Recently, as the internet usage is increasing, accordingly generated text data is also increasing. Because this text data on the internet includes users’ comments, the text data on the Internet can help you get users’ opinion more efficiently and effectively. The topic of text mining has been actively studied recently, but it primarily focuses on either the content analysis or various improving techniques mostly for the performance of target mining algorithms. The objective of this study is to propose a novel method of analyzing the user’s requirements by utilizing the text-mining technique. To complement the existing survey techniques, this study seeks to present priorities together with efficient extraction of customer requirements from the text data. This study seeks to identify users’ requirements, derive the priorities of requirements, and identify the detailed causes of high-priority requirements. The implications of this study are as follows. First, this study tried to overcome the limitations of traditional investigations such as surveys and VOCs through text mining of online text data. Second, decision makers can derive users’ requirements and prioritize without having to analyze numerous text data manually. Third, user priorities can be derived on a quantitative basis.
본 연구는 사회적 공간이자 상호작용성을 그 특징으로 하는 청소년 온라인 게임문화에 대해 다양한 논의의 시발점이 이루어 질 수 있도록 사회문화적인 관점에서 심층적 고찰을 하였다. 특히 청소년들의 일상이 되어버린 온라인 게임이용에 주목하여 온라인 게임을 이용하는 데 있어 영향을 미치는 사회구조적 변수는 무엇인지 알아보았고 아울러 일상문화 연구의 중요성을 강조하였다. 모든 문화는 일상에서 나온다. 일상이 모여 다양한 생활양식이 형성되고 전파되어 하위문화가 정립된다. 때문에 청소년의 온라인 게임 과몰입을 포함해 게임을 기준으로 발생한 다양한 사회적 현상과 사회문제를 해결하기 위해서는 청소년의 일상에 주목하여 단순한 매체로서의 게임이 아닌 일상으로서의 게임과 관련된 문화기술적 연구가 절실하다. 본 연구의 결과는 청소년 온라인게임 문화 연구의 기폭제가 될 수 있을 것이며 아울러 여가문화를 포함한 청소년 일상문화 연구의 기초 자료로 활용될 수 있을 것이다.
본 연구는 청소년 온라인 게임문화의 발전에 따른 가족관계 문화의 변형 행태에 대해 알아보기 위해 수도 권 소재 초·중·고등학교 재학생 30명을 대상으로 Q분석을 실시하였다. 분석결과 5개 유형의 집단이 도출되 었는데, 전체적으로 모든 유형에서 청소년들이 부모의 게임에 대한 부정적 시각을 인지하고 있었다. 그러나 가족과 함께 게임을 즐기는 것에 대해서 5유형은 신중형을, 4유형은 수용형의 모습을 보이고 있었다. 이는 향후 가족관계에 있어 게임이 새로운 변수가 될 수 있음을 의미한다. 아울러 부모와 자식 간의 게임을 둘러 싼 극단적 대립은 점차 완화될 가능성이 크다. 본 연구의 결과는 청소년 온라인게임 문화 연구 그리고 가족 관계를 포함한 다양한 청소년 문화 연구의 기초 자료로 활용될 수 있을 것이다.
온라인 게임의 인기와 이용자 수가 늘면서, 경쟁에서 이기기 위해 불법 프로그램을 사용하는 부정행위자의 수도 늘고 있다. 본 연구는 인기 FPS 게임인 배틀그라운드의 로그 데이터와 해당 게임의 퍼블리싱을 맡은 카카오게임즈가 공개한 부정행위자 정보를 수집하여, 부정행위자가 게임 상에서 어떻게 행동하고 다른 플레이어들과 어울리는지 확인하였다. 부정행위자는 다른 플레이어로부터 배제되거나, 제재를 피하기 위해 소극적으로 활동할 것처럼 보일 수 있다. 하지만 데이터 분석 결과, 부정행위자는 정상 이용자보다 더 활발하게 게임을 이용하고 있으며 특히 팀플레이 모드를 선호하는 것으로 나타났다. 또한 부정행위자는 정상 이용자보다 더 많은 친구를 가지고 있었다. 부정행위자가 일부러 다른 플레이어와의 불화와 갈등을 야기한다는 측면을 제시한 선행 연구와 달리, 본 연구는 부정행위자가 팀 내에서 정상 이용자에 비해 더 많은 기여를 하고 있는 점 역시 발견하였다. 본 연구가 밝힌 온라인 게임 부정행위자의 특성은 부정행위 대응 방안 수립 시 참고할 수 있을 것이며, 다른 온라인 커뮤니티의 반사회적 행위자 특성을 파악하는 데에도 도움을 줄 수 있을 것이다.
