• Title/Summary/Keyword: 게임 위험

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The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.101-112
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    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Design of a Contract between an Application Service Provider and a Network Service Provider (응용서비스 제공자와 망사업자간의 계약 설계에 관한 연구)

  • Mo, Jeong-Hun;La, Rlchard J.
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2007.11a
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    • pp.413-417
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    • 2007
  • 본 논문에서는 응용서비스 제공자가 망사업자의 망을 이용하여 응용서비스를 제공하고 망사업자에게 사용대가를 지불하는 경우를 다루었다. 우리는 Stackelberg 게임을 이용하여 두 사업자간의 계약(contract)설계 문제를 정형화하였고 이 게임의 균형점 (equilbrium)이 유일하다는 것을 보였고 또 이 균형점이 망사업자의 위험선호도에 따라서 어떻게 바뀌는지를 고찰하였다.

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기업(企業)의 명성(名聲)과 위험투자유인(危險投資誘引)

  • Kim, Hyeong-Tae
    • The Korean Journal of Financial Management
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    • v.14 no.2
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    • pp.151-179
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    • 1997
  • 이 논문에서는 자금조달과정에서 기업과 자금의 공급자간에 발생하는 정보 불균형의 문제를 해결함에 있어서 명성효과(reputation effect)에 근거한 기업스스로의 해결방안에 초점을 맞추었다. 어떤 형태의 부채가 기업으로 하여금 안전투자안을 선택하여 명성을 쌓을 유인을 제공할 수 있느냐 하는 문제이다. 이 같은 유인의 존재 여부는 기업이 자금의 공급자와 얼마나 자주 상호작용을 하느냐에 달려있다. 장기만기부채는 기업과 부채소유자간에 일회게임의 수행만을 가능케 하여 기업으로 하여금 명성을 쌓을 유인을 제공하지 못하지만 단기만기부채는 반복게임의 수행을 가능케 하여 기업으로 하여금 명성을 쌓을 유인을 제공함을 보였다.

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Relationship between Middle School Boys' Game Addiction and Aggression: Focused on Mediation effects of Covert Narcissism (남자 중학생의 게임중독과 공격성의 관계: 내현적 자기애의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.688-698
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    • 2016
  • This study examined the mediation effects of covert narcissism on the relationship between game addiction and aggression. For this study, 578 middle school boys in Chungcheong areas were included in the analysis. The results are as follows. First, correlation analyses showed that game addiction was positively correlated with covert narcissism and aggression. In addition, covert narcissism showed positive correlation with aggression. Second, step-wise regression analyses were conducted to examine the relative size that sub-factors of game addiction and covert narcissism explained aggression. It could be known that three factors of game addiction(tolerance, disregard of everyday life, damage of control) and two factors of covert narcissism(exploitation/self-centeredness, oversensitivity/vulnerability) showed significant explanatory power for aggression. Third, the Structural Equation Model was designed in which factors of game addiction and covert narcissism with significant explanatory power for aggression were included. Covert narcissism was found to partially mediate the influence of the boys' game addiction on aggression. Finally implications of this study and directions for future research were discussed.

The Development of Game Addiction Treatment Program using Digital Storytelling (디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발)

  • Han, Seon-Kwan;Cho, Eun-Ae
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.171-178
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    • 2011
  • The study proposed new approach for the developing a game addiction treatment program using digital storytelling. We chose 5 types of multimedia elements as educational contents for digital storytelling learning and prepared the teaching strategy for game addiction treatment. We applied the proposed program to 5 students who were included the high risk-user group of game addiction. We also conducted the game addiction tendency test, game usage time test, interview and the effectiveness test of proposed program. As a result of tests, the proposed program showed a positive effect that reduced the game addiction tendency. In the effectiveness test of proposed program, we found the result that 5 experimenters were improved the immersions, challenges, and social interaction, sense of accomplishment in digital storytelling program. We expect that this study will provide positive role and new education strategy for game addiction treatment.

