• Title/Summary/Keyword: Online Game Industry

Search Result 153, Processing Time 0.033 seconds

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
    • /
    • v.13 no.9
    • /
    • pp.4200-4206
    • /
    • 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.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
    • /
    • v.19 no.2 s.64
    • /
    • pp.195-206
    • /
    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

  • PDF

MMORPG Development Company's Successful Market Entry Strategy : A Case Study of NHNgames (MMORPG 산업에서의 성공적인 시장 진입 전략 : NHNgames 사례를 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.159-168
    • /
    • 2011
  • Online game industry has achieved remarkable development not only in Korea, but also in the world with support from huge progress in information technology. By the way, there was calm period that top tier MMORPGs had held their ranks in oligopoly situation before Aion's appearance. At that time, NHNgames succeeded to penetrate into the market and settle down as a major player. In this context, this study will identify the factors of successful market entry strategy and draw helpful ideas by analyzing case of NHNgames which succeeded to enter the market of MMORPG through the basic strategic framework of Kalyanaram and Gurumurthy. This discussion will provide several implications for the solution of online game market penetration problem which might be never ended and for the way of industry's development.

A DEA-Based Portfolio Model for Performance Management of Online Games (DEA 기반 온라인 게임 성과 관리 포트폴리오 모형)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.39 no.4
    • /
    • pp.260-270
    • /
    • 2013
  • This paper proposes a strategic portfolio model for managing performance of online games. The portfolio matrix is composed of two dimensions: financial performance and non-financial performance. Financial performance is measured by the conventional measure, average revenue per user (ARPU). In terms of non-financial performance, five non-financial key performance indicators (KPIs) that have been widely used in the online game industry are utilized: RU (Register User), VU (Visiting User), TS (Time Spent), ACU (Average Current User), MCU (Maximum Current User). Data envelopment analysis (DEA) is then employed to produce a single performance measure aggregating the five KPIs. DEA is a linear programming model for measuring the relative efficiency of decision making unit (DMUs) with multiple inputs and outputs. This study employs DEA as a tool for multiple criteria decision making (MCDM), in particular, the pure output model without inputs. Combining the two types of performance produces the online game portfolio matrix with four quadrants: Dark Horse, Stop Loss, Jack Pot, Luxury Goods. A case study of 39 online games provided by company 'N' is provided. The proposed portfolio model is expected to be fruitfully used for strategic decision making of online game companies.

A Study on the Acceptance of the 52-Hour Workweek System in Game Industry

  • Chanuk, Park
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.15 no.1
    • /
    • pp.184-194
    • /
    • 2023
  • Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
    • /
    • v.13 no.4
    • /
    • pp.207-227
    • /
    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty (온라인게임 운영 서비스와 콘텐츠 만족도가 게임 충성도에 미치는 영향에 대한 연구)

  • Jeong, Eui-Jun;Kim, Min-Chul;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.33-44
    • /
    • 2012
  • With the development of online game industry, the focal structure of game industry is under the expansion from content production to service management. In line with the trend, game service management and user satisfaction to the service as well have gained their weight in the game industry. However, since previous studies have focused on content production, little was discussed on the game service management. The current study investigated the effects of game service on user satisfaction. In addition, we tested the effects of a user's game service satisfaction on the user's loyalty toward the games with consideration of the user's content satisfaction and the gaming period. Results showed that there is a significant association between service satisfaction and user loyalty in the user's continual use of the games. Specifically, light users showed high loyalty with the increase of service satisfaction as they continue playing the games.

Measuring Relative Static/Dynamic Efficiency of Korean Game Companies Using DEA and DEA-Window: Focusing on Online and Mobile Game Company (DEA 및 DEA-Window를 통한 국내 게임산업의 정태적/동태적 효율성 분석: 온라인 및 모바일 게임 기업을 중심으로)

  • Lee, Jae-Young;Leem, Choon-Seong;Ban, Seung-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.10
    • /
    • pp.496-509
    • /
    • 2020
  • This study analyzes 5-year efficiency of the game industry, from 2014 to 2018 which is aimed at 25 online and mobile game companies, that are emerging as a new growth engine of a national economy to come and as a core areas of late entertainment industry. The DEA is used for static efficiency analyze and the DEA-Window is used for dynamic efficiency analyze. This study uses assets, the number of employees and costs as input variables and it also uses operating profits and sales as output variables. The main results show that scale efficiency presents a resonable result over 0.85 on a total average except 2014. However, there has not been a year that is over 0.80 of the whole period in technical efficiency. Also, in terms of business scale, there is a huge efficiency gap between high rank companies and low rank companies and the average trend of efficiency has been increased from 2014 to 2016 but it has been decreased since 2017.

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
    • /
    • v.17 no.3
    • /
    • pp.33-44
    • /
    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

Research on online game bot guild detection method (온라인 게임 봇 길드 탐지 방안 연구)

  • Kim, Harang;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.5
    • /
    • pp.1115-1122
    • /
    • 2015
  • In recent years, the use of game bots by illegal programs has been expanded from individual to group scale; this brings about serious problems in online game industry. The gold farmers group creates an in-game social community so-called "guild" to obtain a large amount of game money and manage game bots efficiently. Although game developers detect game bots by detection algorithms, the algorithms can detect only part of the gold farmers group. In this paper, we propose a detection method for the gold farmers group on a basis of normal and bot guilds characteristic analysis. In order to differentiate normal and bots guild, we analyze transaction patterns for individuals, auction house and chatting. With the analyzed results, we can detect game bot guilds. We demonstrate the feasibility of the proposed methods with real datasets from one of the popular online games named AION in Korea.