As customer loyalty becomes a key to the profitability, companies in game industry have shifted its marketing focus from acquisition to retention of customers. The present study investigates the factors presumably affecting reacquisition of the lost customers using actual transactional data. The research interest lies in not just regaining the lost customers but also keeping them. One of the objectives of the current paper is to figure out who would “stay alive” (i.e. keep using the service) after responding to the reacquisition campaign. Since few customers actively respond to a reacquisition campaign, the distribution of the response measurement is highly skewed. To handle this problem, this study uses “quantile regression (QR)” method in estimating the model. For the analyses of gamers’ real behavior, a dataset on one of the most successful online games in Korea, Sudden Attack, was utilized. This study focused on the customers who became inactive, i.e., no log-ins, during the 12-week period of April 19th to July 11th, 2012. Some of them returned when the win-back campaign was conducted beginning July 12th until August 8th (“Period 1”), and others didn’t. And further, some of those who returned stayed active (i.e., logged in) during the 4-week period after the campaign was over (“Period 2”), and others left again. In each of the four cases, a random sample of 1,000 users was drawn for the analysis. The estimation model includes four sets of variables: demographic variables (age, location), RFM variables (recency, frequency, monetary value), behavioral variables (level, experience, number of chats, kill per death ratio), and social variables (number of friends, number of gifts). The analyses confirmed their linear and/or non-linear effects in Period 1(win-back) and Period 2 (retention).
온라인게임에 대한 결제한도는 십수년 동안 그 법적인 근거를 찾기가 쉽지 않음에도 셧다운제와 함께 한국의 게임 규제를 상징하는 가장 강력 한 규제 중 하나로서 자리매김 해왔다. 결제한도가 게임물 내용으로 강 제 편입되고 나면, 게임을 이용에 제공하면서 결제한도를 초과하게 되는 상황이 발생하게 될 때 게임사업자는 형사처벌 및 영업정지라는 심각한 두 가지의 법적 위험에 처하게 된다. 결제한도는 외견상 ‘과소비 억제’라 는 규제 본연의 기능을 수행하고 있는 것처럼 보이나 실질은 전혀 그 기 능을 수행하고 있지 못한다. 오로지 특정 게임사업자가 게임 매출을 일 정수준 이상으로 발생시키지 못하도록 하는 기능만을 수행하고 있을 뿐 이다. 이는 국내 산업구조 왜곡 및 국제 경쟁력 약화로 이어진다. 법률유보의 원칙조차 위반하고 있는 전근대적 규제인 결제한도는 셧다 운제와 같이 ‘게임은 나쁜 것’이라고 하는 잘못된 전제에서 출발한 규제 이다. 자율규제로 규제 목적을 달성할 수 있음에도 정부규제를 적용하는 것은 과도한 후견주의적 태도이다. 과소비에 대한 억제의 필요성이 사회 적 합의에 따라 요구되는 영역이라면, 정책적으로는 자율규제의 방향이 제시되어야 한다. 이에 정부의 역할은 자율규제가 효과적으로 기능할 수 있도록 지원하는 것에 그쳐야 할 것이다.
