• Title/Summary/Keyword: Single Game

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.67-81
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    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

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Different Effects of Price Discounts on Game Purchase: Comparison between Single and Multi-Games (소비자들의 게임 이용에 가격할인이 미치는 영향; 싱글게임과 멀티게임 비교)

  • Choi, Kang-Jun;Hwang, Ji-Hyeon;Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.561-571
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    • 2021
  • As the game industry grows, the companies are promoting price discounts to increase game sales and profits. Consumers generally feel guilt when they are purchasing games. Previous studies argue that consumers feel less guilty and justify their consumption more easily when they are purchasing hedonic products at discounted price. In this study, we argue that there are different types of games; multi-game where consumers socialize each other and single games not supporting socializing. In the multi-game, consumers make social relationship which can provide substantial benefits. Since multi-games are promoting consumers' socializing expected to have those benefits. Although most of game consumptions bring a sense of guilty feeling, purchasing multi-game may not cause guilt much because the benefits of socializing justify the consumption. To support my hypothesis, we collect the data from global game platform Steam to analyze the relationship between price promotion and number of consumers. As a result, price promotion has significantly different relationship between multi-and single game. The results of this study suggest several managerial implications.

A Design Method of Game Formulas by Analyzing the Tree Structure of The Operands (피연산자들의 트리구조 분석을 통한 게임공식 설계방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.39-44
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    • 2011
  • Computer games need game formulas which express game rules by mathematical functions because the game rules are automatically processed by computers. The game formulas are usually multi-variable functions. So the design of a game formula is a complex and difficult problem because it is the same problem of the design of a multi-variable function which should satisfy the related game rules. In this paper we propose a new method which can systematically design game formulas. The purposed method is the decomposing of tree structure for a game formula by analyzing the tree structure of the operands which have single-variable functions on the lowest levels. So the design method can change the complex and difficult problem of the design of a multi-variable function to the simple and easy problem of the design of the single-variable function which should satisfy the related game rules.

A Study on Methodology of Online Game Development using Integrated Single Module with Client and Server (클라이언트와 서버가 통합된 단일 모듈을 사용한 온라인 게임 개발 방법론 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.107-116
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    • 2014
  • The traditional methodology of online game development is separating server development module and cilent development module. However developing and maintaining expenses have been increased a lot due to duplicated modules such as definitions of network protocols and managements of planning data. In this paper, we suggest an advanced methodology of online game development based on the integrated single module with client and server. Its effectiveness was shown by applying the proposed methodology in the development of the online game 'Chungmukong's Battle on the Sea'. In this case, the project size was reduced by 15.1% by using the integrated single module with client and server.

A Single-Player Car Driving Game-based English Vocabulary Learning System (1인용 자동차 주행 게임 기반의 영어 단어 학습 시스템)

  • Kim, Sangchul;Park, Hyogeun
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.95-104
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    • 2015
  • Many games for English vocabulary learning, such as hangman, cross puzzle, matching, etc, have been developed which are of board-type or computer game-type. Most of these computer games are adapting strategy-style game plays so that there is a limit on giving the fun, a nature of games, to learners who do not like games of this style. In this paper, a system for memorizing new English words is proposed which is based on a single-player car racing game targeting youths and adults. In the game, the core of our system, a learner drives a car and obtains game points by colliding with English word texts like game items appearing on the track. The learner keeps on viewing English words being exposed on the track while driving, resulting in memorizing those words according to a learning principle stating viewing is memorization. To our experiment, the effect of memorizing English words by our car racing game is good, and the degree of satisfaction with our system as a English vocabulary learning tool is reasonably high. Also, previous word games are suitable for the memory enforcement of English words but our game can be used for the memorization of new words.

A History Retransmission Algorithm for Online Arcade Video Games

  • Kim Seong-Hoo;Park Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.798-806
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    • 2005
  • In this paper, we suggest a game system that can support network modules for multi-platform based video games, and built a system that can convert from a single-user game to multi-user game. In this system, we bring in an initial delay buffering scheme on clients to handle any periods of latency occurring from the load fluctuation in a network, when a real-time game is played, and shows that stable play for a game is achieved as the result of the scheme. This paper also presents a retransmission algorithm based on the history of game commands to handle drawbacks of UDP mechanism. And, we evaluate the network delay and packet loss using the simulation tool NS2, and shows the case of 0.3 second buffer delay is the most suitable for recovery.

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A study announcement about the game feeling decrease that is a sensitivity enemy in computer Based play (CBP) game transplant of a non-computer Based play (NCBP) game (비 컴퓨터플레이(NCBP)게임의 컴퓨터플레이(CBP)게임화에 따른 감성적 게임 체감(遞減)도 감소에 대한 연구 (인터페이스 디자인 및 게임도구디자인의 변화를 중심으로))

  • Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.18-23
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    • 2003
  • Internal organs are in a game paduk[go] to play on a printing, and a poker, Korean playing cards having cards we. And I am with all kinds of electronic amusements to do a computer with a partner and baseball, soccer, golf, tennis, several hundred to enjoy in a stadium. Most games except a computer game are local, and a case to receive a courtship is in a game during this because I need time, personnel (the other party)? and a game tool. But a computer game is single, and a game is possible, and a number for the merit that can easily play a game by an offer of all tools is, and for this reason a lot of games to enjoy in a computer please be, and it has been transplanted. I do I in order to announce that interface of a game studied a problem and an improvement plan to have let there be a few I (to game interface) if a game is ported with a computer in this study by this.

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Design of an Architecture for Massively Multiplayer Online Game Server using Multimedia Storage Server (Multimedia Storage Server를 응용한 MMO 게임 서버 구조에 대한 설계)

  • 황요한;김동균;장인걸;신동일;김동현
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.211-213
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    • 2002
  • 온라인 게임(online game)은 초고속 통신망의 보급과 기존의 1인용 게임(Single-player game)의 인공지능에서 느낄 수 없었던 즐거움을 제공함으로써 급속도로 보급되었다. 또한 최근의 온라인 게임 시장은 그래픽 기술을 비롯한 하드웨어의 발달로 2D에서 3D로 옮겨가고 있다. 따라서 이러한 추세에 따라 온라인 게임은 보다 많은 멀티미디어 데이터를 필요로 하게 되었다. 이에 Multimedia Storage Sever를 멀티플레이어 온라인 게임(Multi-player online game)에 적용함으로써 보다 효율적인 멀티플레이어 온라인 게임 서버를 구성하고자 한다.

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Quick and easy game bot detection based on action time interval estimation

  • Yong Goo Kang;Huy Kang Kim
    • ETRI Journal
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    • v.45 no.4
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    • pp.713-723
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    • 2023
  • Game bots are illegal programs that facilitate account growth and goods acquisition through continuous and automatic play. Early detection is required to minimize the damage caused by evolving game bots. In this study, we propose a game bot detection method based on action time intervals (ATIs). We observe the actions of the bots in a game and identify the most frequently occurring actions. We extract the frequency, ATI average, and ATI standard deviation for each identified action, which is to used as machine learning features. Furthermore, we measure the performance using actual logs of the Aion game to verify the validity of the proposed method. The accuracy and precision of the proposed method are 97% and 100%, respectively. Results show that the game bots can be detected early because the proposed method performs well using only data from a single day, which shows similar performance with those proposed in a previous study using the same dataset. The detection performance of the model is maintained even after 2 months of training without any revision process.