• Title/Summary/Keyword: Game program

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Development of Teacher Training Programs for Game Addiction Treatment (게임 중독 치료를 위한 교사 연수 프로그램 개발)

  • Lee, Ha-Na;Han, Seon-Kwan
    • Journal of The Korean Association of Information Education
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    • v.14 no.2
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    • pp.139-148
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    • 2010
  • This study aimed to develop the teacher training programs to prevent and treat of game addiction. First, we analyzed the existing training programs concerning game addiction and searched for various strategies applicable to game addiction prevention and treatment education programs. On this ground, training programs were divided into three courses that were the prevention program for normal students, the treatment program I for students in the potential-risk group, and the treatment program II for those in the high-risk group. For the prevention program, commonalities were drawn and developed from the existing studies and training programs; and for treatment programs, game addiction clinic centers were analyzed to draw various useful strategies and contents. We also developed the details of those programs in consultation with experts. As a result of content validity about the developed teacher training program to prevent and treat of game addiction, this program was generally appropriate and acceptable. We expect that the developed programs help to treat a student who has game addiction effectively.

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A Study on Developing TGF(Tutoring Game in Flipped Learning) for Game Programming Course (게임프로그래밍 수업을 위한 플립드 러닝 환경에서 피어튜터링에 관한 연구)

  • Choi, YoungMee;Kim, SeongJoong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.125-134
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    • 2015
  • This paper designs a peer tutoring in Flipped Learning environments for effective game programming(TGF), suggests a result of survey and a lesson learned from game programming in terms of students' and professors' perspectives in hands-on program training using Snake game programming as an applied example. The TGF is more effective than the traditional classroom to achieve the learning goals of game programming course.

A Study on Mobile Game Security Threats by Analyzing Malicious Behavior of Auto Program of Clash of Clans (클래시 오브 클랜 오토 프로그램의 악성 행위 분석을 통한 모바일 게임 보안 위협에 관한 연구)

  • Heo, Geon Il;Heo, Cheong Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1361-1376
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    • 2015
  • Recently, the size of the mobile game market and the number of mobile game users are growing. Also, as the mobile game's life cycle is increasing at the same time, auto program issue reappears which has been appeared in PC online games. Gamers usually tend to ignore warning messages from antivirus programs and even worse they delete antivirus program to execute auto programs. Therefore, mobile game users are easily compromised if the auto program performs malicious behaviors not only for the original features. In this paper, we analyze whether seven auto programs of "clash of clans" which has a lot more users for a long time perform malicious behaviors or not. We forecast the possible security threats in near future and proposed countermeasures based on this analysis. By analyzing auto programs of highly popular mobile game of today, we can acquire the knowledge on auto program's recent trend such as their development platform, operating mode, etc. This analysis will help security analysts predict auto program's evolving trends and block potential threats in advance.

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
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    • v.23 no.1
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    • pp.45-52
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    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

Effect of an 8-Week Competitive Exercise Program on Physical Fitness and Psychological Factors in Game-addicted Adolescent (8주간의 경쟁운동 프로그램이 게임과몰입 청소년의 기초체력과 심리적 변인에 미치는 영향)

  • Choi, Seung-Jun
    • PNF and Movement
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    • v.15 no.3
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    • pp.281-290
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    • 2017
  • Purpose: The purpose of this study was to examine the effect of an 8-week competitive exercise program on physical fitness, psychological variables, and video-game playtime in game-addicted adolescents. Methods: All subjects were screened by a game behavior diagnosis scale questionnaire, and a total of 7 game-addicted, male adolescents ($16{\pm}2$ yrs of age) participated in the study. All subjects were informed of the study's purpose, procedures, and risks, and a consent form was obtained from each subject. The 8-week soccer and basketball exercise program included twice-weekly sessions of 120 minutes per session. All data were presented as $mean{\pm}SE$, and the variables were analyzed with a paired t-test. Results: Following the 8-week intervention, cardiovascular endurance and grip strength were significantly increased (approximately 17 and 7%, respectively [p<0.05]). Although there was no statistical significance on flexibility, vertical jump, and zigzag-run, all variables showed an increasing tendency. Anxiety levels changed from a mild anxiety state to a normal state, and depression levels also altered from moderate to a normal state. The video-game playtime was reduced about 20% during weekends and vacation periods. Conclusion: Given these combined results, 8 weeks of regular participation in competitive exercise (soccer/basketball) may contribute to positive effects on physical fitness, psychological variables, and video-game playtime in computer-game addicted adolescents.

