 서버에 대한 사용자의 인식과 게임사의 대처방안에 관한 연구)

  • Kim, Geong-Jun;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.167-170
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    • 2021
  • 리 서버란 게임 개발사나 퍼블리셔가 공식으로 제공하는 정상적인 서비스가 아니며 개인이 게임을 변조하여 배포하고 불법 운영하는 서버를 뜻한다. 게임 시장이 성장하고 발전하면서 그만큼 정상적인 게임 운영을 방해하거나 불법으로 기존 게임의 서버를 개설하여 저작권을 침해하는 사례도 적지 않다. 본 논문은 그러한 사례 중 K사의 서비스 종료 게임인 '그랜드체이스'의 프리서버 현황과 게임사의 대처 상황을 조사하고 플레이 경험이 있는 유저들을 주 대상으로 설문을 진행하여 프리서버에 대한 사용자 인식을 파악한 후 이를 바탕으로 적절한 대응 방안을 제시하려고 한다.

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A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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A Study on the International Communication System in International Bidding (국제통신시스템 국제입찰에서의 입찰행태 분석)

  • Hong, Seung-Gee;Hwan, Ho-Yon
    • International Commerce and Information Review
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    • v.7 no.2
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    • pp.25-47
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    • 2005
  • This study wishes to analyze that affect in purchasing decision in Telecommunication operation company's international competitive bidding. When submit a tender laying stress on international competitive bidding of the Telecommunication operation companies among specially various international competitive bidding, I wish to investigate game theory enemy by bid method through access method about bid form affecting in buyer's purchasing decision.

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A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.93-105
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    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.