• Title/Summary/Keyword: Game Policy

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Analysis of Korean Gamers' Preferences on Chinese Mobile Games (중국 모바일 게임의 한국 소비자 취향 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.7
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    • pp.970-977
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    • 2018
  • Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).

Priority-based Group Task Scheduling Policy for a Multiplayer Real-time Game Server (다중사용자용 실시간 게임 서버를 위한 우선순위 기반 그룹 태스크 스케쥴링 정책)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.57-64
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    • 2012
  • Multiplayer, real-time games are a kind of soft real-time systems because a game server has to respond to requests from many clients within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to different priorities on CPU processing. Events can be divided into different groups, depending on their consistency degree and priority. To handle these events with different priority and meet their timing constraints, we propose a priority-based group task scheduling policy in this paper. The number of clients or events requested by each client may be increased temporarily. In the presence of transient overloading, the game server needs to allocate more CPU bandwidth to serve an event with the higher priority level preferentially. The proposed scheduling policy is capable of enhancing real-time performance of the entire system by maximizing the number of events with higher priority completed successfully within their deadlines. The performance of this policy is evaluated through extensive simulation experiments.

The Determinants of Usefulness and Intention In Mobile Game Service (모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구)

  • Han, Hui-Seon;Park, Gi-Ho;Jo, Jae-Wan
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.41-49
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    • 2006
  • This study tried to find the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobile phone, perceived price. The data was analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result shows that the perceived usefulness have significant effects on the mobile game service acceptance.

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The Determinants of Usefulness and Intention in Mobile Game Service (모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구)

  • Han, Hui-Seon;Park, Gi-Ho;Jo, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.399-407
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    • 2006
  • This study tried to fine the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobiliphone, perceived price. The data were analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result show that the perceived usefulness have significant effects on the mobile game service acceptance.

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A Basic Study for Development of Youth On-line Game Competence Quotient (청소년 대상 온라인 게임 역량 지수 개발을 위한 기초 연구)

  • Kim, Ki-Suk
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.375-382
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    • 2017
  • Human resources required in society of knowledge and information are those who not only learn about knowledge and information but also apply those acquired sources to creatively trouble-shoot issues through independent or cooperative relationship. This study is to clarify that there is a positive effect from use of on-line game by youth as youth may have an opportunity to learn the competence required by present and future society of knowledge and information. Moreover, this study is to propose that positive competence may be acquired through on-line game and that the systematic device is required to show the classification of competence from game under characteristics of users. For upright settlement of gaming culture, game companies and the government are required to cooperate actively. Therefore, it is expected that the data from this study will be used as basis of studies of development of youth on-line game competence Quotient to grant upright gaming culture and youth on-line game competence Quotient.

A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

A Study of Tour Game Using LBS based on Smart Phone (스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.239-244
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    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

An Improvement of the Method of Transition Tile in the Texture Splatting for Game Terrain (텍스쳐 스플레팅 방식에서의 게임 지형 표현을 위한 전이타일의 표현 방법 개선)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.57-64
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    • 2010
  • Method of making For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

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.