In Amanda Lewis v. Activision Blizzard, Inc., the U.S. Court of Appeals in San Francisco held that Recordings used by defendants of a former employee’s voice for a character in a video game constituted a “work made for hire” under the Copyright Act. The court found evidence that the voice recordings were within the employee's job description, the recordings took place during office hours in Blizzard's studios and were part of her job reviews. Also the federal court found Lewis's state law claims for commercial misappropriation of voice pursuant to California Civil Code Section 3344 to be preempted by the Copyright Act. The purpose of this study is to analyze legal solutions of this case and to study on considerations to construe an employee’s job responsibilities in applying the “work made for hire” doctrines. To achieve the purpose, the study analyzed the Federal Court's decision by examining the legal points in the case. On the basis of the results of the analysis, the study found desirable principles to be applied to game developers and publishers effectively from copyright disputes.
본 연구는 청소년 온라인 게임문화가 어떻게 청소년의 일상문화로 자리 잡았으며 여가의 주요 수단으로 부상하였는지에 대한 시기적 구분과 아울러 확장 배경에 대한 사회구조적 접근을 시도해 보았다. 한국의 온라인 게임은 ‘상호작용성’을 기반으로 1998년 1차 파동과 2005년 2차 파동을 통해 청소년 일상 문화 전반의 변형을 가져왔다. 분명한 것은 온라인 게임 공간 내에는 청소년들의 지속적인 사회적 관계가 이어지고 있다는 것이다. 본 연구의 결과는 청소년 온라인게임 문화 및 청소년 일상문화 연구에 있어 균형적인 연구의 촉매제 역할을 함과 동시에 다양한 하위문화별 연구의 기초 자료로 활용될 수 있을 것이 다. 또한 본 연구에서 제시한 상호작용성을 기준으로 한 1,2차 파동에 대한 여러 비판적 후속 연구의 가 능성은 온라인 게임으로 인해 변화한 청소년 일상문화 연구의 학술적 공백들을 매우는 발전적 과정이 될 것이다.
As a macroscopic research for the economic system in MMORPG’s, I have analyzed the differentiation & characteristic of each economic system such as Picking Economy, Laissez-faire, Revised Capitalism, Neo-liberalism as well as Economic Democracy which is shown on online game. The picking economy of online game, like as Ultima Online, has the characteristic of co-work & co-distribution but the capitalist who has accumulated wealth appeared on Laissez-faire period. When the economic system of Laissez-faire has fell down, Revised Capitalism that includes the characteristics of government intervention has appeared. Finally, ArcheAge and MapleStory 2, which are represent for Neo-liberalism and economic democracy, are characterized by recovery of market functions & welfare.
This study analyzes how and why video gamers intentionally watch media on video games that they play and like through online platforms such as YouTube and Afreeca TV. More specifically, this study utilizes the Uses and Gratification theory in order to understand game players’ psychological behaviors and patterns in detail. Among the various types and genres of video games, this study focuses on the fighting game “Tekken 7” published by the Japanese company Namco. Tekken 7 is distinguished in some ways in that its platform is an arcade rather than PC or mobile phones and that it emphasizes mind game between game players. By analyzing how and why Tekken 7 gamers watch Tekken 7-related media over the Internet and new media, this study further provides a blueprint for the future of the new media.
The online game market has grown rapidly in worldwide. The world game market earned 111.7 billion US dollars and online game occupies 18.9% (21.1 billion US dollars) in the world game market in 2012. Online game companies have launched a variety of free online games to online game players such as League of Legends (LOL), World of Tank, and Hearthstone. These online games provide online game with free install with online game players. Online game companies, however, sell some of online game items to the game users. For example, LOL sells Skin that is the cloth which only provides fancy effect to online game hero through the online game shop. In case of ‘Hearthstone: Heroes of Warcraft’, game user can purchase game card deck by cash. This study was initiated to answer the following research question called “How these online game companies get profit?” because their online games are free to play. The research upon the question mentioned above leads to the second research question called “how online game users purchase the cash game items?”.
