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Performance and Resource Efficiency Analysis of Load Testing Tools for Web Game Workloads KCI 등재

웹게임의 기능 특성을 고려한 부하 테스트 도구의 성능 및 자원 효율성 비교 분석

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한국컴퓨터게임학회 논문지 (Journal of The Korean Society for Computer Game)
한국컴퓨터게임학회 (Korean Society for Computer Game)
초록

As the web game market grows, ensuring service stability through load testing has become increasingly important. Web games comprise a variety of functions with distinct internal logic, ranging from simple data retrieval to complex transaction processing. Therefore, a comparative performance analysis of load-testing tools that accounts for these functional characteristics is crucial for achieving reliable and efficient service operation. This paper evaluates the performance of four widely used load-testing tools—JMeter, k6, Gatling, and Locust—under representative web-game workloads. To emulate realistic database read and write patterns, we implement the core server logic of the web game Pokerogue in a cloud environment rather than simply issuing HTTP requests. We classified workload patterns into write-intensive, read-intensive, and mixed types using distributed tracing, and measured request-generation capability and system resource consumption across five key game functions. Our experiments show that each tool demonstrates distinct strengths depending on the characteristics of individual web-game functions. Specifically, k6 demonstrated high request-generation performance in write-intensive scenarios, while JMeter showed strong performance in read-oriented tasks; Gatling exhibited efficient memory usage in mixed workloads, whereas Locust proved suitable for resource-constrained environments. These results indicate that the selection of a load-testing tool should be informed not only by its request-generation performance but also by the workload characteristics of the target game function. By systematically analyzing function-specific workload patterns together with the performance and resource-usage behavior of each tool, this study aims to provide empirical evidence that can be usefully applied in practical load-testing workflows for web-game services.

목차
ABSTRACT
1. 서론
2. 관련 연구
3. 실험 설계
    3.1 실험 환경
    3.2 웹게임 기능
4. 연구 결과
5. 결론 및 향후 연구 방향
Acknowledgeent
참고문헌

저자
  • Duream Park(Department of Game Design and Development, Sangmyung University, Seoul, Korea) | 박두림
  • Ji-hun Kim(Department of Game Design and Development, Sangmyung University, Seoul, Korea) | 김지훈
  • Hanul Sung(Department of Game Design and Development, Sangmyung University, Seoul, Korea) | 성한울 Corresponding author