• Title/Summary/Keyword: massively multiplayer online game

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

User Generated Storytelling based on Social Network in MMORPG - " World of Warcraft", "Mabinogi" - (MMORPG에서의 사회적 네트워크 기반 사용자 스토리텔링 - "월드오브워크래프트", "마비노기"를 중심으로 -)

  • Song, Mi-Sun
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.187-196
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    • 2009
  • This paper studied out the prototype and the structure of UGS(User Generated Storytelling) based on social network in "World Of Warcraf" and "Mabinogi" as MMORPG(Massively multiplayer online role-playing game) and started with issues based on SNS(Social Network Service) in Internet. SNS has been supported by storytelling which is made by users to go through the contents in game space as well as by developers. This study drew elements toward social network in game and its new possibility as storytelling applied by communication theories based on social psychology. Today SNS is a major topic in web environment and this issue has influenced the game design and UGC. Under this situation, this study has a significant meaning because it proves that the factors toward social network in MMORPG is analyzed by UGCs.

A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Dynamic AOI Management for P2P MMOGs (P2P MMOGs에 대한 동적 AOI 관리기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.6
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    • pp.269-273
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    • 2010
  • Massively Multiplayer Online Game (MMOG) is one of diverse applications where more than hundreds of users enjoy experiencing virtual worlds. Voronoi-based Overlay Network (VON) is proposed to reduce a bandwidth consumption in P2P MMOGs and Vorocast also is made using message forwarding in VON. We propose a dynamic area of interest (AOI) management method that solves problems such as less consistency and high latency due to sending position updates to more neighbor nodes from the message originator in forwarding scheme. Our scheme provides the higher consistency and reduces latency by combining direct connection scheme and Vorocast scheme compared to existing schemes. The proposed model is evaluated through simulations.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Bandwidth Adjustment Techniques for MMOG in a Cloud-P2P Hybrid Architecture (클라우드와 P2P 하이브리드 구조의 MMOG를 위한 대역폭 조정 기법)

  • Jin-Hwan Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.55-61
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    • 2024
  • In a hybrid architecture that combines the technological advantages of P2P(peer-to-peer) and cloud computing, it is possible to efficiently supply resources and allocate loads. In other words, by appropriately utilizing the processing power of the players constituting P2P as well as the server in the cloud computing environment, MMOG(Massively Multiplayer Online Game) can be configured that considers the scale of economic cost and service quality. In fact, the computing power and communication bandwidth of servers in the cloud are important demand-based resources. The more it is used when renting, the higher the cost, while the quality of service improves. On the other hand, if the player's processing power is utilized a lot, the quality of service deteriorates relatively while the economic cost decreases. In this paper, a bandwidth adjustment technique between servers and players for MMOG based on this hybrid structure is described. When the number of players running at the same time increases, the players' actions are appropriately distributed to servers and players to effectively utilize the server's computing power and communication volume. Simulation results show that in the MMOG based on cloud and P2P hybrid architecture, the bandwidth of the server is proportionally decreased as the bandwidth directly handled by players is increased.

An Animated Documentary Study of Korean Youth Culture and Identity (한국 청소년들의 온라인 게임문화와 정체성에 관한 애니메이션 다큐멘터리 연구)

  • Park, Man
    • Cartoon and Animation Studies
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    • s.45
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    • pp.397-415
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    • 2016
  • This paper will investigate how animated practice can be a research form as practice-led research in an ethnography approach. This practice-led research will explore the issue of the construction of contemporary identities (based on the strange case of Dr. Jekyll and Mr. Hyde) and in particular, the Korean youth culture and identity, exemplified, for example, creation of 'avatars' in the virtual characters of animated online games such as Massively Multiplayer Online Role-playing Games (MMORPGs). In this proposed discussion, I will argue that the sudden period of change in contemporary Korea bears some resemblance to the Victorian era as explored in gothic fiction (e.g. Jekyll and Hyde). In this sense, my animation investigates the connection between the fictional Jekyll and Hyde and a real murder incident by a young Korean boy, which actually happened on the 16th November 2010, in SouthKorea.I will, therefore, construct this practice-led research to obtain the primary data consisted of online and offline practices in 'social ethnography'. These practices engage with specific Korean youth identity, comparing the 'avatar' with the real lives of participants. However, this paper will only focus on the (ethnographic) research process and strategy, using animated (visual) practices, rather than giving the meaning of the specific case of 'Korean-ness'. Eventually, I will explore the four different animated representations as it presents the distinctive animated realties or documentaries by online and offline practices. My intention is to visually interpret the issue of 'Korean-ness' within its socio-cultural context, adapting the convention and code of Jekyll and Hyde concept into an animated documentary in the 'virtual' world (auto-animated documentary by recording avatar interviews and online game footages) and the 'real' world (self-created animated documentary, based on real people and events).