• Title/Summary/Keyword: MMORPG

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Study on Hit Judgement Model of MMORPG - in case of Travia Online - (MMORPG 히트판정 모델에 관한 연구 - 트라비아 온라인을 중심으로 -)

  • Sohn Hyoung-Ryul
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.172-177
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    • 2005
  • Hit judgement is essential factor in design for battle-style MMORPG game system and sets foundation for other game systems. Hit judgement model consists of attack power and attack rate. The former contains minimum, maximum, and critical attack, the latter has miss, hit, and critical blow rate. Random function generates one value of attack rate and consequently the damage is calculated. In this article, we propose hit judgement model which Is widely acceptable for generic MMORPG and describe the effort of applying the proposed model to Travia Online in detail.

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The Relationship Between MMORPG Players' Leadership-related Game Experience and Offline Leadership (MMORPG 내 리더십 관련 경험과 오프라인 리더십의 상관관계 연구)

  • Jang, Yei-Beech;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.87-94
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    • 2010
  • This research investigated the relationship between MMORPG players' leadership-related game experience and offline leadership using online survey samples(N=664). According to the correlation results, MMORPG players' leadership-related game experience, age, game usage time and offline leadership exhibited a significantly positive relationship. When players had more leadership-related game experience, they reported higher offline leadership scores. In terms of "spillover effect", more valuable implications of using MMORPGs are discussed in conclusion.

An Efficient MMORPG Distributed Game Server (효율적인 MMORPG 분산 게임서버)

  • Jang, Su-Min;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.7 no.1
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    • pp.32-39
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    • 2007
  • An important application domain for online services is an interactive, multi-player game. In recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG(Massively Multi-player Online Role Playing Game) distributed game server using flayer-Cell. Our method provides efficient solution of a MMORPG distributed game server for large numbers of users. It is shown through the experiments that our method outperforms existing methods in terms of memory utilization rate and processing speed.

A Study on Analysis of Initial Contents in MMORPG (MMORPG 의 초기콘텐츠 분석)

  • Jung, Jai-Min;Oh, Gyu-Hwan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.11a
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    • pp.179-182
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    • 2005
  • 컴퓨터 게임 중 MMORPG(Massively Multi-player Online Role Playing Game)는 다른 장르(Genre)의 게임들과 비교하여 상대적으로 개발 기간이 매우 길고, 게임을 구성하는 콘텐츠(contents)도 매우 방대하다. 그러나, MMORPG 를 처음 접하는 플레이어(Player)는 대부분의 경우, 단지 몇 시간 정도의 게임을 해본 후에 게임을 계속할지를 결정한다. 따라서, 플레이어가 게임을 지속적으로 즐기도록 하기 위해서 MMORPG 의 초기에 어떤 콘텐츠를 어떻게 제공할 것인지에 대한 설계는 매우 중요하다. 본 논문에서는 현재 성공적으로 평가되는 MMORPG 들의 초기콘텐츠를 분석하고 이 분석을 기반으로 효과적인 초기콘텐츠 구성에 대해 기술한다. 이러한 연구는 개발되는 MMORPG 에서 초기 콘텐츠를 어떻게 효과적으로 구성할지에 대한 대안을 제시한다.

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A Study on the Decline of Users of PC MMORPG Games (국내 PC MMORPG 게임의 이용자 감소 현상에 대한 연구)

  • Joon Yun;Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.151-154
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    • 2023
  • 국내 PC MMORPG 게임은 지난 약 20년간 많은 사람들에게 인기를 끌었으며, 한때 국내 게임 업계의 주요 성장 엔진이었다. 그러나 최근 몇 년간 여러 가지 원인들로 인해서 국내 PC MMORPG 게임의 유저 수는 감소하는 경향을 보이고 있다. 본 논문에서는 국내 PC MMORPG 게임의 유저 감소의 원인을 분석하고, 국내 PC MMORPG 게임의 재활성화에 방안을 제시하고자 한다.

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Design of MMORPG Game system Using Smart-Card (스마트 카드를 활용한 MMORPG게임 시스템 설계)

  • Kwon, Ki-Dal;Heo, Won;Shin, Dong-Il
    • 한국IT서비스학회:학술대회논문집
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    • 2002.11a
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    • pp.485-489
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    • 2002
  • 본 논문에서는 MMORPG 게임에서 스마트카드를 이용해 보안상의 문제점과 좀 더 편리한 과금 문제를 해결하기 위한 방안이 될 수 있는 시스템을 설계하였다. 스마트카드를 이용하여 MMORPG 게임에서 과금 체계, 시스템 유해 코드 차단 및 개인 MMORPG 게임 사용자의 정보 보호를 위해 기존의 서버-클라이언트 상의 소프트웨어의 설치와 사용자들이 신뢰할 수 없는 과금 체계가 아닌 하드웨어적인 접근을 통하여 보안적으로 좀더 견고하고 안정적인 시스템을 구축할 수 있도록 하였다.

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Quantitative Analysis of Flow in MMORPG Games (MMORPG 기반 게임의 몰입에 대한 정량적 분석 방법)

  • Nam, Byeong-Cheol;Bae, Ki-Tae
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.73-84
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    • 2011
  • Online game market accounts for 56.4% of entire game industry in Korea. MMORPG games account for a great part of online game market which have 45.27%. However, most of them are wholly reliant on their subjective criteria - not general rule or standard in the planning and developing process. For this reason, they can be easily misunderstood imitation game which has no difference or creativeness from masterpiece. In this paper to solve this problem especially deals with the quantification of flow through analysis of MMORPG to propose common information or method of quantitative analysis. The method of quantitative analysis which deals with the quantification of flow through analysis of successful MMORPG verifies the effectiveness of the proposed method.

Suggesting an English Teaching Method by Utilizing the MMORPG: Focused on Goonzu Global (MMORPG를 활용한 영어교수 방법 제시: 군주 글로벌을 중심으로)

  • Jeong, Dong-Bin;Won, Eun-Sok;Kim, Hyun-Jung
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.3-16
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    • 2008
  • This study tried to look into various linguistic elements of MMORPG and suggested teaching methods to be applied in teaching and learning English. To support this idea, diverse attributes of CALL applications were investigated and suggested suitable position of MMORPG in technological stream of CALL. After that, focusing on 'Goonzu Global', the linguistic environment of MMORPG was considered. Based on aforementioned results, this study proposed an effective method to utilize MMORPG in teaching English adopting three teaching methods; collaborative method, task-based learning and problem-based learning.

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Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

MMORPG Distributed Game Server using 2Layer-Virtual Cell (2Layer-Virtual Cell 방식을 이용한 분산 MMORPG게임서버)

  • Jang, Su-Min;Park, Yong-Hoon;Yoo, Jae-Soo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.189-192
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    • 2006
  • An important application domain for online services is an interactive, multiplayer game. in recent, many increase of users that use on-line services through networks have caused a heavy load to the server. In this paper, we propose a MMORPG distributed game server using 2Layer-Virtual Cell. Our method provides more effective solution of MMORPG distributed game server for large numbers of users.

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