• Title/Summary/Keyword: Online Games

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A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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Online Game Identity Theft Detection Model based on Hacker's Behavior Analysis (온라인게임 계정도용 탐지모델에 관한 연구)

  • Choi, Hwa-Jae;Woo, Ji-Young;Kim, Huy-Kang
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.81-93
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    • 2011
  • Identity theft happens frequently in popular MMORPG(Massively Multi-player Online Role Playing Games) where profits can be gained easily. In spite of the importance of security about identity theft in MMORPG, few methods to prevent and detect identity theft in online games have been proposed. In this study, we investigate real identity theft cases of an online game and define the representative patterns of identity theft as the speedy type, cautious type, and bold type. We then propose the automatic identity theft detection model based on the multi-class classification. We verify the system with one of the leading online games in Korea. The multi-class detection model outperforms the existing binary-class one(hacked or not).

Design of Bluetooth based MMORPG Game in MANETs (모바일 애드-혹 망에서 Bluetooth 기반 MMORPG의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.39-45
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    • 2009
  • With the rapid growth of recent wireless mobile computing application technology and handheld mobile terminal device development technology, one of the big issue in these fields is to design online games in wireless mobile ad hoc network environment. Online games in mobile computing environment have lots of constraints for developing online games because mobile terminals have many limitations such as low performance of processor, limited memory space, small bandwidth of wireless communication, and confined life of battery power. Therefore, most of mobile games are restrictive in the function of online and multi-play up to date. In this paper, the online MMORPG game, capable of multi-play with many other mobile users using mobile terminals in wireless mobile computing environment, is designed and implemented. Proposed mobile online game uses bluetooth to construct temporary wireless mobile ad hoc network with other mobile clients, and designed to carry out online MMORPG game with these clients. It also supports multi-play among them.

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An Exploratory Study For Online Game-Based Learning Theory (온라인 게임과 학습과의 관련성 분석 연구)

  • Jo, Il-Hyun
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.59-68
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    • 2007
  • Online games are getting more popular among today's fun-seeking young students. The immersive power of these Internet-based games is so strong that many educators consider the integration of the games and learning to enhance learner motivation. However, the online games, which are primarily aiming g for 'fun', have cognitive, emotional, and social features and impacts that are different from the so-called 'educational' games. Therefore an interdisciplinary approach for better understanding of the online game in regard to its impact on learning and fun should be essential. In this study, the researcher will analyze relevant literature and theories from cognitive psychology, media and communication theory, and Ludology to grasp holistic understanding of online game phenomena, which will serve as basis of further research and development in this emerging area.

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Comparisons by gender and school type in the association between betting games and problem gambling among adolescents (청소년의 돈내기 게임 경험과 문제도박의 관계에서 성별 및 학교급별 차이 비교)

  • Lee, Jaekyoung;Lee, RaeHyuck;Chang, Hae-Lim
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.523-530
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    • 2018
  • This study aimed to examine the association between betting games and problem gambling among adolescents, with attention paid to comparisons by gender and school level. For this purpose, this study analyzed a sample of 3,653 adolescents from the 2015 Survey on Youth Gambling Problems. The main findings are as follows. First, experiencing online betting games compared to non-online betting games was associated with higher risks of being light and severe problem gambling among adolescents. Second, the associations between online betting games and problem gambling was more pronounced for male adolescents than for female adolescents. Third, the associations between online betting games and problem gambling was more pronounced for high school students than for middle school students. Based on the findings, this study suggested practical strategies to prevent problem gambling among adolescents.

Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

A Study On the Effects of Game Players' Environment on their Game Experience and Overindulgence in Games (게임 이용자의 환경이 게임 이용 및 과몰입에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.63-76
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    • 2015
  • The purposes of this study are, firstly, to investigate the relationship between the online and mobile game players' psychological aspects (reference group, government regulation, game contents) and their game experience and overindulgence in games and, secondly, to suggest possible ways to reduce overindulgence in games. The implications of this research are as follows; Firstly, families and school authorities should strive to make sports and other pastime activities popular among peer groups rather than allowing online and video games to become only source of popularity among peer groups. Secondly, it is better for families members to establish a set of rules for controlling their children's time spent on online and mobile games rather than entirely forbidding the games. Family members should also strive to have more family conversations and to find a common source of interests. Thirdly, government should strive to develop policy responses to the overindulgence in games based on practical research and analysis. Fourthly, game makers should pay more attention to the components and expressions used in their games so as to draw game players' interests to the story and design of the games. Game makers also need to consider elements in their games that may potentially cause overindulgence in the development stage. Lastly, game players should strive to find new leisure activities besides online and mobile games that they can enjoy and have good experience with.

The Relationship Between Addiction to Online Games and Carpal Tunnel Syndrome in College Students (대학생의 온라인게임 중독과 수근관증후군과의 상관성)

  • Park, So-Yeon;Lim, Woo-Teak;Kim, Yu-Jung;Lee, Sung-Woong;Yi, Chung-Hwi
    • Physical Therapy Korea
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    • v.16 no.1
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    • pp.61-69
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    • 2009
  • The objective of this study was to investigate the relationship between addiction to online games and carpal tunnel syndrome (CTS) in college students. A total of 377 (205 male and 172 female) college students completed an online game addiction scale, a Symptom Severity Scale (SSS), and a Function Status Scale (FSS) for CTS. It was found that five (1.3%) students were diagnosed with an online game addiction, 74 (19.6%) students were diagnosed with a pre-addiction to online games, and 298 (79.0%) students were diagnosed as being average users. The pre-addiction group had significantly higher scores on the SSS than did the average user group (p<.05). The average user group scored significantly lower than did the online game addiction group (p<.05). Symptoms of wrist pain and hand numbness in the daytime were common in the addiction group. There were statistically significant but poor positive relationships between the online game addiction scale and the SSS (r=.312, p<.01), and between the online game addiction scale and the FSS (r=.149, p<.01). The information about online game addiction and CTS identified in this study could contribute to the prevention of online game addiction and CTS in college students.

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A survey and categorization of anomaly detection in online games (온라인 게임에서의 이상 징후 탐지 기법 조사 및 분류)

  • Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1097-1114
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    • 2015
  • As the online game market grows, illegal activities such as cheating play using game bots or game hack programs, running private servers, hacking game companies' system and network, and account theft are also increasing. There are various security measures for online games to prevent illegal activities. However, the current security measures are not enough to prevent all highly evolving game attacks and frauds. Some security measure can do harm game players usability, game companies need to develop usable security measure that is well fit to game genre and contents design. In this study, we surveyed the recent trend of various security measure applied in online games. This research also classified illegal activities and their related countermeasure for detection and prevention.

A Study of Non-Disruptive Update Scheme for Online Game (온라인게임을 위한 무 정지 업데이트 기법의 연구)

  • Kang, Sang-Yong;Han, Jung-Hyun
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1307-1312
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    • 2014
  • Online games are virtual space where it connects individual users through network connection to offer enjoyment of play games and game developer who service online games have to develop new contents and provide them to users to extend life of their service. Typically, in order to update new contents, all service companies have maintenance schedule to stop the game service for a while to update both server and client applications. Usually this process takes quite amount of time and users do not have any other choice but disconnected from server and wait until it is over. The purpose of this thesis is to describe the advantages of new design system which will allows users to continue to play the game even during the update. The main focus of this design is to make users feel more convenience in online gaming experience by move client from previous server to new server while users are still playing. If they can to connect current client with new server without any certificate validation process while users information from the client can automatically pass through to the new server, users may not need to experience maintenance for new contents update.