11 research outputs found

    An Empirical Examination of an Online Game

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ฒฝ์˜๋Œ€ํ•™ ๊ฒฝ์˜ํ•™๊ณผ, 2022. 8. ์†ก์ธ์„ฑ.We propose a dynamic structural model of rational addiction to elucidate consumer behavior for online game consumption. Particularly, we propose a revised and extended utility model for rational addiction, by introducing the tedium factor based on a two-factor model of addiction. We demonstrate that the proposed model adequately explains consumer behavior in online gaming, particularly in modeling consumption reduction and churn patterns that cannot be explained by the existing rational addiction model. Moreover, we perform counterfactual simulations related to tedium and level-up difficulties, which affect consumption decisions and quantities as expected. Related discussion and implications are also provided.๋ณธ ์—ฐ๊ตฌ๋Š” ์˜จ๋ผ์ธ ๊ฒŒ์ž„ ์†Œ๋น„ ํ–‰๋™์„ ์„ค๋ช…ํ•˜๊ธฐ ์œ„ํ•ด Becker and Murphy (1988)๊ฐ€ ์ œ์‹œํ•œ ํ•ฉ๋ฆฌ์  ์ค‘๋… ๋ชจํ˜•์„ ํ† ๋Œ€๋กœ ํ•œ ๊ตฌ์กฐ์  ๋™ํƒœ ๋ชจํ˜•์„ ์ œ์‹œํ•œ๋‹ค. ํ•ฉ๋ฆฌ์  ์ค‘๋… ๋ชจํ˜•์€ ์˜จ๋ผ์ธ ๊ฒŒ์ž„ ์†Œ๋น„์—์„œ ๋นˆ๋ฒˆํ•˜๊ฒŒ ๋‚˜ํƒ€๋‚˜๋Š” ๊ณผ๋„ํ•œ ์†Œ๋น„, ํ˜น์€ ์ค‘๋…์ ์ธ ์†Œ๋น„ ํ˜„์ƒ์„ ์„ค๋ช…ํ•˜๊ธฐ ์œ„ํ•˜์—ฌ ์ œ์•ˆ๋œ ๊ฒฝ์ œํ•™์  ๋ชจํ˜•์œผ๋กœ์„œ, โ€œ์‚ฌ์šฉ์— ์˜ํ•œ ํ•™์Šต (learning by doing)โ€์„ ๊ทผ๊ฑฐ๋กœ ํ•˜์—ฌ ๊ณผ๊ฑฐ ์†Œ๋น„ ํŒจํ„ด์„ ํ†ตํ•ด ์ค‘๋… ์ˆ˜์ค€์„ ์ธก์ •, ์†Œ๋น„์ž์˜ ์ค‘๋…์ ์ธ ์†Œ๋น„ ํ–‰์œ„๋ฅผ ๋ชจํ˜•ํ™”ํ•˜์˜€๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ๋ณธ ์—ฐ๊ตฌ๋Š” ์ด๋Ÿฌํ•œ ๊ธฐ์กด ๋ชจํ˜•์ด ์ค‘๋…์ ์ธ ์†Œ๋น„๋Š” ์„ค๋ช…ํ•  ์ˆ˜ ์žˆ์œผ๋‚˜, ์†Œ๋น„์˜ ๊ฐ์†Œ ๋˜๋Š” ์ดํƒˆ ํ–‰์œ„๋ฅผ ์ ์ ˆํ•˜๊ฒŒ ๋ชจํ˜•ํ™”ํ•  ์ˆ˜ ์—†๋‹ค๋Š” ์‚ฌ์‹ค์— ์ฐฉ์•ˆํ•˜์—ฌ ๊ธฐ์กด์˜ ๋ชจํ˜•์„ ์ˆ˜์ • โˆ™ ํ™•์žฅํ•˜๊ณ ์ž ํ•˜์˜€๋‹ค. ๊ตฌ์ฒด์ ์œผ๋กœ, Berylne (1970) ๋“ฑ ์‹ฌ๋ฆฌํ•™ ๋ฌธํ—Œ์—์„œ ์ค‘๋…์˜ ์ฃผ์š” ์š”์†Œ๋กœ์„œ ์ œ์‹œํ•œ ๊ถŒํƒœ(tedium)๋ผ๋Š” ์ƒˆ๋กœ์šด ์š”์†Œ๋ฅผ ๊ธฐ์กด ๋ชจํ˜•์— ์ถ”๊ฐ€ํ•˜์˜€๋‹ค. ์†Œ๋น„์ž๊ฐ€ ๊ฐ™์€ ์ž๊ทน์— ์ผ์ • ์ˆ˜์ค€ ์ด์ƒ์œผ๋กœ ๋ฐ˜๋ณต ๋…ธ์ถœ๋  ๊ฒฝ์šฐ ์ค‘๋…์˜ ์ •๋„๋ฅผ ์ƒ์‡„ํ•˜๋Š” ์š”์†Œ๋กœ์„œ ๊ถŒํƒœ๊ฐ€ ๋ฐœ์ƒ โˆ™ ๋ˆ„์ ๋˜์–ด, ๊ฒฐ๊ณผ์ ์œผ๋กœ ์†Œ๋น„๋Ÿ‰์—๋„ ์˜ํ–ฅ์„ ๋ฏธ์น  ์ˆ˜ ์žˆ๋‹ค๋Š” ๊ฒƒ์ด๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ํ†ตํ•ด ๋ณธ ๋ชจํ˜•์ด ์˜จ๋ผ์ธ ๊ฒŒ์ž„ ์†Œ๋น„ ํ–‰์œ„์˜ ์ฆ๊ฐ ํ˜„์ƒ์„ ์ œ๋Œ€๋กœ ํฌ์ฐฉํ•  ์ˆ˜ ์žˆ๋‹ค๋Š” ์‚ฌ์‹ค์„ ํ™•์ธํ•˜๊ณ , ์ƒํƒœ ๋ณ€์ˆ˜์™€ ๊ฐ€์น˜ ํ•จ์ˆ˜๋ฅผ ํฌํ•จํ•œ ๊ตฌ์กฐ์  ๋™ํƒœ ๋ชจํ˜•์„ ์ œ์‹œํ•˜์˜€๋‹ค. ๊ทธ๋ฆฌ๊ณ  ์˜จ๋ผ์ธ ๊ฒŒ์ž„์˜ ์‹ค์ œ ์‚ฌ์šฉ์ž ๋ ˆ๋ฒจ ๋กœ๊ทธ ๋ฐ์ดํ„ฐ๋ฅผ ์ด์šฉํ•ด ๋ชจํ˜•์„ ์ถ”์ •ํ•˜์˜€๋‹ค. ๊ทธ ๊ฒฐ๊ณผ, ์†Œ๋น„์ž์˜ ์ค‘๋… ์ˆ˜์ค€์ด ํ˜„์žฌ ์†Œ๋น„๋ฅผ ์ฆ๊ฐ€์‹œํ‚ค๋Š” ๋ฐ˜๋ฉด, ์†Œ๋น„์ž์˜ ๊ถŒํƒœ ์ˆ˜์ค€์€ ํ˜„์žฌ ์†Œ๋น„๋ฅผ ๊ฐ์†Œ์‹œํ‚ค๋Š” ๊ฒฝํ–ฅ์„ ๋ฐœ๊ฒฌํ•˜์˜€๋‹ค. ๊ตฌ์กฐ์  ๋™ํƒœ ๋ชจํ˜•์˜ ์ถ”์ • ๊ฒฐ๊ณผ๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ํ•œ ์ •์ฑ… ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๊ฒฐ๊ณผ ๋˜ํ•œ ์ œ์‹œํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™์€ ์ด๋ก ์  โˆ™ ์‹ค๋ฌด์  ์‹œ์‚ฌ์ ์„ ๊ฐ€์ง„๋‹ค. ์ฒซ์งธ, ๊ธฐ์กด์˜ ํ•ฉ๋ฆฌ์  ์ค‘๋… ๋ชจํ˜•์— ๊ถŒํƒœ๋ผ๋Š” ์ƒˆ๋กœ์šด ์š”์†Œ๋ฅผ ์ถ”๊ฐ€ํ•œ ์ˆ˜์ • โˆ™ ํ™•์žฅ ๋ชจํ˜•์„ ์ œ์•ˆํ•˜์—ฌ ๊ธฐ์กด์˜ ๋ชจํ˜•์ด ์„ค๋ช…ํ•˜๊ธฐ ์–ด๋ ค์› ๋˜ ์ค‘๋…์  ์†Œ๋น„์—์„œ์˜ ๊ฐ์†Œ ๋˜๋Š” ์ดํƒˆ ํ˜„์ƒ์„ ๊ณ„๋Ÿ‰์ ์œผ๋กœ ๋ชจํ˜•ํ™”ํ•  ์ˆ˜ ์žˆ๋Š” ์ ‘๊ทผ๋ฒ•์„ ์ œ์‹œํ•˜์˜€๋‹ค. ๋‘˜์งธ, Berylne (1970)์˜ ์ค‘๋… ๋ชจํ˜•์„ ๊ณ„๋Ÿ‰์ ์œผ๋กœ ๋ถ„์„ํ•  ์ˆ˜ ์žˆ๋Š” ํ‹€์„ ์ œ๊ณตํ•จ์œผ๋กœ์จ ๋ธŒ๋žœ๋“œ ์„ ํƒ ๋ฌธํ—Œ์ด๋‚˜ ๊ด‘๊ณ  ๋ฐ ์ œํ’ˆ ๋””์ž์ธ์˜ ํšจ๊ณผ์— ๋Œ€ํ•œ ๋ฌธํ—Œ ๋“ฑ ํ•ด๋‹น ๋ชจํ˜•์„ ํ™œ์šฉํ•ด์™”๋˜ ๋งˆ์ผ€ํŒ… โˆ™ ๊ฒฝ์˜ํ•™ ๋ฌธํ—Œ๋“ค์— ์ด๋ก ์ ์œผ๋กœ ๊ธฐ์—ฌํ•  ๊ฒƒ์œผ๋กœ ๊ธฐ๋Œ€ํ•œ๋‹ค. ์…‹์งธ, ๋ณธ ์—ฐ๊ตฌ์˜ ๊ฒฐ๊ณผ๊ฐ€ ์˜จ๋ผ์ธ ๊ฒŒ์ž„ ์†Œ๋น„ ํ–‰์œ„์— ๋Œ€ํ•œ ์ดํ•ด์™€ ํ†ต์ฐฐ์„ ์ œ๊ณตํ•  ๊ฒƒ์œผ๋กœ ๊ธฐ๋Œ€ํ•œ๋‹ค. ํŠนํžˆ, ์„ ํ–‰ ์—ฐ๊ตฌ๊ฐ€ ๊ฒŒ์ž„ ์†Œ๋น„์— ์žˆ์–ด ์ค‘๋… ๋“ฑ์— ์น˜์ค‘ํ•˜์—ฌ ์ง„ํ–‰๋˜์–ด ์˜จ ๊ฒƒ์— ๋ฐ˜ํ•ด, ๋ณธ ์—ฐ๊ตฌ๋Š” ๊ฒŒ์ž„์˜ ์ค‘๋…์  ์†Œ๋น„์— ์žˆ์–ด ๊ถŒํƒœ๋ฅผ ์ฃผ์š”ํ•œ ์š”์†Œ๋กœ ๊ณ ๋ คํ•ด์•ผ ํ•œ๋‹ค๋Š” ์ด๋ก ์  ๊ทผ๊ฑฐ๋ฅผ ์ œ๊ณตํ•œ๋‹ค. ๋„ท์งธ, ๋ณธ ์—ฐ๊ตฌ๋Š” ์ฒญ์†Œ๋…„ ๋“ฑ์˜ ๊ฒŒ์ž„ ์ค‘๋…์ด ์‹ฌ๊ฐํ•œ ์‚ฌํšŒ ๋ฌธ์ œ๋กœ ๋Œ€๋‘๋˜๊ณ  ์žˆ๋Š” ์ƒํ™ฉ์—์„œ ์ด๋ฅผ ๊ธฐ์—…๊ณผ ์ •๋ถ€ ์ž…์žฅ์—์„œ ๋‹ค์–‘ํ•œ ์ •์ฑ…์„ ํ†ตํ•ด ๊ด€๋ฆฌํ•  ์ˆ˜ ์žˆ๋Š” ์ด๋ก ์  ๊ธฐ๋ฐ˜์„ ์ œ๊ณตํ•œ๋‹ค.Chapter 