• Title/Summary/Keyword: Game Money

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Prohibition Clauses of Business of Money Changing on the Game Industry Promotion Act of 2007 (게임산업진흥법상 환전업금지 조항의 의의와 해석)

  • Hwang, Seung-Heum
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.61-72
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    • 2007
  • Prohibition Clauses of Business of Money Changing(${\S}32(1)7$) on the Game Industry Promotion Act of 2007 was introduced for the purpose of preventing game from becoming gambling. By making the independent requisite of constituting a crime that there was no criminal punishment former times, it is possible actively to deal with mixing of game and gambling. Prohibition Clauses of Business of Money Changing prevent the material or formless results that are obtained on the use of game from making a business of money change, intermediation of money change, or re-purchase of it. The material or formless results mean points, prizes, game moneys, or game data that is obtained on the abnormal use of a game. Most real money trade of a game item will be pull into the application of Prohibition Clauses of Business of Money Changing on the interpretation of it. Therefore this clauses have a tremendous effect upon the business of sweated workshops and intermediation web sites of game items. None the less Prohibition Clauses of Business of Money Changing will have positive influence to the future of game industry through the separation of game and gambling.

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An Analysis of Virtual Economies in MMORPG(Massively Multi-players in Online Role Playing Game)

  • Jung, Gwang-Jae;Lee, Byung-Tae
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.661-666
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    • 2007
  • MMORPG, massively multi-players in online role-playing game, is the most popular genre in online games. Because large number of players interacts with each other, virtual worlds in MMORPG are alike communities of real worlds. Moreover, players in virtual worlds trade game items with real money. This paper is to find impacts of real-money trading into real worlds, and game operators, by using two-period model between players of the game and the game operator. It was found that real-money trading benefits game operators, and there exists optimal supply of game items to maximize the profit of game operator. Moreover we found that the income disparity in real worlds could be decreased when real-money trading is allowed To support the analytical model, we used an empirical analysis using real-money trading data, and find the relationship among play time of MMORPG, transaction volume of real-money trading, and price of game items. In empirical analysis, it was found that real-money trading benefits game operators. Moreover, it was found that play time and price have positive relationship.

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A Study of Game Money Control in Online Games (온라인게임의 게임통화 관리모델 연구)

  • Shin, Jeong Yeop
    • Journal of Korea Game Society
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    • v.13 no.5
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    • pp.5-18
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    • 2013
  • The Management of Game Money in online game is considered as a crucial factor for successful game business as well as balancing game economy. The generation and flow of game money have a strong relationship with game contents, entertainment factors, game planning and level design. This paper explores online game economy in various ways especially the matter about managing & controlling game money in this context through theoretical and practical perspectives. It also examines how this management makes an effect on 'Free to Pay' policy and Sales revenue. Finally, this paper draws conclusions about the Management of Game Money which can be considered to be practically useful for game development and management. I hope that the study helps further studies and researches and can be served as a foundation regarding the issue.

An Empirical Study of Game Money and Cash Money Consumption: Evidence from Online Games (게임 머니와 캐시 머니 소비에 관한 실증 연구: 경험, 성취, 지역적 격차를 중심으로)

  • Jo, Wooyong;Choi, Jeonghye
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.295-309
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    • 2016
  • We focus on two kinds of game currency in online games, Game Money and Cash Money, and investigate how money expenditure behavior is explained by experience, achievement, and region as well as how the interplay among key variables differs between Game Money and Cash Money. The empirical analysis provides the following findings. First, experience increases Game Money expenditure whereas it lowers Cash Money expenditure, which suggests that gamers substitute gaming efforts for cash. Second, achievement is positively correlated with both kinds of game currencies. Finally, the relationship of money expenditure with experience and achievement is moderated by region. Specifically the negative effect of experience on Cash Money expenditure is more pronounced in suburban areas than in urban areas. The positive effect of achievement on Cash Money expenditure is also more pronounced in suburban areas than in urban areas. The authors conclude the paper with theoretical contributions and practical implications.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.

