• Title/Summary/Keyword: Game User Analysis

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The effect of randomness in the game on negative emotions of defeated players (게임 내 무작위성이 패배한 플레이어의 부정적 감정에 미치는 영향)

  • Kweon, Yong-Jun;Park, Chang-Hoon
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.43-54
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    • 2021
  • This study deals with the changes in negative emotions a player feels upon defeat according to the intensity of randomness. By changing the interface related to randomness, we checked how the interaction between the user and the game affects the user's experience. The subjects of this study were 30 students of the Dept. of Game Engineering. The research tool used randomness and negative emotion measurement tools. For the experiment, a board game called "12Janggi" was used, and randomness was added to the 'board' and 'piece' of the game. The analysis shows that proper randomness reduces negative emotions, but excessive randomness increases negative emotions. Although randomness can reduce the negative emotion of defeat, it can be seen that it should be applied to the context of the game.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.

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.

Research of intelligent rhythm service of edutainment humanoid robot (에듀테인먼트 휴머노이드 로봇의 지능적인 율동 서비스 연구)

  • Yoon, Taebok;Na, Eunsuk
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.75-82
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    • 2018
  • With the development of information and communication technology, various methods have been tried to provide learners with a fun educational environment through fun and interest. It is a good example to utilize technologies such as games and robots in education for edutainment and game-based learning. In this study, we propose an intelligent rhythm education system using user data collection and analysis for humanoid robot rhythm generation. To do this, the user selects music and inputs rhythm information according to the selected music. The robot utilization data of this user extracts patterns through collection and analysis. Patterns are based on frequency, and FFT similarity comparison method is applied when past data is insufficient. The proposed method is validated through experiments of kindergarten children.

A Study on the Analysis on Manipulation System of MORPG Game based on Finger Movement and Key Input Data (손가락 움직임과 키 입력 데이터를 기반으로 한 MORPG 게임의 조작계 분석 방법론에 관한 연구)

  • Jungha Kim
    • Smart Media Journal
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    • v.12 no.9
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    • pp.116-123
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    • 2023
  • In this study, I will describe the difference in operating methods centered on the game operating system between beginners and expert groups in MORPG PC games and focus on the methodology to analyze them. First of all, a hypothesis was established to distinguish between beginners and expert groups based on the manipulation system of character movements commonly used in MORPG, and through this distinction, it was analyzed whether finger movement data and key stroke data related to the manipulation system can be significantly used in the future. Based on these analysis results, it was found that the analysis methodology that combines finger motion data and key stroke analysis is meaningful as a user test methodology for the PC MORPG game operating system in the future.

A Legal Study on The Act Bill for Establishing The Game User Committee

  • Kyen, Seung-Yup
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.165-171
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    • 2022
  • In this paper, we suggest the Measures to improve the Act Bill for establishing the Game User Committee. The Act Bill has a lot of problems which are violations of criminal legalism due to unclear terms in administrative punishment and violations of The Human Right enjoying freedom of occupation and guaranting property due to not defining provisisons about The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions. also the duplicate regulations in the Act Bill disrupt game industry development. we have three results that were derived through analysis of Prior studies and precedents. The First is to define details of special reasons in enforcement ordinance and enforcement regulations. The Second is to define The Duty of Confidentiality or The Legal Fiction as Public Officials for Purposes of Applying Penalty Provisions in the act bill. The Third is to address managing the random reward items in the Game Rating and Administration Committee or is to give game user advance notice about the Comntent Dispute Mediation system.

A Study on the Development of a VR Game to Experience the Fire Evacuation and its Effect Analysis (화재 탈출 체험 VR 게임 개발과 효과 분석)

  • Kim, KyungSik;Park, YongHwan
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.153-162
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    • 2020
  • In this research, a VR game was developed to experience the fire evacuation from a fired building, intending calm and fast reaction in urgent fire situations. The user should move out through the fire door, stairs and corridors toward exit door using the VIVE controllers. When the user can't proceed the path because of fire flame or smoke, he/she should turn back to find another path. A building of Hoseo university was modeled and tests were carried out by students with polls focused on the usability and the effectiveness of this VR game. The result has been analyzed to show their responses.

A Research on the Balancing among the Users of MMORPG through Analyzing the Preferences of Playing Game for the Types of Individual Characteristics (개인의 성격유형별 게임플레이의 선호도 분석을 통한 MMORPG의 유저 간 밸런싱 연구)

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.3-10
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    • 2009
  • what is the elements letting users play games consistently other than the growth of the computer technology? What sort of elements can games give to control the balances in the various features of users? The subject of this study was set up for these questions. Examining the result of this study, the analysis of the types of individual characteristics as well as their preferences of playing games in the level of game design in the process of game development can be utilized as a fundamental data for the design of game contents based on user's propensity. Also it can provide the most effective method for controlling the balance of the game world. Moreover, it can be utilized to set up directions for updating the games based on user's propensity. If it can be counted for the potential users' preferences, the result of analysis of individual characteristic would act as good basic data for the balancing of game among various types of users.

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Game Analysis for Next Generation User Interface based on Storytelling (차세대 스토리텔링기반 유저 인터페이스를 위한 게임분석)

  • Lee, Dae-Young;Kim, Seon-Ju;Yu, Hui-Beom;Won, Sun-Jin;Sung, Jung-Hwan
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.534-539
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    • 2008
  • Nowadays, UI(User Interface)'s main target area is getting larger from user's convenience oriented interface, to user's satisfaction oriented interface. In this study, we attempted 'Storytelling User Interface' for fulfillment of user's satisfaction. We analyzed UI in games, distinguished and clarified its effectiveness that conveys main contents and special features to its audience. The most important element in storytelling UI is 'Inherent Drama'. This was proved through the game analysis with Blizzard's 'Diablo', Sierra's 'Home world', Eden Games' 'Test Drive Unlimited', EA's 'Black And White', and Sony Entertainment's 'Eye Of Judgment'. And we divided storytelling elements into 3 pieces, Mood Design - that shows story's background, or traits, Natural Control - for user's feeling as a hero in the content, and Flow Directing - using animation, visual design and sound, etc. Via these elements, we can make the best use of background, icon, animation, every structures and flow in games. Finally, we embodied three pieces for putting in practice for effective improving interface.

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