• Title/Summary/Keyword: Business Games

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A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.51-60
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    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

A Study on Success Factors of Online Game Using AHP (AHP를 이용한 온라인게임 성공요인에 관한 연구)

  • Ryu, Gui-Jin;Kwon, Hyeog-In
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.135-145
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    • 2007
  • Recently, the Online Game industry has appeared the various change of the development environment in the rapid growth. So the online game company has been trying to search games able to success and they are performing diversified researching to prepare the judgment ground of success from initial stage of development. The aim of this study is to find success factors which is in the process from development to distribute for the online game through collecting opinions of specialist and taking survey to people employed in online game development field. Consequently, we indicate success factors using Analytic Hierarchy Process (AHP) and make out success factors for the online games. Furthermore, we suggest the way which is able to apply factors objectified so that exceed the limit of using it to the company planning to develop successful games objectively.

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The Effect of Professional Sport Spectator's Experience Economy Factors on Satisfaction: Focused on Mediating Effects of Attachment and a Sense of Community

  • LEE, Hyuk-Jin;JUNG, Sam-Kwon;SEONG, Myeong-Hee
    • The Journal of Asian Finance, Economics and Business
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    • v.6 no.3
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    • pp.269-282
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    • 2019
  • The purpose of this study is to investigate the relationship between the spectator experience and satisfaction with a focus on attachment and a sense of community. The survey was given to random spectators who watched KBO (The Korea Baseball Organization) games in 2018. With 189 surveyed participants, this study used exploratory factor analysis and reliability analysis to verify the reliability and validity of the measured variables. The hierarchical multiple regression correlation was employed as a statistical method for the hypotheses of this study. The findings showed that spectators' experiences have influences on satisfaction. Among the experience factors, education and entertainment affect attachment, and education has the only significant influence on a sense of community. In addition, spectators' attachment and a sense of community positively influence satisfaction. Attachment and a sense of community have a relatively mediated effect on spectators' experiences and satisfaction. This study confirmed the need for various spectator experiences at KBO games, and the importance of place attachment or a sense of community.

Signal Typology and Decision Making Process Using Signals in Mobile Game Platform (모바일 게임 플랫폼에서의 시그널의 유형과 시그널을 이용한 의사결정과정)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.117-128
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    • 2017
  • This research is the qualitative research on signals that mobile game users use to solve asymmetric information of game quality. Based on signal theory, we gathered data using Netnography. The findings are four types of signals for mobile games: platform-based signals with high/low participation rate of consumers, game developing company-based signals with high/low participation rate of consumers. The features that mobile gamers make decisions using signals are the following. First, ranking and the number of download have initial standard. Second, game marketing platform can be one of signals. Finally, the preference of signals is different with the goals and using pattern of games.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.289-295
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    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.4
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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A Study on the Development of Game Platform in Web 3.0: Focused on P2E, C2E Models (웹 3.0에서의 메타버스 플랫폼 발전 방향에 대한 연구: P2E, C2E 모델을 중심으로)

  • Hyo Won Moon;Seon Bin Lim;Hee Dong Yang
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.75-93
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    • 2023
  • The game industry has grown not only by combining them with various technologies also introducing new types of business models such as P2P, F2P, and P2W. Furthermore, games which implemented X2E model with blockchain technology are recently in the spotlight of the public attention. As domestic game companies have also prospect the blockchain games feasible, they are seeking ways to expand their global market share by strengthening the X2E model. Hence, by carrying this new business model out, it is expected to diversify their global revenue stream, which was previously confined to Asia region. This study analyzed the case of companies that have implemented the P2E and C2E models in order to suggest the direction of development for the game platform in Web 3.0 era. The cases of P2E game platform, which constitute of Axie Infinity and Mir 4, encompass the compensation structure, the stabilization mechanism of the in-game token economy, and future strategies regarding blockchain gaming. Likewise, the platform structure, business model, and future growth potential was discussed in terms of C2E scheme, focusing on the ZEPETO and Roblox cases. Based on the above case analysis, this study attempted to provide information on the current limitations and development directions of the P2E and C2E platforms. The current limitations in legal and industrial aspects should be addressed to facilitate the blooming of blockchain and P2E game industry. In addition, the necessity of not only social support also improvement on the technology and social stigma of full-time creators is ought to be emphasized in an effort to encourage the development of C2E platforms.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.

Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.262-264
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    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

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