• Title/Summary/Keyword: game abuse

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Abuse Pattern Monitoring Method based on CEP in On-line Game (CEP 기반 온라인 게임 악용 패턴 모니터링 방법)

  • Roh, Chang-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.114-121
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    • 2010
  • Based on a complex event processing technique, an abuse pattern monitoring method is developed to provide an real-time detection. CEP is a technique to find complex event pattern in a massive information system. In this study, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server.

Performance Analysis of an On-line Game Abuse Pattern Monitoring Method (온라인 게임 악용 패턴 모니터링 방법의 성능 분석)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.71-77
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    • 2011
  • CEP(Complex Event Processing) is a technique to find complex event pattern in a massive information system. Based on CEP technique, an abuse pattern monitoring method has been developed to provide an real-time detection. In the method, the events occurred by game-play are observed to be against the rules using CEP. User abuse patterns are pre-registered in CEP engine. And CEP engine monitors user abuse after aggregating the game data transferred by game logging server. This article provides the performance analysis results of the abuse pattern monitoring method using real game DB. We results that the method proposed in previous study is effective to monitor abusing users.

Effects of Abuse, Neglect, and Excessive Interference of Parents on Adolescent Aggression: Moderating Effect of Playing Computer Game (부모의 학대, 방임, 과잉간섭이 청소년 자녀의 공격성에 미치는 영향: 컴퓨터 게임 이용빈도의 조절효과)

  • Lee, Jinhee
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.330-342
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    • 2018
  • The purpose of this study was to investigate effects of abuse, neglect, and excessive interference of parents on adolescent aggression in the longitudinal context and examine the moderating effect of playing computer game theoretically guided by the flow theory. 2,351 adolescents from the Korean Children & Youth Panel Survey was analyzed using Linear Mixed Effects Regression procedures. Primary findings are as follows: (1) adolescents with higher level of abuse or excessive interference showed higher level of aggression. (2) the aggression level of adolescents with higher level of abuse or excessive interference consistently decreased over time. (3) the link between abuse and aggression was significantly moderated by playing computer game. In conclusion, the negative effect of the abuse on adolescent aggression could be significantly decreased by playing computer game.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.81-88
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    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

Development of the Educational Program for Prevention of Sexual Abuse in Children (어린이 성희롱/성폭력 예방교육 프로그램 개발)

  • 이경혜;이자형;배정이;김일옥
    • Journal of Korean Academy of Nursing
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    • v.33 no.2
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    • pp.189-199
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    • 2003
  • Purpose: The purposes of this study is to develop an educational program to prevent sexual abuse of children and to improve the physical and mental health of children by providing a rape-free environment and safety education. This program will provide parents and children with information on how to prevent sexual abuse in children. Children learn specific methods to avoid being victimized both at home and outside the home through a learning game and simulation, which is based on problem solving. Method: This program was developed based on a literature reviews, surveys and negotiation process. School- aged-children, parents, and teachers were interviewed to reveal their educational needs based on their experiences related to sexual abuse. Result: This program includes useful subjects such as safety education, early detection of sexual abuse, crisis management, resource persons, and phone numbers of available hospital. Counseling is provided by researcher or by a pediatric psychiatrist if needed. Conclusion: This program could be adequately utilized for prevention of sexual abuse of children. It also will provide an intervention strategy for abused children. This educational program was distributed to all of the elementary school through the Ministry of Education and Human Resources Development.

A method for preventing online games hacking using memory monitoring

  • Lee, Chang Seon;Kim, Huy Kang;Won, Hey Rin;Kim, Kyounggon
    • ETRI Journal
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    • v.43 no.1
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    • pp.141-151
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    • 2021
  • Several methods exist for detecting hacking programs operating within online games. However, a significant amount of computational power is required to detect the illegal access of a hacking program in game clients. In this study, we propose a novel detection method that analyzes the protected memory area and the hacking program's process in real time. Our proposed method is composed of a three-step process: the collection of information from each PC, separation of the collected information according to OS and version, and analysis of the separated memory information. As a result, we successfully detect malicious injected dynamic link libraries in the normal memory space.

