• Title/Summary/Keyword: Online game service

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The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
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    • v.17 no.1
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    • pp.119-148
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    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

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Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A Study on Cognition and Policy of Shutdown System of Adolescent (셧다운제도에 대한 청소년의 인식과 정책에 관한 연구)

  • Lee, Young-Joo
    • Journal of Digital Convergence
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    • v.9 no.3
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    • pp.21-29
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    • 2011
  • Recently, the side effects from the online game is appearing to adolescent to serious level. This research studied the system to protect adolescent from excessive game usage, the system to limit an online game service connection at the midnight time. Namely we found at a shutdown system introduction of adolescent out about cognition, problems with the game poisoning and effects with shutdown system and alternative policy. The investigation results were as follows. First, only 17.5% of adolescent knew a shutdown system. Second, they were recognizing about the game poisoning seriously. Also the half degree thought them efficiently about a shutdown system introduction. The policy about a shutdown system introduction were as follows. First, public education is activate, and we must keep adolescent from exposing to private education in the entrance examine competition. Second, we need the thing to increase the conversation time of the children with put parents to develop desirable family education program. Lastly, the supply must be achieved with leisure culture contents development of adolescent.

Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

Does cost matter: How customer adopts the fee-based online content services?

  • Choi Jeon-Gil;Hong Soon-Goo;Kim In-Jai;Lee Sang-Guen
    • The Journal of Information Systems
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    • v.13 no.1
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    • pp.121-134
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    • 2004
  • As Internet usage widely grows, online content services such as newspaper, magazine, music, game and movie are provided with a fee-based subscription. Many content services providers consider charging a usage fee into its service provisions as one of the Internet business models for increasing revenue. There are customer resistances to adopting the fee-based service provision on the Web. Previous research in information systems (IS)has focused on the analysis of adoption of information technology or systems in the individual ororganization level. No principle research has been carried out on the user adoption behavior of online content services provisions. As users actively access content services on the Web, it needs to explore user adoption behavior in different settings. Many IS researcher have employedquantitative approaches, even though they deal with the process of user behavior regarding the information technology or system. In this study, we attempt to discover how customers adopt the fee-based provision of online content services by employing grounded theory, one of the principal qualitative research methods.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Study of the effectiveness of a supporting model for the domestic online game industry to go abroad (국내 온라인 게임 기업의 해외진출지원 모델의 효율성 연구)

  • Joo, KiHwan;Moon, Nammee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5769-5775
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    • 2014
  • This paper reports the political supporting platform, and the outcome evaluation model, which was developed for the Korean on-line game companies that have started to go abroad to publish their games. When they begin to sell their games, they have many difficulties in promoting in other countries including the USA & EU. They try to find solutions to solve these problems, but on-line games still do not have a successful business model because of their unique attributes and environmental features, even though they spent a lot of money and time to enter the international on line game market. Thus far, the local on-line game supporting policy has tried to improve the world competitiveness of local companies by doing diverse activities, such as Global Service Platform(GSP) service, international game competition, and globalization, marketing. On the other hand, there has been only a small number of fruitful results except for GSP. Therefore, in this paper, the result of GSP was verified using the Global on-line game Supporting Chain Model(GoGSCM), which is the new political supporting and evaluation model through survey targeting GSP participations. As a result, GSP was evaluated based on the compatibility, efficiency, effectiveness, and continuity.