• Title/Summary/Keyword: game-behaviors

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A Study on Mobile Game Security Threats by Analyzing Malicious Behavior of Auto Program of Clash of Clans (클래시 오브 클랜 오토 프로그램의 악성 행위 분석을 통한 모바일 게임 보안 위협에 관한 연구)

  • Heo, Geon Il;Heo, Cheong Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1361-1376
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    • 2015
  • Recently, the size of the mobile game market and the number of mobile game users are growing. Also, as the mobile game's life cycle is increasing at the same time, auto program issue reappears which has been appeared in PC online games. Gamers usually tend to ignore warning messages from antivirus programs and even worse they delete antivirus program to execute auto programs. Therefore, mobile game users are easily compromised if the auto program performs malicious behaviors not only for the original features. In this paper, we analyze whether seven auto programs of "clash of clans" which has a lot more users for a long time perform malicious behaviors or not. We forecast the possible security threats in near future and proposed countermeasures based on this analysis. By analyzing auto programs of highly popular mobile game of today, we can acquire the knowledge on auto program's recent trend such as their development platform, operating mode, etc. This analysis will help security analysts predict auto program's evolving trends and block potential threats in advance.

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

A Study on the Moderating Effects of Social Support for Oiettolie Propensity Adolescent in the Process of Internet Game Addiction

  • Kim, Hyo-Soon;Kim, Seo-Yeon;Park, Hwieseo
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.10
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    • pp.149-156
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    • 2016
  • The purpose of this study is to suggest some policy and theoretical implications for the youth's internet game addiction by analyzing the moderating effects of social support in the relationship of Oiettolie propensity and game addiction behaviors. For the purpose of this study, this study set a research model about the causal relationships among the study variables by reviewing previous studies and surveyed high school students for this research. The analytical results of this study are the followings. First, lack of communication and impulsivity have significant influences on Oiettolie propensity. Second, Oiettolie propensity has a significant influence on youth's game addiction. Third, social support moderates the relationship between Oiettolie propensity and youth's internet game addition. This study suggests some implications for the youth internet game addiction.

Reinterpretation on Propertiness of Online Game Item (온라인게임 아이템의 재물성에 대한 재검토)

  • Yoo, In-Chang
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.153-160
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    • 2013
  • Online game provides a kind of cyber money aden and game instruments, items in order to attract game users. Game users want stronger, better and higher-leveled items with competition. Demands and supplies on items are formed and the transactions are made. The problem is there happen frequently illegal behaviors in the process of transactions. Among these illegal behaviors, for using other's id and password without authorization and stealing items, rejecting to return assigned items, providing stolen item to other who knows the fact or destroying others' items, it is difficult to apply provisions on properties in the criminal code on them. Because the criminal code has a duty to prevent separation between substantial criminal behavior and regulations, it should reflect substantial cultures and values of the times. Therefore, property like items in cyber space can be considered as new property to need to be protect under the criminal code and it may be not an interpretation of expansion. The reason is it is practical and reasonable to judge whether propertiness can be established considering cyber space's unique characteristics. It is time to review propertiness of Article No. 346 according to the request of times of the digital age.

The Effects of Diet Education Contents for the Customized Serious Game Development in Type II Diabetes (제2형 당뇨환자 기능성게임 개발을 위한 식이교육 콘텐츠 효과)

  • Kim, Yu-Jeong
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.87-96
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    • 2016
  • This study was carried out to investigate the effects of contents for the serious game development of the customized diet education in Type II Diabetes. Because the development of the existing serious game focuses on Type I Diabetes, this study was designed to carry out customized education through the interaction between Type II Diabetes and health manager. The period of data collection was from July 11 to December 26 in Y2015, the subjects were selected from a total of 26 people suitable for Type II diabetes who visited the public health center to apply for a diabetic diet education and completed the 8 continued education. After receiving customized diet prototype education, the self-care behaviors and HbA1C of the subjects were statistically significantly increased(p<.05)

User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea (모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구)

  • Jin, Yu;Kim, Jong Woo;Lee, Hong Joo
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

Resource Allocation Algorithm for Differentiated Multimedia Services using Game Theory (게임이론을 이용한 멀티미디어 서비스의 차별적 자원 할당 알고리즘)

  • Sin, Gwang-Seop;Jeong, Jae-Yun;Seo, Deok-Yeong;Gang, Seok-Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2008.10a
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    • pp.164-178
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    • 2008
  • Game theory is adapted to a variety of domains such as economics, biology, engineering, political science, computer science, and philosophy in order to analyze economic behaviors. This research is an application of game theory to wireless communication. In particular, in terms of bargaining game we dealt with a multimedia resource allocation algorithm in wireless communication, which is rapidly spreading such as Wibro, WCDML, IPTV, etc. The algorithm is assumed to allocate multimedia resources to users who can choose and access differentiated media services. For this purpose, a utility function of users is devised to reflect quality of service (QoS) and price. We illustrated experimental results with synthesis data which were made to mimic real multimedia data, and analyzed differentiated service providing and the effect of the utility function.

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Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

Network Security Situation Assessment Method Based on Markov Game Model

  • Li, Xi;Lu, Yu;Liu, Sen;Nie, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2414-2428
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    • 2018
  • In order to solve the problem that the current network security situation assessment methods just focus on the attack behaviors, this paper proposes a kind of network security situation assessment method based on Markov Decision Process and Game theory. The method takes the Markov Game model as the core, and uses the 4 levels data fusion to realize the evaluation of the network security situation. In this process, the Nash equilibrium point of the game is used to determine the impact on the network security. Experiments show that the results of this method are basically consistent with the expert evaluation data. As the method takes full account of the interaction between the attackers and defenders, it is closer to reality, and can accurately assess network security situation.

Implementation of Crowd Behavior of Pedestrain based AB and CA mathematical model in Intelligent Game Environment (게임환경에서 AB 와 CA 수학모델을 이용한 보행자들의 집단행동 구현)

  • Kim, Seongdong;Kim, Jonghyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.5-14
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    • 2019
  • In this paper, we propose a modeling and simulation of group behavioral movement of pedestrians using Agent based and Cellular Automata model in intelligent game environment. The social behaviors of the crowds are complex and important, and based on this, the prototype game-model was implemented to show the crowd interaction on AB and CA in the game environment. Our experiment revealed the promise of group behaviour as a cost-efficient, yet accurate platform for researching crowd behaviour in risk situations with real models.