• Title/Summary/Keyword: Game Contents Service

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The Analysis Of Advertisement Cases Using Game And System Design (게임을 이용한 광고의 적용사례 분석 및 시스템 설계)

  • Jang, Su-Min;Kwak, Nae-Joung;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.815-818
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    • 2006
  • Lately, the development of the Internet yield to increase the number of game players. The advertisement intended for increasing game players is made an issue of. In this paper, we explain the various cases by using games as the advertising media and analyze their problems. In addition, we propose the structured module to solve the problems and to service efficiently the advertisements.

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User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' - (FPS 게임의 PVP 레벨 디자인 패턴 고찰 -포인트 블랭크를 중심으로-)

  • Kang, Soo-Chang;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.39-48
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    • 2015
  • Level design of online FPS games has not been researched enough for its active development and service. For the most part, FPS design patterns only have been classified based on PVE level design. However, it is necessary to look at it in light of PVP level design in the online FPS multi-player games. Therefore, we analyzed one of the most preferred team-death match levels in 'Point Blank'. This research holds its significance in suggesting the new PVP level design patterns compared to PVE level design patterns after conducting in-depth interviews on three FPS developers.

The Advance Strategy into North America through MMORPG User Analysis (MMORPG 사용자 분석을 통한 북미진출 전략)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.215-222
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    • 2007
  • As Korean online game market is saturated, Korean online game companies are trying to push into North American market. In order to succeed in foreign markets, understanding of user characteristics in that country is most important. In this study, investigation on user characteristics has been performed using user DB from A online game and B online game. They are currently in service by M company in America. Connection time, payment, and royalty are analyzed as a results. Based on the analysis, several advance strategies into North America are suggested. This results could be very useful for Korean MMORPG company to try to push into North America.

A Study on the Improvement Legal System for Dispute Settlement related to Game Payment of Minors (미성년자 게임결제 관련 분쟁 해결을 위한 법제개선 연구)

  • Kim, Sang-Tae;Huh, Joon-Young
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.121-130
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    • 2018
  • Game users purchase contents in order to enjoy games, which is the case as for minors. The most frequently used payment method for minors' purchasing game contents is many kinds of gift certificates. Other payment methods include adding the payment to their cellular phone bills and charging it to their parents' credit cards. Although such payment methods are easily used due to convenience, consequent disputes are also continuously increasing. Both users and game service providers suffer damage due to the disputes related to game payments by minors and, in some cases, such problem also becomes a social issue. The purpose of this study is to present data for the standardization of refund policy (system) for payments made by minors by investigating and analyzing the laws and institutions related to game payments by minors and examining relevant dispute cases, in order to prevent and solve such disputes efficiently.

Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

Methods for the Revitalization about LBS Mobile Games -Comparative Analysis between Internal and Overseas Case Study- (위치기반(LBS) 모바일게임의 활성화방안 -국내게임과 해외게임의 사례연구를 중심으로-)

  • Yu, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.74-84
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    • 2008
  • Mobile game is a killer content among the various mobile contents provided by Telecommunication companies. Recently, Location Based Service (LBS) market is growing rapidly and LBS will be a killer content in the near future. As a consequence, mobile game combined with LBS will be a dominant trend of mobile content. However, there exist some limitations on the revitalization of the mobile service market. In this paper, analysis of the restrictions on the mobile service market is performed and then methods for the revitalization of the mobile service market are proposed various billing system is required to reduce network fee for users, a new policy to protect privacy has to be offered, and the infrastructure for high network performance should be developed. The result of this research will provide key role to find a new and more innovative approach to enhance the interaction design of the future Location Based Mobile Games.

Analysis of Network Neutrality in Two-sided Markets Using Game Theory (게임이론에 의한 양면시장에서의 망중립성 분석)

  • Oh, Hyung Sool;Lee, Jae Ha
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.162-169
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    • 2018
  • Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.

A Study on subtitle synchronization calibration to enhance hearing-impaired persons' viewing convenience of e-sports contents or game streamer contents (청각장애인의 이스포츠 중계방송 및 게임 스트리머 콘텐츠 시청 편의성 증대를 위한 자막 동기화 보정 연구)

  • Shin, Dong-Hwan;Kim, Jeong-Soo;Kim, Chang-Won
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.73-84
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    • 2019
  • This study is intended to suggest ways to improve the quality of the service of subtitles provided for the convenience of viewing for deaf people on e-sports broadcast content and game streamer content. Generally, subtitling files of broadcast content are manually written on air by stenographers, so a delay of 3 to 5 seconds is inevitable compared to the original content. Therefore, the present study proposed the formation of an automatic synchronization calibration system using speech recognition technology. In addition, a content application experiment using this system was conducted, and the final result confirmed that the time of synchronization error of subtitling data could be reduced to less than 1 second.

Development of an Item Based Learning System In Mobile Environment (모바일 환경에서 문제은행에 기반한 학습 시스템의 개발)

  • Jang Moo-Soo;Song Hee-Heon;Kang Oh-Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.3
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    • pp.46-54
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    • 2004
  • As a consequence of expansion in information technology, various services continually have been provided us through the internet in these days. Since the beginning of the mobile service, contents for its service actively have been developing now; there fore, the existing internet service system is gradually changing into the wireless mobile service system. However, mobile service now in use is mostly for entertainment such as bell sound, game and so on. The existing contents are very insufficient to satisfy the education. In this thesis, we have developed new mobile contents that are combined with Item Pool System. Students can connect to the learning contents by using the mobile device in anywhere and anytime in order to promote the efficiency of study.

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