• Title/Summary/Keyword: Mobile Online Game

Search Result 98, Processing Time 0.03 seconds

Prediction-based Dynamic Thread Pool System for Massively Multi-player Online Game Server

  • Ju, Woo-Suk;Im, Choong-Jae
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.6
    • /
    • pp.876-881
    • /
    • 2009
  • Online game servers usually has been using the static thread pool system. But this system is not fit for huge online game server because the overhead is always up-and-down. Therefore, in this paper, we suggest the new algorithm for huge online game server. This algorithm is based on the prediction-based dynamic thread pool system. But it was developed for web servers and every 0.1 seconds the system prediction the needed numbers of threads and determine the thread pool size. Some experimental results show that the check time of 0.4 seconds is the best one for online game server and if the number of worker threads do not excess or lack to the given threshold then we do not predict and keep the current state. Otherwise we apply the prediction algorithm and change the number of threads. Some experimental results shows that this proposed algorithm reduce the overhead massively and make the performance of huge online game server improved in comparison to the static thread pool system.

  • PDF

A Study for Supporting Plan to Revitalizing of Online-Game (온라인 게임 활성화를 위한 지원책 연구)

  • Kim, Jae-Ha;Kim, Jung-Suk
    • Journal of Korea Game Society
    • /
    • v.14 no.4
    • /
    • pp.53-66
    • /
    • 2014
  • Despite the game market's expanding results from the increase of new users of mobile-game market, online-game market is faced with a stagnation. And the increase of income online-game's market share leads to decline of growth of the domestic online-game market. Online-game's growth potential is still valid, and the domestic online-games are still popular in foreign markets. But if the problem of domestic game market is not overcome, the falling behind in the competition is only a matter of time. The major problem is the lack of support measures and reduced competitiveness. On these issues, this research presents a plan to revitalizing of the online-game.

Factors Analysis Influencing the Switching Intention of Chinese Mobile Games based on Push-Pull-Mooring Model

  • Liu, Jing;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.5
    • /
    • pp.49-68
    • /
    • 2020
  • The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the switching intention of mobile game players by analyzing the online survey data of 240 mobile game players in China. From the perspective of PPM model, Dissatisfaction with the current mobile game can promote players to leave the current mobile game, and other more attractive mobile games can pull players out of the current mobile game. As a mooring factor, habit can affect players' switching decisions. Players who have formed strong habits in current mobile games are more likely to resist or ignore the attractiveness of other mobile games and stay in the current mobile games rather than migrate to other mobile games. Another result shows that the more dissatisfied with the current mobile game, the higher the quality of alternative (relative challenge) mobile game, and the lower the investment size in the current mobile game, the more reluctant the players are to continue to maintain the relationship with the current mobile game. The higher the player's commitment to the current mobile game, the more likely it is to maintain the relationship with the current mobile game. The empirical results show that the framework of this study is highly consistent with the results of PPM model, and confirming that they can well apply to mobile game situations.

A Study on the Factors Affecting Game Flow and Satisfaction in Mobile Game (모바일 게임에 대한 몰입과 만족도에 미치는 영향요인 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • The Journal of Information Systems
    • /
    • v.28 no.1
    • /
    • pp.183-206
    • /
    • 2019
  • Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.

A Study on the Differences between Mobile Game Operation and Online Game Operation (모바일 게임과 온라인 게임 운영 차이에 관한 연구)

  • Choi, Yun-Seok;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.689-691
    • /
    • 2020
  • 현재 국내 모바일 게임 시장은 발전을 거듭하여 게임산업 비중과 매출이 PC온라인 게임 시장을 추월했다. 이로 인해 모바일 게임 시장에 대한 중요성이 부각되었고, 모바일 게임을 운영하기 위한 수단도 중요해졌다. 본 논문에서는 네이버 카페를 통한 모바일 게임 운영의 장점과 단점을 분석하고, 별도의 홈페이지를 통해 모바일 게임 운영을 하고 있는 기업들을 분석한다. 본 논문에서 제시한 해결 방안은 앞으로의 모바일 게임 운영에 활용할 수 있을 것이다.

  • PDF

Game Theoretic Analysis of the Mobile Discount Service of the Offline Retailers (오프라인 소매점의 모바일 할인 서비스에 대한 전략적 분석)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.39 no.3
    • /
    • pp.47-55
    • /
    • 2016
  • The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of 'touch and feel' to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer's preference for 'touch and feel' style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.173-184
    • /
    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

A Study on Online Real-Time Strategy Game by using Hand Tracking in Augmented Reality

  • Jeon, Gwang-Ha;Um, Jang-Seok
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.12
    • /
    • pp.1761-1768
    • /
    • 2009
  • In this paper, we implemented online real time strategy game using hand as the mouse in augmented reality. Also, we introduced the algorithm for detecting hand direction, finding fingertip of the index finger and counting the number of fingers for interaction between users and the virtual objects. The proposed method increases the reality of the game by combining the real world and the virtual objects. Retinex algorithm is used to remove the effect of illumination change. The implementation of the virtual reality in the online environment enables to extend the applicability of the proposed method to the areas such as online education, remote medical treatment, and mobile interactive games.

  • PDF

A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
    • /
    • v.16 no.2
    • /
    • pp.123-141
    • /
    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
    • /
    • v.17 no.2
    • /
    • pp.85-94
    • /
    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.