• Title/Summary/Keyword: 플레이어 분석

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The Relationship between Players' Characteristics and Trolling Behavior: Focused on (플레이어의 개인 성향과 게임 내의 트롤링 행위의 관계 : <리그 오브 레전드>를 중심으로)

  • Lee, Jun Myong;Na, Jung Hwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.63-72
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    • 2016
  • This study explores how players' characteristic factors affect on trolling behaviors. The data was collected through online survey from online communities of League of Legends(N=914, male=770, female=144, average of age=22.19, SD of age=4.78). Questionnaire includes age, level/tier, self-esteem, basic psychological needs, aggression, and trolling behaviors. Result shows that player characteristic factors which influence on players trolling behavior are 'age', 'physical aggression', 'verbal aggression'. Discussion suggests that the understanding of player's characteristics which influence on trolling behaviors has to precede the improvement of system structure in order to eradicate trolling behaviors.

Technical Trend of Online Game Server (온라인 게임 서버의 기술 동향)

  • Yang, K.H.;Shim, K.H.;Ko, D.I.;Park, I.K.;Kim, J.S.
    • Electronics and Telecommunications Trends
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    • v.16 no.4 s.70
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    • pp.14-22
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    • 2001
  • 엔터테인먼트 산업으로서의 컴퓨터 게임은 대중의 감각에 의하여 유지되고, 대중의 감각을 최대한 활성화하는 게임이 지속적으로 출시되어야 한다. 게임의 품질은 게임 디자이너의 창작력을 최대한 현실화 시켜주는 컴퓨터 기술에 종속된다. 그러나 현재, 플레이어 수가 수천 명 이상으로 확장되는 대규모 시스템의 범주로 가면, 당장 기술 장벽에 부딪히게 된다. 본 고에서 게임 네트워킹의 특성을 고찰한 후, 산업계의 출시 제품들의 동향을 분석한다. 특히, 기술 개발 경쟁이 심화되고 있는 대규모 멀티플레이어 온라인 게임 서버 동향을 분석한다.

Power of Venture-성공신화를창조하는‘멀티플레이어벤처인’

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.24
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    • pp.4-5
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    • 2003
  • 월드컵 4강의 꿈(★)을 이뤄냈던 대한민국 축구. 그 중심에는 자랑스런 24인의 태극전사가 있었다. 그리고 한마음으로 목이 터져라 응원전을 펼친 4000만 국민이 있었다. 하지만 우리의 기억 속에 우뚝 자리한 사람은 누가 뭐라고 해도 거스 히딩크 감독일 것이다.그는 선수 개개인의 능력을 철저히 분석하고 조련하여 여러 포지션을 소화낼 수 있는 멀티플레이어를 만들어냄으로써 월드컵 4강의 신화를 창조해 낼 수 있었다. 하지만 멀티플레이어는 푸른 그라운드뿐 아니라 벤처업계도 존재한다. 1994년 국내 최초로 컴퓨터와 전화를 통합시킨 CTI(Computer Telephony Integration)를 도입하여 국내 정보통신 부가서비스 분야에서 폭발적인 성장을 이끌면서 부동의 업계 1위를 고수하고 있는 콜센터 전문기업 로커스의 김형순 대표, 그가 바로 멀티플레이형 벤처기업인이다. 무역업을 시작으로 사업에 뛰어든 김 대표는 팩스 뉴스 자동검색 서비스, 통신솔루션 그리고 엔트테인먼트에 이르기까지 그야말로 다재다능한 능력을 보여준 멀티플레이어 벤처인이다.

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Real Time Group Configuration System for Gamer (게이머들을 위한 실시간 그룹 구성 시스템)

  • Yoon, Kyung Seob;Jeon, Yu Zin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.269-272
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    • 2022
  • 본 논문에서는 현재 게임의 트렌드인 멀티플레이어 게임과 그것을 즐기는 게이머간의 그룹 구성 문제점을 분석하고 실시간 그룹 구성 시스템을 활용한 애플리케이션을 개발하여 해결하는 방법을 제시한다. 또한 다양한 플랫폼에서 애플리케이션을 지원하기 위해 플랫폼에 독립적인 언어인 자바(JAVA)를 사용하여 PC뿐만이 아니라 웹, 모바일에서도 쉽게 이식할 수 있도록 하였다. 이 시스템은 코로나19의 장기화로 멀티플레이어 게임이 기하급수적으로 늘어나고 있는 상황에서 멀티플레이어 게임을 더욱 편리하게 즐길 수 있을 것으로 기대한다.

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Game Character Growing System using Player Type Analysis based on Petri-Net (페트리네트 기반 플레이어 타입 분석을 이용한 게임 캐릭터 성장 시스템)

  • Lee, Sinku;Kang, Minsu;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.131-140
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    • 2015
  • The character is one of most important interest-element in role playing game genres since it shows the individuality. In general cases, game players allocate points to talent clauses that they choose. However, it is not easy to provide the suitable character-growing to players in generic system since the cases are too simple and based on just humans choices. In this paper, we propose the character growing system based on the player type inference module. Growth morphology is determined by player's behavior or type. The determination is based on petri-net. Our experimental results and analysis show that our proposed approach is suitable for character-growing system.

Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy (기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.135-143
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    • 2015
  • A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.

Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

An Implementation of a Classification and Recommendation Method for a Music Player Using Customized Emotion (맞춤형 감성 뮤직 플레이어를 위한 음악 분류 및 추천 기법 구현)

  • Song, Yu-Jeong;Kang, Su-Yeon;Ihm, Sun-Young;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.195-200
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    • 2015
  • Recently, most people use android based smartphones and we can find music players in any smartphones. However, it's hard to find a personalized music player which applies user's preference. In this paper, we propose an emotion-based music player, which analyses and classifies the music with user's emotion, recommends the music, applies the user's preference, and visualizes the music by color. Through the proposed music player, user could be able to select musics easily and use an optimized application.

A Study of Multiple Video Players as Media Art -Focusing on (다중 동영상 플레이어를 이용한 미디어아트로써의 확장성 연구 -작품 <희로애락(喜怒哀樂)>을 중심으로)

  • Na, Jung-Jo;Lee, Jee-Hee;Song, Pil-Jae;Lee, Myung-Hak;Fan, Bai;Kim, Kyu-Jung
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.115-120
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    • 2008
  • It provides technical analyze and conceptual idea by oneself through Media Art One's feeling expresses multiple video players by using 3 dimensional graphic techniques Multiple video players work in interlocking. Spectators join in clicking mouse on the screen and the working of multiplevideo players realize with computer software. It has a chance, which spectators get a sensitive stimulation. Each player express human's facial expression - happiness, anger, sadness, excitement. Players are able to accelerateaccording to computer system. It seems that artistic messages send through cooperation and connection of multiple players.

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