• Title/Summary/Keyword: Internet gaming

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Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

3GPP Standardization Activity for Small Cell Enhancement (3GPP 소형셀 향상 표준화 기술 동향)

  • Baek, SeungKwon;Chang, SungCheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.628-631
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    • 2014
  • Recently, the proliferation of new applications, e.g., mobile TV, Internet gaming, large file transfer, and the various of user terminals, e.g., smart phones and notebooks, has dramatically increased user traffic and network load. In order to meet this traffic growth, vendors and cellular operators are working on the development of new technologies and cellular standards. Within them, small cell deployment has been heralded as one of most promising way to increase both coverage and capacity of future cellular network. Small cell technology enables to improve capacity of cellular radio network by tight cooperation between small cell and macro cell in multi-tier network where small cells are densely deployed within macro cell coverage. In this paper, we describe the deployment scenarios for cooperation between macro cell and small cells and state-of-the-art technologies related to dense small cell deployment. Then, we also provide design principles and standardization trends for small cell enhancement in 3GPP.

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The Relationship between ADHD Traits and Game Addiction among High School Students: Focused on Mediating Effect of Hardiness and Emotional Use of Music (고등학생의 ADHD성향과 게임중독 간의 관계: 강인성과 정서적 음악사용의 매개효과를 중심으로)

  • Park, Alexander
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.571-579
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    • 2021
  • This study aims to identify the relationship between ADHD trait and game addiction among high school students, and to examine the double mediating model of hardiness and emotional use of music on that relationship. Participants were 254 male and female high school students. World Health Organization ADHD Self-Report Scale, Short Form of Hardiness Questionnaire, Use of Music Inventory, and Internet Gaming Use-Elicited Symptom Screen were used for this study. PROCESS Macro 3.5 Model 6 was used to analyse a double mediating effect. Results revealed that ADHD trait was negatively correlated with hardiness of high school students, and positively correlated with emotional use of music and game addiction. And, hardiness of high school students was positively correlated with emotional use of music and negatively correlated with game addiction, whereas emotional use of music was negatively correlated with game addiction. It was found that hardiness and emotional use of music were sequentially mediating ADHD trait and game addiction among high school students. These findings suggest that hardiness and emotional use of music play some special roles in the path in which adolescents' ADHD trait affects game addiction.

Smart Tourism: A Study of Mobile Application Use by Tourists Visiting South Korea

  • Brennan, Bradley S.;Koo, Chulmo;Bae, Kyung Mi
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.10
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    • pp.1-9
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    • 2018
  • The purpose of this exploratory study is to identify the mobile phone applications (apps) used by foreign tourists visiting South Korea through a pilot study using focus groups and individual interviews. Concentrating on tourist mobile app use in a smart tourism environment and categorized through a taxonomy of mobile applications lays the framework and determines the factors boosting tourism smartphone app trends by foreign tourists visiting South Korea. Researchers collected data through ethnographic methods and analyzed it through qualitative research to uncover major themes within the smart tourism app use phenomenon. The researchers coded, counted, analyzed, and then divided the findings gleaned from a pilot study and interviews into a taxonomy of seven logical smartphone app categories. The labeling and coding of all the data accounting for similarities and differences can be recognized and are logically discussed in the implications of the apps used by tourists to assist tourist destinations. More specifically these findings will assist smart tourism destinations by better understanding foreign tourist smartphone app use behavior. Tourists visiting South Korea interviewed in this study exhibited significant mastery of Internet of Things (IoT) technologies, craved free WiFi access, and utilized smartphone apps for all facets of their travel. Findings show major concentrations of app use in bookings of accommodations, tourist attractions, online shopping, navigation, wayfinding, augmented reality, information searching, language translation, gaming, and online dating while traveling in South Korea.

Analysis of Users' Sentiments and Needs for ChatGPT through Social Media on Reddit (Reddit 소셜미디어를 활용한 ChatGPT에 대한 사용자의 감정 및 요구 분석)

  • Hye-In Na;Byeong-Hee Lee
    • Journal of Internet Computing and Services
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    • v.25 no.2
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    • pp.79-92
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    • 2024
  • ChatGPT, as a representative chatbot leveraging generative artificial intelligence technology, is used valuable not only in scientific and technological domains but also across diverse sectors such as society, economy, industry, and culture. This study conducts an explorative analysis of user sentiments and needs for ChatGPT by examining global social media discourse on Reddit. We collected 10,796 comments on Reddit from December 2022 to August 2023 and then employed keyword analysis, sentiment analysis, and need-mining-based topic modeling to derive insights. The analysis reveals several key findings. The most frequently mentioned term in ChatGPT-related comments is "time," indicative of users' emphasis on prompt responses, time efficiency, and enhanced productivity. Users express sentiments of trust and anticipation in ChatGPT, yet simultaneously articulate concerns and frustrations regarding its societal impact, including fears and anger. In addition, the topic modeling analysis identifies 14 topics, shedding light on potential user needs. Notably, users exhibit a keen interest in the educational applications of ChatGPT and its societal implications. Moreover, our investigation uncovers various user-driven topics related to ChatGPT, encompassing language models, jobs, information retrieval, healthcare applications, services, gaming, regulations, energy, and ethical concerns. In conclusion, this analysis provides insights into user perspectives, emphasizing the significance of understanding and addressing user needs. The identified application directions offer valuable guidance for enhancing existing products and services or planning the development of new service platforms.