To understand purchasing behavior and attitude of online game players about cash game item, this study conducts focus group interview of LOL game player to understand purchase behavior of game players for online games items. The results of focus group interview help us to understand the relationship between attitude toward online game items and consumption values.
The purposes of this study are 1) to understand online game players’ purchasing behavior for LOL luxury Skin, 2) to find out relationships among online game experience, design innovative Skin, consumption values, and repurchase intention, and 3) to draw academic and practical implications based upon the result of analysis in this study.
The popularity of online games highlights the need for research approaches that can increase our scientific understanding of online game play experience. This paper proposes a model for examining and evaluating the ways by which factors of game motivate players and shape psychological processes. Previously, Nick Yee has done one of the most extensive and influential empirical research on motivations for play in online games. His research provides the foundation to understand what motivates people to play games and how we can improve our designs based on those findings. His factor analysis revealed ten motivational sub-components that grouped into three overarching components of achievement, social, and immersion. However, there are a handful of empirical results that were unique and did not clearly fit into Yee's motivational components, such as "making a difference", "the search for self", "the search for youth", and "the nurturance motivation", as Yee acknowledged in his paper. Therefore we developed a motivational theory of "reality integration" to encompass the cases that could not be explained by Yee's theory. While his theory was implicity focused on "escapism" (escape from reality), we found that dual and integrated perspectives of "reality integration" and "escapism" of online games are very important in understanding players' behavior and improving game design. The future goal of this research is to develop a motivational design framework for educational games or serious games.
In online game, Game-bot is a kind of AI based software which performs laborious tasks for a game-player to accumulate resources such as experience, in-game items. The game-bot causes serious problems of balancing and other game-players’ play in the game. So, detecting and avoiding game-bot’s behaviors in online game is one of the important issues in live game management. This paper proposes a study on a player reaction in MMORPG environment focused on two games of 「TERA」 and 「Knight Online」. We first characterize core game-elements to affect a player’s reaction in game environment change and finally propose a template of a player’s reaction in the game environment change. The paper will contribute to detect a behavior of a game-bot in online-game, effectively.
The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for an emotional online game. We used statistical model to make the sea in this study. In measuring the wave height, we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with random numbers of the time. We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitive calculations by memory access because the same values are repeated in the standard based on π within one cycle of 2π in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and we applied this mobility to this study according to hierarchical structure. In addition, we used the reflectivity differently by putting the value of k,r into the effect Fresnel reflection. The reason why we used this method was to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structure on the density of the values occurred at the time of the sea was created. The advantage of this method was to reduce search time effectively. In this Tree structure, index time log , search time and log time are spend, which is applied to the photon closed to . In the case of KD-Tree, this is a very effective way in saving and recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea. However, by using photon mapping, we solved this problem
In everyday network changing field, permanent service is being an issue. Network disconnection phenomenon is directed to financial damage to service providers. Some companies guarantee on network maintenance, but there is a permitted limit according to their company regulations. If customers overuse the limitation, extra pay will be placed. Moreover, network disconnection affects critical in some fields with using network. Permanent service becomes indispensable in stock, finance, online game, and other fields. Additionally, it should be possible to pre-detect and block abnormal traffic area, improve network infrastructure secureness and optimization, and reduce damage recovery cost. MCS(Multi Connection System) can provide permanent service even if a connection is cut because it provides multi-connection. It can also isolate the attacker when it detects DDoS attack, so it provides smooth service. Also, the benefit from this structure is that the real server can be hidden so the service can be provided continuously. It prevents damages from network cutting, reduces management cost, maintains the best performance, and increases convenient on management and maintenance. Stable and continuous service can be provided with managing network through MCS.
