• Title/Summary/Keyword: P2E game

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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.

A Study on the Effectiveness of P2E (Play to Earn) Game Regulations and Players' Recognition (P2E(Play to Earn)게임 규제 실효성과 플레이어들의 인식에 대한 연구)

  • Yong-Kyu Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.587-590
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    • 2023
  • 게임 시장은 신기술과 함께 꾸준한 발전을 해왔다. 최근 NFT, 블록체인, 메타버스, XR, AI, P2E등 새로운 기술과 신개념이 홍수처럼 쏟아져 이슈가 되면서, 산업계와 학계는 자연스럽게 그 어느 때 보다 활발한 연구가 진행되고 있다. 하지만, P2E는 예전부터 유사한 형태로 존재해왔음에도 불구하고, 규제에 발목이 잡혀있으며, 유저들은 우회하는 방식을 통해 P2E게임을 플레이 하거나, P2E전용 게임이 아닌 게임에 대해서도 많은 현금거래를 하고 있다. P2E게임 규제 실효성과 플레이어들의 인식에 대해 연구하고자 하고자 한다.

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Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

A Study on the Crimes Using NFT in P2E (P2E내 NFT를 이용한 범죄에 관한 연구)

  • Song, HyeJin
    • Journal of the Society of Disaster Information
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    • v.18 no.3
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    • pp.600-608
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    • 2022
  • Purpose: The purpose of this study is to examine the types of crimes taking place using NFT in P2E games, and to devise measures to prevent crimes and legal sanctions between the government and companies. Method: In order to classify crime types in the metaverse, crime types were analyzed based on the results of previous studies and current incidents. Results: Most of the crimes taking place through NFTs in P2E games are hacking, money laundering, and copyright issues. Although games are regulated in Korea, these are crimes that can occur if game regulations are loosened in the future. Therefore, crime types were classified into hacking, money laundering, tax evasion, copyright issues, and game speculation, and various cases of damage have already occurred in foreign countries. Conclusion: Currently, no crimes are occurring in Korea due to game regulations, but as seen in foreign cases, large amounts of hacking and money laundering using NFTs are taking place in Korea. this will have to be provided

ON THE PRECISE ASYMPTOTICS IN COMPLETE MOMENT CONVERGENCE OF NA SEQUENCES

  • Han, Kwang-Hee
    • Journal of applied mathematics & informatics
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    • v.28 no.3_4
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    • pp.977-986
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    • 2010
  • Let $X_1$, $X_2$, $\cdots$ be identically distributed negatively associated random variables with $EX_1\;=\;0$ and $E|X_1|^3$ < $\infty$. In this paper we prove $lim_{{\epsilon\downarrow}0}\;\frac{1}{-\log\;\epsilon}\sum\limits_{n=1}^\infty\frac{1}{n^2}ES_n^2I\{|S_n|\;{\geq}\;{\sigma\epsilon}n\}\;=\;2$ and $lim_{\epsilon\downarrow0}\;\epsilon^{2-p}\sum\limits_{n=1}^\infty\frac{1}{n^p}$ $E|S_n|^pI\{|S_n|\;{\geq}\;{\sigma\epsilon}n\}\;=\;\frac{2}{2-p}$ for 0 < p < 2, where $S_n\;=\;\sum\limits_{i=1}^{n}X_i$ and 0 < $\sigma^2\;=\;EX_1^2\;+\;\sum\limits_{i=2}^{\infty}Cov(X_1,\;X_i)$ < $\infty$. We consider some results of i.i.d. random variables obtained by Liu and Lin(2006) under negative association assumption.

Reliable e-Commerce Model on P2P Environment (P2P 환경에서 신뢰성 있는 e-Commerce 모델)

  • Shin Jung-Hwa;Rhee Kyung-Hyune
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.8
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    • pp.1760-1768
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    • 2004
  • A P2P is a method that can share and exchange on digital resources through a direct connection on personnel without a central server. In this paper, we apply a P2P technology to a traditional electronic commerce method so that a seller and a customer can perform a commercial transaction through a direct communication. As such a result, we propose a new e-Commerce model on P2P environment to assure fairness in commercial transactions. To achieve our goal, we put an escrow server which is responsible for guarantee fair contents delivery and payment for the contents between a seller and a customer. When a customer buys content, he first obtains reputation values implicating reliability for the content and refers to these values to determine purchase. The proposed scheme, we can improve the reliability for the purchasing content and provide the fairness to both a seller and a customer simultaneously.