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Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

The Relationship between Game-lifestyle and e-Sports Patterns: Based on University Students (게임라이프스타일에 따른 e스포츠 행동 및 심리적 특성에 관한 연구)

  • Young Mi Sohn ;Jangju Lee ;Chung-Woon Kim
    • Korean Journal of Culture and Social Issue
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    • v.13 no.4
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    • pp.29-52
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    • 2007
  • This paper explored the differences in university students' e-Sports patterns(e-Sports behaviors, its meaning and personalities) based on the types of game-lifestyle. The results of this study could be summarized as follows. First, game-lifestyle was categorized into 5 groups, that is, 'game with someone', 'game alone', 'addicted to game', 'novice for game' and 'flow in game'. Second, there were remarkable differences in e-Sports behaviors, its meaning and personalities(altruism, sociality and aggression) among these 5 groups. Specifically, The group of 'addicted to game' was similar to the group of 'flow in game' in the amount of time/money for game. Moreover they were highly likely to regard e-Sports game defeat as the reflection of their self-esteem and as the tool of gaining popularity/superiority to peers. Even though these similarities, the group of 'flow in game' was inclined not to permit deviant words/deeds and to keep the good manner in the cyber space as well as the real space, while the group of 'addicted to game' was permissible wrong and aggressive behaviors in the both cyber space and real space. Third, the group of 'novice for game' was less likely to participate in e-Sports activities(playing e-Sports game and watching TV) and to be less attracted to e-Sports than other groups. Moreover they had negative perspectives on e-Sports. In specific, they regarded it as a dangerous and addictive leisure activity hindering everyday life(study, relationship with peers/family etc) and health. These results would be used to develop game/e-Sports education program

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Design and Implementation of Security System for Wargame Simulation System (워게임 시뮬레이션 시스템을 위한 보안시스템 설계 및 구현)

  • Song Jong Seok;Kim Jin Soo;Shin Moon Sun;Ryu Keun Ho
    • The KIPS Transactions:PartC
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    • v.12C no.3 s.99
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    • pp.369-378
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    • 2005
  • War simulation system is a virtual space that my tactical simulation exercise is held. The data used in this system are considered sensitive and needs to be protected. But suity vulnerabilities and possible security loopholes were not considered when designing the war game simulation system. So currently the systemis highly vulnerable against hackers and data leakages. This paper proposed a security system for war game simulation system based on considering the currently vulunerabilities and possible suity leakages. The proposed security system supports security patches. In this paper, we analyze vulunerabilities of the running environment of current system and we design and implement the security system that is consisted of three components : Authentication System, Encryption System and Network Security System. The security patches are safe and there are no negative effects on the system's performance. The patches are proved to be effective and very reliable towards solving the security vulnerabilities.

Analysis of Korean Gamers' Personality Patterns with respect to the Victim/Attacker of the Misogyny and the Misandry in Game Playing (게임 내 이성 혐오 가해자와 피해자의 성격 패턴 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1481-1488
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    • 2018
  • As female gamers are rapidly increasing, the misogyny and the misandry in game playing situation are also increasing. Recent #Gamergate and GodGunbae incident exhibit that such discriminative/hate behaviour in game playing can be developed into real physical threat or crime. In this paper, we investigate and analyze young Korean game players on how the attackers group, victims group, and gender-issue-indifferent group behave differently in game playing through survey. We found that male gamers had high hostile sexism against female gamers especially on females' game attitude and streotyped hatred with respect to the gender ${\times}$ group interaction. In big-5 personality test, however, it is not clear if attackers and victims had a noticeable different personality patterns. In result, we verify that there exist gender stereotype and high hostile sexism among young Korean gamers. Active gender-equality education on their adolescent period is necessary to avoid such destructive hatred in game playing.

Collecting and utilizing virtual driving data reflecting real-world environment for autonomous driving based on End to End deep learning (End to End 딥러닝 기반의 자율주행을 위한 실세계 환경을 반영한 가상 주행 데이터 수집 및 활용)

  • Kim, Jun-Tae;Bae, Changseok
    • Annual Conference of KIPS
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    • 2018.05a
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    • pp.394-397
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    • 2018
  • 최근 인공지능 연구가 활발하게 진행이 되면서 여러 기업에서 자율 주행연구도 활발하게 진행되고 있다. 하지만 실제 상황에서 자동차 주행 데이터를 얻기에는 여러 위험사항들과 경제적인 낭비가 있다. 그렇기 때문에 게임 상에서 데이터를 수집하고 딥러닝을 이용해 학습을 하기로 했다. 본 논문에서는 실제 세계와 유사한 환경을 가지고 있는 자동차 게임을 이용하여 자율 주행을 시도 했다. 자율 주행 시 많이 쓰이는 End to End 방법으로 데이터를 수집하면 두 가지 데이터가 저장된다. 하나는 이미지 데이터고 두 번째는 방향키 데이터다. 이러한 데이터들을 numpy 타입으로 40분간 데이터를 수집한 후 딥러닝에 많이 쓰이는 tensorflow를 사용하여 구현한 CNN을 이용하여 학습이 되는 것을 확인을 하고 91.9%의 정확도를 얻었다. 이를 기반으로 실세계에서의 사용 가능성을 확인했다.