The Effects of Decision-Making Situation In Ultimatum Game (최후통첩게임에서 의사결정 상황의 영향)

  • Park, Sang-June;Cheon, Do-Jeong
    • Korean Management Science Review
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    • v.25 no.2
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    • pp.1-12
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    • 2008
  • In the ultimatum game two players have to divide a certain amount of money between them. One player is the allocator and proposes a division of the money. The other is the recipient and can either accept or reject the proposed division. If the recipient accepts, the money is divided as proposed. If the recipient rejects, however, both players receive nothing. Purchase decisions could be classified on two basic factors (or dimensions) : involvement and think/feel in the FCB grid model. In this study we studied the influences of the two factors in purchase decisions on the choice of strategy (or propensity to fairness) in the ultimatum game. The empirical study showed that a decision maker chooses rational strategy more frequently when he (or she) is thinkful (or cognitive) in high involvement level.

A study on the types of real money trade of game items and limited point of MMORPG (MMORPG의 게임 아이템 현금거래 유형과 한계점 연구)

  • Lim, Ha-Na
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.33-41
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    • 2009
  • In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.

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An Ethnographic Study on Cyber-Delinquency among Adolescents (게임방 청소년의 사이버일탈 과정에 관한 문화기술적 연구)

  • Sung, Yun Sook;Lee, So Hee
    • Korean Journal of Child Studies
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    • v.24 no.3
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    • pp.109-134
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    • 2003
  • Playing online games is popular among adolescents and may contribute to such social issues as game addiction and cyber-delinquency. The present study conducted an ethnographic analysis that addressed basic descriptive questions around the social significance of online games. The main findings were that peer pressure plays an important role; that is, adolescents play the games to fulfill their need to occupy higher levels of cyber-status among game players and build special relationships. They like to make money and buy what they want with money earned from game item deals. Game scenarios and mechanisms play an important role in game addiction. Adolescents sometimes exhibit social delinquency in cyberspace or the real world. Thus, adolescents' needs, game addiction and cyber-delinquency are intertwined.

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A study of RMT buyer detection for the collapse of GFG in MMORPG (MMORPG에서 GFG 쇠퇴를 위한 현금거래 구매자 탐지 방안에 관한 연구)

  • Kang, Sung Wook;Lee, Jin;Lee, Jaehyuk;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.4
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    • pp.849-861
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    • 2015
  • As the rise in popularity of online games, the users start exchanging rare items for real money. As RMT (Real Money Trade) is prevalent, GFG (Gold Farming Group) who abuse RMT shows up. GFG causes social problems such as identity theft, privacy leaks. Because they needs many bot characters to gather game items. In addition, GFG induce RMT that makes in-game problems such as a destroying game economy, account hacking. Therefore, It is very important work to collapse GFG at the perspective of social and in-game. In this paper, we proposed a fundamental method for detecting RMT buyers for the collapse of GFG at the perspective of buyer by Law of Demand and Supply. We found two type of RMT by analyzing actual game data and detected RMT buyers with high recall ratio of 98% by ruled-based detection.

Development of Web Game and Contents Support System Using the Integrated Point Engine (포인트 통합 엔진을 이용한 웹 게임 및 컨텐츠 제공 시스템의 개발)

  • Kang, Sung-Kwan;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.25-30
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    • 2004
  • Recently, it is increasing a users requiring actually and a variety of service due to a growth of wet based technique and network technique. In services, the interest in web and mobile contents domain is increasing rapidly. The most contents supported point or a E-Money as result of contents's usage. But, the point system be in name only due to a lack of a contents using a point or a related service. As a solution for this problem, this paper designed a supported system that integrated a point system supporting others contents and can associated to a game using that point. we made a simple game and supporting contents in web for simulating the designed system. Also, we realized the mobile system for communicating a data causing in web.

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