In an online environment, hedonic value such as flow is manifested when consumers continuously engage in playing online games even if it incurs extra cost: financial, physical, and psychological. Consumers also have a loyalty to their games, and they enjoy playing them. They often purchase repeatedly games they are involved in. The framework of existing online game models does not fully explain flow and telepresence to loyalty and the purchase intention of game decision-making behavior. For this reason, we examined the relationships among telepresence to flow, flow to loyalty, and loyalty to purchase intentions. Study 1, which is a behavioral analysis by SEM (Structural Equation Modeling), examines how “flow and telepresence” influence loyalty and purchase intention in an online game behavior. The introduction of hedonic perspectives as flow and telepresence produced an important extension of the online game model. The conceivable factors which may explain this type of consumer behavior are the hedonic or experiential aspect of consumer behavior. We have three hypotheses. All hypotheses are supported at 0.1% significance level. Study 1 focused on the relationships of the constructs of the online game. We also measured the state of flow while game users are playing online games by EEG (Electroencephalogram). In a neural analysis, we found that the state of flow and neural correlates exist. By this, the flow variable reflects the real mental “state of flow.” Study2, which is a neural analysis, examines flow construct in the FPS game Call of Duty: Modern Warfare 2 by using Electroencephalogram (EEG). How much flow do the subjects experience while playing this online game? The purpose of this research is to select the epochs of EEG data when the subjects reported flow, correlate those with flow variables, and compare the EEG activity. The final goal is to select the flow variables which showed the highest correlation to AEP (Auditory Evoked Potential) Suppression value. We analyzed 8 AEPs to correlate flow. We found out that Alpha_RF is casually decided with the mean of flow which has six variables. Mean of Flow correlated to Alpha_RF -.419 significantly (5%). As subjects feel Flow, Alpha_RF is suppressed. This study focuses on the subjective flow experience and AEP suppression. We found out that the state of flow and neural correlates exist. By our analysis, the flow variable reflects the real mental “state of flow.” Therefore, when game companies develop their games, they should take into account how much flow people feel while they are playing the games. In addition, the state of flow should be used not only in developing and designing games but also in sports, entertainment, etc.
Interpretation of the laws governing speculation in Korea has been discussed primarily based on the judiciary judgment over the concept of speculation where the courts and statutes have been consistent in applying the existence of “cash convertibility” as the criterion in determining the speculative nature of an activity. This has applied to the Korean gaming regulations in such a way that a game is to be prohibited if it meets this speculative condition but allowed otherwise. But amendments of the Game Industry Promotion Act’s enforcement ordinance in 2013 to prohibit “auto-play” etc., has brought out a new political problem in the government’s regulation against speculation in online poker games, as the new amendment was devised to prevent excess-use by the users of online poker games that do not meet the definition of speculation such as gambling, under the existing provisions. This study examines and tests the banning of “auto-play” that would not be suitable for Online games. And it shows the ineffectiveness and lots of side effects that game industries confront on many aspects.
On the ultra-high speed broadband internet network transferring the massive multi-media data, the rapid restoration is very important. The online game industry is also fast growing with supporting of the real-time online network game. The online traffic on the internet network is steadily increasing. The optical based broadband convergence network provides these kinds of services. It is a form of multilayer network which loads the IP traffic on the lower optical DWDM. The failure of the link and node on this kind of network causes the significant loss of data. To solve this kind of problem, the new approach over the conventional one is necessary. It turned out to be its failure recovery thirty-five percent faster
The purpose of this study is to derive factors affecting online game developers’ knowledge adoption in third-party online game user communities(OGUCs) and suggest a research model for the future empirical study. To accomplish this goal, we conduct an exploratory case study grounded on one of famous OGUCs operated by the third party company. Based on the heuristic systematic model(HSM) and interviews with three experienced online game developers, we identified three poster-related heuristic factors(reputation, experience, and participation level), three posting-related heuristic factors(the number of views, the number of comments, and the number of recommendations), and three posting-related systematic factors(knowledge quality, degree of disconfirmation, and degree of referencing) that influence developers’ knowledge adoption. We further developed measures for these influencing factors and suggested a research model with five propositions for the future empirical study. We conclude with discussing theoretical and practical implications, along with future research of the study.