• Title/Summary/Keyword: On-line game

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Research of User Trend by RGB analysis about On-line Game - Based on MMORPG - (온라인 게임의 RGB값 분석을 통한 유저 동향 연구 - MMORPG를 중심으로 -)

  • Cho, Cho-Won;Kim, Yun-Kyung
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.43-51
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    • 2007
  • The game industry, having been recognized as a highly lucrative business, is growing faster as it has gained its foothold not only in domestic but also in foreign markets. As a result, a variety of internet-based games are being loved or simply overlooked by the users all around the world. This study was aimed to investigate the effect of color on the user using RGB, the output value for the monitor, RGB of the background of the game was computed and compared to that of its characters to find out which colors are favored by the users, If we are based on these results, it is considered more easy in understanding the trends of users.

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A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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A Study of Object Pooling Scheme for Efficient Online Gaming Server (효율적인 온라인 게임 서버를 위한 객체풀링 기법에 관한 연구)

  • Kim, Hye-Young;Ham, Dae-Hyeon;Kim, Moon-Seong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.163-170
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    • 2009
  • There is a request from the client, we almost apply dynamic memory allocating method using Accept() of looping method; thus, there could be process of connecting synchronously lots of client in most of On-line gaming server engine. However, this kind of method causes on-line gaming server which need to support and process the clients, longer loading and bottle necking. Therefore we propose the object pooling scheme to minimize the memory fragmentation and the load of the initialization to the client using an AcceptEx() and static allocating method for an efficient gaming server of the On-line in this paper. We design and implement the gaming server applying to our proposed scheme. Also, we show efficiency of our proposed scheme by performance analysis in this paper.

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Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
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    • v.10 no.4
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    • pp.483-491
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    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

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A case study of a testing duties of on-line games (온라인게임 테스트 직무에 관한 사례 연구)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.435-443
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    • 2012
  • Online game has been made of total products which user was given the experimental properties of a variety such as fun and the total of hardware and software products. Through this processes, The company earned a profitable benefits, in addition to the user was given satisfactory service. In this sense the parts of the game production process, the service earlier in the game testing a variety of ways needs to the user through the game as a condition for providing the content can be. Contact a professional game testing job is done systematically through the game's completion of a game developed by companies to see that service to complement previous significant. In this study, search for independent testing cases and the systematical cases as experts needs a range of the testing services.

A Study on the Efficient Information Security Methodology under a Korea War-Game Exercise System (워게임 연습체계에서의 효율적 정보보호 방안 연구)

  • 이강택;이동희;김귀남
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.219-225
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    • 2004
  • There is increasing tension in the Korean Peninsula from the US' putting the NK's nuclear issue along the line of war in Iraq. However, there is worsening in ROK's field exercise condition from decresing defense financial supports, being difficlut to obtain enough space for volumable exercises, and securities and circumstances issues. With acknowleging those problems, CPX(Command Post Exercise), namely war game exercise which is more economical and scientific exercise has earned its attention as the best alternative measure of field exercise war game exercise has already been applyied to independent, joint, and combined exercises. However, the current war game system contains lots of problems in terms of security. Defense network uses dedicated line isolated with internet and secure data through network level encoding. It is vulerable to get attack during war game exercise or from credited network. System security is also subject to reinforced. This research is performed focusing on network and system level securities, and through it, the author will show the effective and optimized security solution for war game system.

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A Design and Implementation of Tetris Came System according to Score Calculation Method per Level (단계별 점수산출방식에 따른 테트리스 게임 시스템 설계 및 구현)

  • Lim Jong-Hyuk;Jeong Hwa-Young
    • Journal of Internet Computing and Services
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    • v.6 no.2
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    • pp.85-97
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    • 2005
  • At th first time in 1985, Tetris appeared, it became game that are loved to many users until now. Existent Tetris employed way to give score according to number of that is destroyed whenever line are destroyed, and give advantage about serial attack and so on, But, these score calculation method gave so fixed and simple pattern. In this paper, We design and implement the new tetris game System by score calculation method per level that Is different with existent method. That Is, this method is to compare present and before with number of destroyed line and give advantage in basis score, Also, It is going to permit strategic utilization of still more developed tetris than existent tetris using score calculation method per level.

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A Study on Alternative Reality Game Storytelling (대체현실게임(ARG)의 스토리텔링 연구 -<노르망디의 이방인>을 중심으로-)

  • Nam, Seung-Hee
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.41-50
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    • 2009
  • The convergence paradigm that appears with the integrated media environment has effect on digital storytelling using digital technology, then 'Trans-media storytelling' which is a new form of digital storytelling makes gradual expand its scope. This study focused on the Alternative Reality Game which adopt trans-media storytelling in the game genre. This paper interpreted the idea of ARG on comparing different forms of ARG and existing games and the distinctive features of ARG storytelling which is blurring the line between real and virtual on the Simulation theory. This is a valuable study for understanding the new storytelling form within the media convergence and developing the digital storytelling in the future.

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Determinants of Effecting Customer Loyalty : Comparison among Korean, Japanese and Chinese Online Game Market (온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구 : 한국, 일본, 중국 온라인게임 시장 비교)

  • Lee, Sang-Chul;Xiang, Jun-Yong;Gu, Ja-Chul;Suh, Yung-Ho
    • Korean Management Science Review
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    • v.23 no.2
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    • pp.41-57
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    • 2006
  • The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.

MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.189-192
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    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

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