A study on security independent behavior in social game using expanded health belief model (건강신념모델을 확장한 소셜게임(Social Game) 보안의지행동에 관한 연구)

  • Ahn, Ho-Jeong;Kim, Sung-Jun;Kwon, Do-Soon
    • Management & Information Systems Review
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    • v.35 no.2
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    • pp.99-118
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    • 2016
  • With the development of Internet and popularization of smartphones over recent years, social network services are experiencing rapid growth. On top of this, smartphone gaming market is showing a rapid growth and the use of mobile social games is on the significant rise. The occurrence of game data manipulation targeting these services and personal information leakage is highlighting the importance of social gaming security. This study is intended to propose development plans effective and efficient in social game services by figuring out factors putting effects on security dependent behavior of social game users in Korea and carrying out a practical study on the casual relationship between factors influencing security dependent behavior through recognized behavioral control and attitudes for privacy infringement of these factors. To do this, proposed was a study model in which the HBM(Health Belief Model) allowing the social game user to influence security dependent behavior was expanded and applied as a major variable. To verify the study model of this study practically, a survey was conducted among university students in Seoul-based K University and S University who had experienced using social game services. According to the study findings, firstly, the perceived seriousness turned out to provide positive influence to trust. But, the perceived seriousness turned out not to put positive effects on self-efficacy. Secondly, the perceived probability turned out not to put positive effects on self-efficacy and trust. Thirdly, the perceived gain turned out to put positive effects on self-efficacy and trust. Fourthly, the perceived disorder turned out not to put positive effects on self-efficacy and trust. Fifthly, self-efficacy turned out to put positive effects on trust. But, self-efficacy turned out not to put positive effects on security dependent behavior. Sixthly, trust turned out not to put positive effects on security dependent behavior. This study is intended to make a strategic proposal so that social game users can raise awareness of their level of security perception and security willingness through this.

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A Study for Factors Influencing the Usage Increase and Decrease of Mobile Data Service: Based on The Two Factor Theory (모바일 데이터 서비스 사용량 증감에 영향을 미치는 요인들에 관한 연구: 이요인 이론(Two Factor Theory)을 바탕으로)

  • Lee, Sang-Hoon;Kim, Il-Kyung;Lee, Ho-Geun;Park, Hyun-Jee
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.97-122
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    • 2007
  • Conventional networking and telecommunications infrastructure characterized by wires, fixed location, and inflexibility is giving way to mobile technologies. Numerous research reports point to the ultimate domination of wireless communication. With the increasing prevalence of advanced cell-phones, various mobile data services (hereafter MDS) are gaining popularity. Although cellular networks were originally introduced for voice communications, statistics indicate that data services are replacing the matured voice service as the growth engine for telecom service providers. For example, SK Telecom, the Korea's largest mobile service provider, reported that 25.6% of revenue and 28.5% of profit came from MDS in 2006 and the share is growing. Statistics also indicate that, in 2006, the average revenue per user (ARPU) for voice didn't change but MDS grew seven percents from the previous year, further highlighting its growth potential. MDS is defined "as an assortment of digital data services that can be accessed using a mobile device over a wide geographic area." A variety of MDS have been deployed, with a few reaching the status of killer applications. Many of them need to access the Internet through the cellular-phone infrastructure. In the past, when the cellular network didn't have acceptable bandwidth for data services, SMS (short messaging service) dominated MDS. Now, Internet-ready, next-generation cell-phones are driving rich digital data services into the fabric of everyday life, These include news on various topics, Internet search, mapping and location-based information, mobile banking and gaming, downloading (i.e., screen savers), multimedia streaming, and various communication services (i.e., email, short messaging, messenger, and chaffing). The huge economic stake MDS has on its stakeholders warrants focused research to understand associated dynamics behind its adoption. Lyytinen and Yoo(2002) pointed out the limitation of traditional adoption models in explaining the rapid diffusion of innovations such as P2P or mobile services. Also, despite the increasing popularity of MDS, unexpected drop in its usage is observed among some people. Intrigued by these observations, an exploratory study was conducted to examine decision factors of MDS usage. Data analysis revealed that the increase and decrease of MDS use was influenced by different forces. The findings of the exploratory study triggered our confirmatory research effort to validate the uni-directionality of studied factors in affecting MDS usage. This differs from extant studies of IS/IT adoption that are largely grounded on the assumption of bi-directionality of explanatory variables in determining the level of dependent variables (i.e., user satisfaction, service usage). The research goal is, therefore, to examine if increase and decrease in the usage of MDS are explained by two separate groups of variables pertaining to information quality and system quality. For this, we investigate following research questions: (1) Does the information quality of MDS increase service usage?; (2) Does the system quality of MDS decrease service usage?; and (3) Does user motivation for subscribing MDS moderate the effect information and system quality have on service usage? The research questions and subsequent analysis are grounded on the two factor theory pioneered by Hertzberg et al(1959). To answer the research questions, in the first, an exploratory study based on 378 survey responses was conducted to learn about important decision factors of MDS usage. It revealed discrepancy between the influencing forces of usage increase and those of usage decrease. Based on the findings from the exploratory study and the two-factor theory, we postulated information quality as the motivator and system quality as the de-motivator (or hygiene) of MDS. Then, a confirmative study was undertaken on their respective role in encouraging and discouraging the usage of mobile data service.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Designing female-oriented computer games: Emotional expression

  • Shui, Lin-Lin;Lee, Won-Jung
    • Cartoon and Animation Studies
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    • s.20
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    • pp.75-86
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    • 2010
  • Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.

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