• Title/Summary/Keyword: 게인

Search Result 6,852, Processing Time 0.032 seconds

A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.2
    • /
    • pp.538-547
    • /
    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

Analysis of Game Video Production in Streaming Media Environment (스트리밍 환경에서 게임 영상 제작 분석)

  • Lee, JianBo;Ryu, Seuc-Ho;Hyun, Seung-Hoon
    • Journal of Industrial Convergence
    • /
    • v.20 no.5
    • /
    • pp.69-76
    • /
    • 2022
  • This paper summarizes the features and functions of game video on each platform through a study on streaming technology. Game videos have a high relationship with game content itself for the purpose of marketing and disseminating game play methods using games as the subject matter. The video length is short and it is easy to spread. The main types of game video content are game commentary, game strategy, funny, imitative, music video, and game information. As a game promotion video function, etc., it is used as a direct or indirect publicity for the game by the producer and the user for each reason. This article analyzed the production subject and production conditions of game videos, focusing on the production process. The production subject is divided into professional creators, non-professional creators, and general users. The motive for producing game videos is mainly to obtain economic benefits. The production process was extracted and presented through examples of game videos.

One-Class Classification based on Recorded Mouse Activity for Detecting Abnormal Game Users (마우스 동작 기록 기반 비정상 게임 이용자 감지를 위한 단일 클래스 분류 기법)

  • Minjun Song;Inki Kim;Beomjun Kim;Younghoon Jeon;Jeonghwan Gwak
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.39-42
    • /
    • 2023
  • 최근 온라인 게임 산업이 급속도로 확장됨과 더불어 Gamebot과 같은 비정상적인 프로그램으로 인한 게임 서비스 피해사례가 급격하게 증가하고 있다. 특히, 대표적인 게임 장르 중 하나인 FPS(First-Person Shooter)에서 Aimbot의 사용은 정상적인 이용자들에게 재미 요소를 잃어버리게 하고 상대적 박탈감을 일으켜 게임의 수명을 줄이는 원인이 된다. 비정상 게임 이용자의 근절을 위해서 메모리 변조 및 불법 변조 프로그램 접근 차단 기법과 불법 프로그램 사용의 패턴 모니터링과 같은 기법들이 제안되었지만, 우회 프로그램 및 새로운 패턴을 이용한 비정상적인 프로그램의 개발에는 취약하다는 단점이 있다. 따라서, 본 논문에서는 정상적인 게임 이용자의 패턴만 학습함으로써 비정상 이용자 검출을 가능하게 하는 딥러닝 기반 단일 클래스 분류 기법을 제안하며, 가장 빈번하게 발생하는 치트(Cheat) 유형인 FPS 게임 내 Aimbot 사용 감지에 초점을 두었다. 제안된 비정상 게임 이용자 감지 시스템은 정상적인 사용자의 마우스 좌표를 데카르트 좌표계(Cartesian coordinates)와 극좌표계(Polar coordinates)의 형태로 패턴을 추출하는 과정과 정상적인 마우스 동작 기록으로 부터 학습된 LSTM 기반 Autoencoder의 복원 에러에 따른 검출 과정으로 구성된다. 실험에서 제안된 모델은 FPS 게임 내 마우스 동작을 기록한 공개 데이터셋인 CSGO 게임 데이터셋으로 부터 학습되었으며, 학습된 모델의 테스트 결과는 데카르트 좌표계로부터 훈련된 제안 모델이 비정상 게임 이용자를 분류하는데 적합함을 입증하였다.

  • PDF

Behavior Pattern Modeling based Game Bot detection (행동 패턴 모델을 이용한 게임 봇 검출 방법)

  • Park, Sang-Hyun;Jung, Hye-Wuk;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.20 no.3
    • /
    • pp.422-427
    • /
    • 2010
  • Korean Game industry, especially MMORPG(Massively Multiplayer Online Game) has been rapidly expanding in these days. But As game industry is growing, lots of online game security incidents have also been increasing and getting prevailing. One of the most critical security incidents is 'Game Bots', which are programs to play MMORPG instead of human players. If player let the game bots play for them, they can get a lot of benefic game elements (experience points, items, etc.) without any effort, and it is considered unfair to other players. Plenty of game companies try to prevent bots, but it does not work well. In this paper, we propose a behavior pattern model for detecting bots. We analyzed behaviors of human players as well as bots and identified six game features to build the model to differentiate game bots from human players. Based on these features, we made a Naive Bayesian classifier to reasoning the game bot or not. To evaluated our method, we used 10 game bot data and 6 human Player data. As a result, we classify Game bot and human player with 88% accuracy.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
    • /
    • v.23 no.1
    • /
    • pp.1-22
    • /
    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

Study of sound for Smart phone games (스마트폰 게임의 사운드에 관한 연구)

  • Lee, Myung-Hwan;Ryu, Chang-Su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.405-408
    • /
    • 2012
  • Recently, Smartphone takes center stage as the next generation game platform, so there's fierce competition between various companies which enter the mobile market. According to Smartphone market is wide, Smart phone App game sound is more widely. This study attempts to analyse the role of sound effects and BGM(background music) during game play or game development, and make a comparison between game play with and without Sound effects, so that to suggest the direction of development of the App game sound for Smartphone and to remind the importance of sound effects and emphasize the necessity of development of the professional game sound.

  • PDF

Network-Adaptive N-Screen Game System on Cloud Computing Environment (클라우드 컴퓨팅 환경에서의 네트워크 적응적 N-스크린 게임 시스템)

  • Ryu, Eun-Seok;Kang, Shin-Jin
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.59-68
    • /
    • 2012
  • This paper describes the design and implementation of a network-adaptive N-screen game system to be used in cloud computing. The system we are considering needs to generate game video in a cloud server and transmit the video to multiple game devices over an in-home wireless network via a home game server. It is difficult to support multiple screens which have different resolutions with a single bitstream of game video. Therefore, we developed a new network-adaptive game-video extraction and transmission method using (1) scalable video coding and (2) Raptor code techniques. The simulation, conducted with real game-video, verified the efficiency of the proposed video streaming system.

Abstraction of players action in tennis games over various platform (플랫폼에 따른 테니스 게임 플레이어 액션의 추상화 연구)

  • Chung, Don-Uk
    • Journal of Digital Contents Society
    • /
    • v.16 no.4
    • /
    • pp.635-643
    • /
    • 2015
  • This study conducted a case study using various platforms centered on a tennis game to examine what forms the movements of a game player had when they were abstracted in the game. In particular, it summarized the forms of the player's experience that could be attained from the abstracted tennis actions into the 4 types: movement, swing, direction & intensity, and skill; and observed and schematized them in the early video games, console games, mobile games, Gesture recognition games, and wearable games. In conclusion, the development of technology offers the players with greater experience. For example the change of the platform of simple games of pressing buttons into swinging. Furthermore, the study found a consistency in the context even though the difference of action was slightly found by the interface.

Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.3-10
    • /
    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

  • PDF

Analysis of Ontological Representation of AOS Game Character - focused on - (AOS 게임 캐릭터의 존재론적 재현 양상 분석 - <리그 오브 레전드>를 중심으로 -)

  • Han, Hye-Won;Koo, Hye-In
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.185-198
    • /
    • 2015
  • The purpose of this study is to analyze representation of characters of AOS online-game in order to find out the meanings of ontological game characters. This study selects characters of on-line game to analyze representations of game characters by Pierre L$\acute{e}$vy's ontological theory. The characters which represented in on-line games reproduced by costume play in off-line world reflect human desire and construct human existence. Online game character is an existing substance, which could expand human experiences by crossing virtual game world and reality in digital era.