• Title/Summary/Keyword: 플레잉 시간

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An Exploratory Study on the Impact of Contents Updates in Online Games (온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구)

  • Kim, Tae Ung;Kim, Daeyoung;Park, Seong Taek
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.147-155
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    • 2015
  • The objective of this research is to empirically analyze the impact of contents update or patch service in online game, being provided after delivery to correct faults and to improve performance of the game. Regression analysis is applied to the data set, where the weekly increase rate of playing times is dependant variable, and the time(week) and two types of contents updates are introduced as independent variables. Statistical results show that the time(week) negatively influences the weekly increase rate of playing times. But the impact of new contents generation and contents adjustment on the weekly increase rate of playing times is not statistically significant, implying that once online game is published, contents update has no significant impact on the playing times. Implications for game designs are provided as a conclusion.

A Study on the Expressive Factors of Exhibition Space (전시공간의 표현요소 연구)

  • 김준호
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.46-47
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    • 2000
  • 전시공간에는 공간성과 시간성이 교차한다. 구조화된 공간은 시간적 인식 매커니즘으로 개별 시퀀스의 맥락적 합으로 인식된다. 그것은 마치 한편의 영화를 감상할 때나 전통 중국음식을 음미할 때에 잔상, 잔미의 연속적 롤 플레잉의 과정과 유사하다. (중략)

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The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game (모바일 아케이드 게임에서 몬스터 행동 패턴을 이용한 게임 최적화)

  • Kim, Young-Back;Chung, Kyung-Ho;Ahn, Kwang-Seon;Kim, Jae-Joon
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.103-114
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    • 2007
  • In an arcade game, the users can easily predict the monster's action because most of the game monster's action patterns are acted only in the predefined patterns, This paper attempts how to increase the player's satisfaction while making the unpredictable action patterns easily, This research defines and realizes the monster's action patterns through the FSM algorithm. In addition, this paper added the predictable factors of monsters in an action patterns of a game monster to optimize the game, On analyzing the result of game play, the game monster's action was evenly used in the whole playing map and the game monster showed that it operated without the recursion of certain action properly.

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An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.