• Title/Summary/Keyword: Game item

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Analysis on the Relationship between Online Game-Item Trade and Cyber Crimes (온라인 게임 및 아이템 거래의 범죄 연관성에 관한 실증 연구)

  • Choi, Seong-Rak;Kim, Choel-Hoi
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.69-79
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    • 2011
  • Online game industry and item trade have grown up fast after 2000. And there has been a perspective that online game and item trade are the cause of the crimes, especially cyber crime like hacking, virus. But there was no positive research about the opinion, so this article studies the relations among online game, item trade and crime. The results suggest that online game and item trade maybe a cause of cyber crime and property crime. But online game and item trade don't increase the total number of crime. That means that online game and item trade substitute the way how crime happens. Online game and item trade substitute no-property crime to property crime.

A Classification Method for Item-based Online Game (온라인 게임 아이템 기반 분류법)

  • Hwang, Shin-Hee;Park, Eun-Young;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.8 no.4
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    • pp.419-424
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    • 2007
  • Recently, additional value of games has been started to increase by revitalization of the game market. Especially, Because of the creation of the new trend that is item trade especially in online game, Item trade is as a easy and essential way as item trade can be created. However, compared to other planning factors, occupied weight of item is not as much as expected in exploiting a game. For this reason, we emphasize the importance of game item by giving the opportunity that increases the additional value with raising satisfaction of game through item-based study, plus suggesting new classification.

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The Study on Evolution of Online-game Item Cash-trade-system as Complex Adaptive System (복잡적응계로서 온라인게임 아이템 현금거래체계의 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.47-59
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    • 2010
  • Differing from most of current studies which recognizing game item cash-trade as simple static system, this study approaches game item cash-trade as Complex Adaptive System through historical analysis. The item-trade is a complex phenomenon converging between cyber-economy and real-economy, and production and consumption process of game-item are evolving dynamically over time. The results are following: first, the early item-trade emerges in endogenously rather than results from purposed system designed by singular actor. Second, after the early item-trade, the trade system as a CAS which various voluntary actors(single user, factory, game company, user community, agency, etc.) participates in is self-organizing for trading safety and efficiency. Third, the complex adaptive item-trade system satisfies actor's needs interdependently and accelerate positive feedback powerfully. This study implies that purposeful control disregarding emergent adaptive item-trade system distorts system efficiency and can lead to unintended policy failure.

Analysis of Loot Box System in Overwatch (오버워치 루트 박스 시스템 분석)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.95-104
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    • 2018
  • This study analyzes the system of Loot Box in Overwatch, FPS genre game produced by an American company Blizzard. Currently, one of the most controversial issues in the recent industry is "Probability-Type Item" that game users purchase high-end game items as a form of lottery. As this study examines a foreign case of Loot Box that is similar to Probability-Type Item, it would show how it is constructed and does legal approaches. Throughout this, it not only analyzes pros and cons of the Loot Box system, but also provides thought-provoking messages for the issue of the Probability-Type Item.

Change of Value Chain and Current Issues in Game Items Real Money Trade (게임아이템 현금거래의 가치사슬 변화와 동향분석)

  • Han, Chang-Hee;Kim, Jung-Min;Park, Chae-Hee;Hong, Yu-Jin;Kim, Min-Kwan
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.45-56
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    • 2011
  • The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

A Thought on Efficient Item Productions and Managements for MMORPG (MMORPG에서 아이템의 효과적인 제작 및 관리 방안에 대한 고찰)

  • Kim, In-Hong;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.61-66
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    • 2005
  • The item is an interactive element to escalate interest in the games as well as element providing various satisfactions to players. They give satisfactions to economic desire which is intrinsic in human beings. In this paper we propose an efficient method for item productions and managements by giving name values to items and managing them by database, so that new communities of players could grow with economic systems, which would improve specialties of games as well as solve problems such as hacking, etc.

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The Study on Game Users' Payment Intention through Language Network Analysis (언어 네트워크 분석을 통한 온라인게임 유저의 과금 성향 분석)

  • Kim, Eunbi;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.117-130
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    • 2021
  • The purpose of this paper is to study users' intention on paid game items through language network analysis. The functional item buying group considered the capabilities and strength of the game character as the most important factor for the winning of the games while the decorative game item buying users considered self-satisfaction for the unique outfit of their game character. Moreover, they reflected their game characters as themselves and another ego.

Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

A Design Method of Auction type e-Commerce for Online Game Items exchange (온라인 게임의 아이템 경매 방식 전자상거래 설계 기법)

  • Kim, Jong-Soo;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.153-160
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    • 2010
  • The main goal of general Online games is that the game user gain a high level character. If you want to grow up your character so fast, you need to have proper items. But sometimes users get items in the game that are not fit for the character. For the reason, game's users exchange these items each other. But such a function that serviced in the game is very restricted. To improve dealing function, it is necessary to support various method in the game such as Internet item dealing sites. By providing various service like as auction system service not the general dealing method, it is convenient for game users to deal with their own items. In this paper, by analyzing both function of internet item dealing site and function of item dealing used some domestic on-line game, we are propose the design method of auction type e-commerce that has the each advantage. Using the our proposed method, users can get information rapidly who want to deal with their own items, and deal with items through various functions.