A Study of Player Changed-pattern Model for Game Bots Detection in MMORPG (MMORPG에서 게임 봇 프로그램 탐지를 위한 플레이어 패턴 변화 모델에 관한 연구)

  • Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.121-129
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    • 2011
  • In an online-game, the various game service victimized cases are generated by the bots program or auto program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. This paper collects and analyzes the pattern of game behavior change for the bots detection method. By using the game activity changing information of the human and game activity changing information of the bots, the degree of resemblance was measured. It utilized in the bots detection method. In an experiment, by using the served online-game, the model of a user and bots were generated and similarity was distinguished. And the reasonable result was confirmed.

The Study of Similarity Measure on O-Line Game Software (온라인 게임 소프트웨어 복제도 산출기법에 관한 연구)

  • Kim, Jin-Yong;Kim, Jin-Uk
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.50-57
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    • 2004
  • The copyright against the game which is successful to a performance, is increasing rapidly. The compute r game is sensitive to a popularity. Game from the hazard which it develops short time, the expense which is cheap, about lower the dispute with a copyright, a reproduction and the ticket paragraph increases with the insufficient back of technical power. It analyzes the quality of the tools comparison it will be able to analyze the source codes from the dissertation which it sees. It analyzed the game source code and against the method which produces the original program and the reproduction degree of reproduction program for it researched. The method which produces a reproduction degree game feature following function shares a module especially. After from each module separating a file in file structure, source pro gram and data structure form, it calculates a similarity measure. It followed in important degree of each function and weight it let and the fixed quantity reproduction degree of full game program it produced.

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Development of a SRP(Stress Relaxation Program) Game using HRV(Heart Rate Variability) (심장박동수 변이성을 이용한 스트레스 이완용 게임개발)

  • Choi, Sam-Ha;Joe, Young-Sin;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.77-83
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    • 2002
  • Cases of applying game in the medical area are increasing thesedays. This game has been developed to prevent disease in self-nervous system through the control of respiration after monitoring the mental stress and physical stress from the heart rate variability (HRV) of the game user. The game is a kind of a stress relaxation program (SRP) designed not to avoid boring or rejecting mind of users by traditional simple training of continuous repetition, but to increase interaction which is a unique feature of games.

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The Study of Bot Program Detection based on User Behavior in Online Game Environment (온라인 게임 환경에서 사용자 행위 정보에 기반한 봇 프로그램 탐지 기법 연구)

  • Yoon, Tae-Bok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4200-4206
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    • 2012
  • Recently, online-game industry has been rapidly expanding in these days. But, the various game service victimized cases are generated by the bots program. Particularly, the abnormal collection of the game money and item loses the inherent fun of a game. It reaches ultimately the definite bad effect to the game life cycle. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with game log data. It analyzed behaviors of human players as well as bots and identified features to build the model to differentiate bots from human players. In an experiment, by using the served online-game, the model of a user and bots were generated was distinguished. And the reasonable result was confirmed.

A Study on the Limits and Improvement Methods of Korean Indie Game Development Policy (국내 인디게임 육성정책의 한계 및 개선방안에 관한 연구)

  • Choi, JoongBin;Kim, SunYoung
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.25-36
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    • 2019
  • The Indie Game market is emerging as a niche for game startups. We analyzed policy cases related to indie games in local governments, and the private sector to suggest ways to improve the Indie Game market. As a result, the problems of Indie Game-related policies resulted in lack of market research and success case analysis, lack of manpower training program, accelerator program, and public-private cooperation project. To build an Indie Game ecosystem, we proposed the necessity of establishing an effective promotion system through cooperation between the local government and the state.