Kinematical Analysis of the YEGA Motion on the Uneven Parallel Bars (이단 평행봉 YEGA 동작의 운동학적 분석)

  • Lee, Young-Sik
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.111-125
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    • 2005
  • This study was intended to assist athletes in having a technical understanding of the Yega motion and provide basic material for improving their competitive ability by analyzing the kinematic variable of the Yega motion during the competition of the uneven parallel bar of female gymnastics. For this purpose, the game of female gymnastics participating in the uneven parallel bar game was personally videotaped using the DLT(direct linear transformation) method. An attempt was made to make a comparative analysis of the Yega motion by dividing the final first to third places into the upper group('A' group) and the sixth to eighth places into the lower group('B' group). Based on the results of actual analysis on the scenes of actual game, the following conclusion was concluded: 1. Athletes in the 'A' group showed the shorter required time on the flight phase(P3) than counterparts in the 'B' group. 2. Athletes in the 'A' group showed the little width in the horizontal displacement of the center of gravity than counterparts in the 'B' group. But athletes in the 'A' group exhibited the somewhat greater relative vertical height of the center of the body. 3. Athletes in the 'A' group showed the greater resultant velocity at the lowest point of the center of the body(E2) and at the point in time of release(E3) compared to counterparts in the 'B' group.

THE PROBABILISTIC METHOD MEETS GO

  • Farr, Graham
    • Journal of the Korean Mathematical Society
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    • v.54 no.4
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    • pp.1121-1148
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    • 2017
  • Go is an ancient game of great complexity and has a huge following in East Asia. It is also very rich mathematically, and can be played on any graph, although it is usually played on a square lattice. As with any game, one of the most fundamental problems is to determine the number of legal positions, or the probability that a random position is legal. A random Go position is generated using a model previously studied by the author, with each vertex being independently Black, White or Uncoloured with probabilities q, q, 1 - 2q respectively. In this paper we consider the probability of legality for two scenarios. Firstly, for an $N{\times}N$ square lattice graph, we show that, with $q=cN^{-{\alpha}}$ and c and ${\alpha}$ constant, as $N{\rightarrow}{\infty}$ the limiting probability of legality is 0, exp($-2c^5$), and 1 according as ${\alpha}$ < 2/5, ${\alpha}=2/5$ and ${\alpha}$ > 2/5 respectively. On the way, we investigate the behaviour of the number of captured chains (or chromons). Secondly, for a random graph on n vertices with edge probability p generated according to the classical $Gilbert-Erd{\ddot{o}}s-R{\acute{e}}nyi$ model ${\mathcal{G}}$(n; p), we classify the main situations according to their asymptotic almost sure legality or illegality. Our results draw on a variety of probabilistic and enumerative methods including linearity of expectation, second moment method, factorial moments, polyomino enumeration, giant components in random graphs, and typicality of random structures. We conclude with suggestions for further work.

Effects of Gamified Disability Awareness Program on the Peers' Disability (게임화된 장애체험활동이 비장애아동의 장애인식에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.45-54
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    • 2019
  • In this study, the effect of gamified disability awareness program was researched to examine its potential to be used as a disability awareness curriculum particular to Korean schools. The gamified program consisted of lessons related to disability skiing such as learning about Paralympic skier, experiencing mono skis, and participating in cooperative games. To examine its effectiveness, Multidimensional Attitudes Scale towards persons with disabilities (MAS) was used. Results indicate that the attitude of the experiment group showed significant change.

A study on the difference in the amount of information on e-sports according to gender (성별에 따른 e스포츠에 관한 정보량의 차이에 대한 연구)

  • Dae-young Shin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.127-128
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    • 2023
  • 게임관련 학업을 전공으로 하는 남학생 31명, 여학생 18명, 총 49명을 대상으로 e스포츠 관련 지식과 정부를 얼마나 많이 알고 있는가의 정보 수집의 차이에 대한 연구를 하였다. 그 결과 남학생의 평균 값은 3.22이고 여학생의 평균 값은 2.44로 두 집단의 평균의 차이를 보이고 있다. 두 집단간의 평균의 차이를 알기 위해 T-test를 실시한 결과, 유의수준 P값이 0.0024(P>0.05)로 남녀 두 집단간의 e스포츠에 관한 정보수집의 차이가 있는 것으로 나타났다.

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