• 제목/요약/키워드: Game Money

검색결과 74건 처리시간 0.024초

Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal (빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언)

  • Ahn, Sunghun;Jung, JaeWoo;Oh, Sejong
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제18권1호
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    • pp.55-64
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    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

The Analysis for Gamble Regulation of Korea Arcade Game (국내 아케이드 게임의 사행성 규제 분석)

  • Han, Sang-keun;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2016년도 추계학술대회
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    • pp.187-188
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    • 2016
  • In South Korea, regulations on gambling have been implemented since the beginning of the Game Rating Board, and they have been improved, newly enacted or deleted according to the current game industry. For instance, regulations on arcade games include that no more than 10,000 KRW can be input per hour, automated operation is prohibited, results cannot be saved, money exchange is prohibited, etc. The study aimed to relieve excessive regulations on gambling arcade games in South Korea such as unnecessary regulations and duplicate regulations in a practical way. It is therefore expected to contribute to implementing regulation plans for gambling games suitable for the level of consciousness of the South Korean people.

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Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • 제22권6호
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • 제5권2호
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
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    • 제62권
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    • pp.51-73
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    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

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Game-bot detection based on Clustering of asset-varied location coordinates (자산변동 좌표 클러스터링 기반 게임봇 탐지)

  • Song, Hyun Min;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • 제25권5호
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    • pp.1131-1141
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    • 2015
  • In this paper, we proposed a new approach of machine learning based method for detecting game-bots from normal players in MMORPG by inspecting the player's action log data especially in-game money increasing/decreasing event log data. DBSCAN (Density Based Spatial Clustering of Applications with Noise), an one of density based clustering algorithms, is used to extract the attributes of spatial characteristics of each players such as a number of clusters, a ratio of core points, member points and noise points. Most of all, even game-bot developers know principles of this detection system, they cannot avoid the system because moving a wide area to hunt the monster is very inefficient and unproductive. As the result, game-bots show definite differences from normal players in spatial characteristics such as very low ratio, less than 5%, of noise points while normal player's ratio of noise points is high. In experiments on real action log data of MMORPG, our game-bot detection system shows a good performance with high game-bot detection accuracy.

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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    • 제15권9호
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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.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • 제14권3호
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

The Analysis on the Relation between Smoking Behavior and Delinquent of Boys' High School Students (청소년의 흡연행동과 비행과의 관계분석)

  • 고정자
    • Journal of the Korean Home Economics Association
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    • 제30권1호
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    • pp.311-324
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    • 1992
  • The purpose of this study is to take precautions against smoking behavior and delinquent by investigating the relation between smoking behavior and delinquent, analysing variables influence smoking behavior and delinquent. For the data set 1522 boys' high school students living in Pusan were chosen. The data were analyzed with the SPSS PC+ statistical package using Pearson's correlation and multiple regression. The main results are as follows: First, the rate of smoking is 39.4% among 1522 boys' high school students. First grade is 22.0%. Second grade is 44.5%. Third grade is 53.4%. Second, Delinquent experiences are in the order of going to game room(92.7%), drinking(89.4%), going to the prohibited movies(74.2%), thief(39.8%), going to discotheque(32.8%), kiss(29.8%). Third, smoking behavior and delinquent have positive correlationship. Forth, among the independent variables, grade, scholastic attainments, pocket-money, relegion, intimate friend's smoking, number of smoking friend, number of smoking family, family's thought on smoking have influence on smoking behavior. Fifth, among the sociopopulational variables, pocket money, scholastic attainments, club have influence on delinquent experience. Among enviornmental variables, intimate friend's smoking, number of smoking friend, girl friend, girl friend's smoking have influence on delinquent experience. Number of smoking family, parents' smoking, sibling's smoking, family's thought on smoking have partially influence on delinquent experience.

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Procedural Quest Generation by NPC in MMORPG (MMORPG에서 NPC중심의 절차적 퀘스트 생성)

  • Jeong, Bo-Gyun;Cho, Sung Hyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • 제14권1호
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    • pp.19-28
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    • 2014
  • This paper tried to verify whether we can make NPCs generate emergent quests consistently by experiments in the persistent world of Role Playing Games where the persistent world can generate stories through interaction among game components. In this paper, we test NPC based procedural quest generation techniques assuming quest types suggested in the past research in the persistent virtual RPG world. Our system uses desire model of NPCs and dynamic resource management system to make decision of quest generation. Our decision process considers desire satisfaction, money deposit, and friendship of NPCs. These parameters are dynamically changed by quest completion status, and affect next quest generation process. This paper shows that NPCs in the persistent virtual world can generate quests based on procedural quest techniques consistently.