• Title/Summary/Keyword: on-line game

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A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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Design and Implementation of 2D Game Engine based Authentication of GPS Location Information (GPS 위치정보 인증기반 2D 게임엔진 설계 및 구현)

  • Hur, Sung-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1242-1248
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    • 2008
  • In this paper, we propose a multi-stage user authenticating system in which system at first stage, the system authenticate a user through his GPS information and IP address. At second stage, the system authenticate a user based on ID and Password as other systems does. Through the use of proposed system, aged person or children enjoy the game on a much safer environment.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

A Defection Prevention Procedure using SOM for On-line Game Providers (SOM을 이용한 온라인 게임 제공업체의 고객이탈방지 방법론)

  • Kim Jae-kyeong;Chae Kyung-hee;Song Hee-seok
    • Korean Management Science Review
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    • v.21 no.3
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    • pp.85-99
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    • 2004
  • The retention of customer is an increasingly pressing issue in today's competitive environment. The proposes of this paper is a personalized defection detection and the procedure of prevention based on economic analysis of customer defection possibility, and behaviour state transition cost. This procedure is based on the observation that potential defectors have a tendency to take a couple of months or weeks to gradually change their behaviour before their eventual withdrawal. In this procedure, the SOM(Self-Organizing Map) is used to determine the possible states of customer behaviour from past behaviour data, and to prevent the defection of potential defectors, the proposed procedure recommends the desirable behaviour state for the next period based on the analysis of transition cost. and likelihood of defection. The case study has been conducted for a Korean on-line game provider to evaluate of this procedure.

A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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Performance Analysis of an On-line Game Abuse Pattern Monitoring Method (온라인 게임 악용 패턴 모니터링 방법의 성능 분석)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.71-77
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    • 2011
  • CEP(Complex Event Processing) is a technique to find complex event pattern in a massive information system. Based on CEP technique, an abuse pattern monitoring method has been developed to provide an real-time detection. In the method, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server. This article provides the performance analysis results of the abuse pattern monitoring method using real game DB. We results that the method proposed in previous study is effective to monitor abusing users.

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.33-44
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    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

The Study of Similarity Measure on O-Line Game Software (온라인 게임 소프트웨어 복제도 산출기법에 관한 연구)

  • Kim, Jin-Yong;Kim, Jin-Uk
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.50-57
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    • 2004
  • The copyright against the game which is successful to a performance, is increasing rapidly. The compute r game is sensitive to a popularity. Game from the hazard which it develops short time, the expense which is cheap, about lower the dispute with a copyright, a reproduction and the ticket paragraph increases with the insufficient back of technical power. It analyzes the quality of the tools comparison it will be able to analyze the source codes from the dissertation which it sees. It analyzed the game source code and against the method which produces the original program and the reproduction degree of reproduction program for it researched. The method which produces a reproduction degree game feature following function shares a module especially. After from each module separating a file in file structure, source pro gram and data structure form, it calculates a similarity measure. It followed in important degree of each function and weight it let and the fixed quantity reproduction degree of full game program it produced.

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Design and Implementation of Wireless Network based On-line Realtime Game Contents (무선 네트워크 기반의 온라인 실시간 게임 콘텐츠 설계 및 구현)

  • Kim, Yu-Doo;Moon, Il-Young;Cho, Sung-Joon
    • Journal of Advanced Navigation Technology
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    • v.11 no.2
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    • pp.217-222
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    • 2007
  • Recently PC games are trending toward online. But, mobile games are not using network actively. Because there are two problems that low speed of mobile network and low specification of mobile device in wireless internet environment. But, solving problems by these started HSDPA services and increased performance of devices. In this paper, we implement mobile on-line real time game for develop mobile network in wireless internet environment.

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Change of Value Chain and Current Issues in Game Items Real Money Trade (게임아이템 현금거래의 가치사슬 변화와 동향분석)

  • Han, Chang-Hee;Kim, Jung-Min;Park, Chae-Hee;Hong, Yu-Jin;Kim, Min-Kwan
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.45-56
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    • 2011
  • The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.