Relationships between Children's Aggression and the Variables as Individual, Family, and School Adjustment (아동의 개인, 가족 변인 및 학교적응과 공격성의 관계)

  • Lee, Kyung-Nim
    • Korean Journal of Human Ecology
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    • v.15 no.1
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    • pp.31-44
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    • 2006
  • This study examined relationships between children's aggression and the variables such as individual, family, and school adjustment. For this study, individual variables included age, self-esteem, and game-addiction tendency. Family variables included mother's controlling parenting, child-abuse, parents' marital conflict. As for school adjustment, teacher relations, peer relations, classroom and rule adjustment in school were examined. The sample consisted of 642 children of the fifth and sixth grade in Busan. Statistics and methods used for data analysis included frequency, percentage, Cronbach's alpha, factor analysis, two-way Anova, Pearson's correlation, and Hierarchical Regression. Several major results were found from the analysis: First, boys' aggression was higher than girls'. But no age difference was found in children's aggression. Second, game-addiction tendency had a positive correlation with children's aggression. In addition, self-esteem had a negative correlation with boys' aggression. Third, mother's controlling parenting had a positive correlation with children's aggression. Child abuse had a positive correlation with boys' aggression, and parents' marital conflict with girls' aggression. Fourth, teacher relations, peer relations, classroom and rule adjustment in school had a negative correlation with boys' aggression. In addition, rule adjustment in school had a negative correlation with girls' aggression. Fifth, game-addiction tendency, rule adjustment in school, self-esteem, mother's controlling parenting and teacher relations in school were important variables predicting boys' aggression. On the other hand, game-addiction tendency and rule adjustment in school were important variables predicting girls' aggression.

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A Study on the Actual Condition of Abuse in PVP Game (PVP 게임에서 어뷰징 실태에 관한 연구)

  • Kim, Jae-Un;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.649-652
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    • 2020
  • 본 논문에서는 스타크래프트 게임이나 리그 오브 레전드 게임 등의 이용자끼리 실력을 겨루는 PVP 형태의 온라인 게임들에서 일어나는 어뷰징에 대해서 실태를 조사하고 이에 따른 개선 방안을 제시한다. 어뷰징에 관하여 알아보고 어뷰징이 게임과 일상에서 어떻게 작용하는지 설명하고 유저들이 어뷰징으로 인한 피해를 입는 사례를 조사하고 현재 개발사들의 조치 방안 및 유저 커뮤니티의 의견 등을 통해 실태에 대해 내용을 제시한다. 결론으로 조사한 자료를 바탕으로 어떻게 하면 어뷰징을 좀 더 방지할 수 있는지에 대한 개선 방안을 제시하고 게임 운영 차원에서 어떤 방식으로 지원해야 하는지를 제시한다.

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Development of a system for detecting game user's addiction (게임 이용자의 과몰입을 탐지하기 위한 시스템 개발)

  • Oh, Sung-kyun;Yoon, Taebok
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.23-30
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    • 2018
  • With the development of ICT technology, the game industry is growing rapidly. However, due to the excessive play of the game, there are cases where normal life is difficult. It is necessary to study the diagnosis and countermeasures against such game addiction. This paper study a system for diagnosing game addiction based on game usage information of game users. In order to develop a game addiction diagnostic system, this study classifies game addiction and abuse users and collects and models log information in real game environment. In addition, the addiction and good use model of game users was used as a knowledge to diagnose the addiction of new game users. Through the experiment, we could confirm the meaningful results. Also, according to the result of the diagnosis, the service such as SMS and reporting was suggested.

Abusive Sentence Detection using Deep Learning in Online Game (딥러닝를 사용한 온라인 게임에서의 욕설 탐지)

  • Park, Sunghee;Kim, Huy Kang;Woo, Jiyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.13-14
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    • 2019
  • 욕설은 게임 내 가장 큰 불쾌 요소 중 하나이다. 지금까지 게임 사용자들의 욕설을 방지하기 위해서 금칙어를 기반으로 필터링 해왔으나, 한국어 특성상 단어를 변형하거나 중간에 숫자를 넣는 등 우회할 방법이 다양하기 때문에 효과적이지 않다. 따라서 본 논문에서는 실제 온라인 게임 'Archeage'에서 수집된 채팅 데이터를 기반으로 딥러닝 기법 중 하나인 콘볼루션 신경망을 사용하여 욕설을 탐지하는 모델을 구축하였다. 한글의 자음, 모음을 분리하여 실험하였을 때, 87%라는 정확도를 얻었다. 한 글자씩 분리한 경우, 조금 더 좋은 정확도를 얻었으나, 사전의 수가 자소를 분리한 경우보다 10배 이상 늘어난 것을 고려해보면 자소를 분리한 것이 더 효율적이다.

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