1. Introduction 1 Chapter 2. Literature Review 4 2.1. Online Game Consumption Behavior 4 2.2. Rational Addiction Model 6 2.3. Tedium 8 Chapter 3. Data and Model-free Analysis 13 3.1. Data 13 3.2. Model-free Analysis 14 Chapter 4. Model 19 4.1. Utility Model 20 4.2. The Law of Motion 23 4.2.1. Addiction 23 4.2.2. Level 24 4.2.3. Tedium 28 4.2.4. State Evolution 29 4.3. Dynamic Decision Problem 30 Chapter 5. Estimation 33 5.1. Estimations Strategy and Results 33 5.2. Identification Strategy 35 5.3. Policy Intervention 36 Chapter 6. Conclusion 39 References 43 Abstract in Korean 48๋ฐ•

    MMORPG์˜ ๊ฒŒ์ด๋จธ ๋„คํŠธ์›Œํฌ ์ง„ํ™” ๋ถ„์„

    Get PDF
    ํ•™์œ„๋…ผ๋ฌธ (์„์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ์–ธ๋ก ์ •๋ณดํ•™๊ณผ, 2014. 2. ์ด์žฌํ˜„.๋ณธ ์—ฐ๊ตฌ๋Š” ์˜จ๋ผ์ธ ๊ฒŒ์ž„์—์„œ ๊ฒŒ์ด๋จธ ์‚ฌ์ด์˜ ์ƒํ˜ธ์ž‘์šฉ์ด ๊ฒŒ์ž„์˜ ์ค‘์‹ฌ์— ๋†“์ด๊ณ , ์ƒํ˜ธ์ž‘์šฉ๊ณผ ์ƒํ˜ธ์ž‘์šฉ์˜ ๊ฒฐ๊ณผ ์ž์ฒด๊ฐ€ ์˜จ๋ผ์ธ ๊ฒŒ์ž„์˜ ๋‚ด์šฉ์ด ๋œ๋‹ค๋Š” ์ „์ œ ํ•˜์—, World of Warcraft(WoW)๋ผ๋Š” MMORPG์˜ ๊ฒŒ์ด๋จธ๋“ค ์‚ฌ์ด์—์„œ ์ผ์–ด๋‚˜๋Š” ์ƒํ˜ธ์ž‘์šฉ์˜ ํŠน์ง•๊ณผ ์‹œ๊ฐ„์— ๋”ฐ๋ฅธ ์ƒํ˜ธ์ž‘์šฉ์˜ ๋ณ€ํ™” ์–‘์ƒ์„ ๋ถ„์„ํ•˜๊ณ ์ž ํ–ˆ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ์†Œํ”„ํŠธ์›จ์–ด ์—ฐ๊ตฌ(software studies), MMORPG์—์„œ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ฑ, ๋„คํŠธ์›Œํฌ ๊ณผํ•™(network science)์„ ์ด๋ก ์  ๊ธฐ๋ฐ˜์œผ๋กœ ์‚ผ์•˜๋‹ค. ์†Œํ”„ํŠธ์›จ์–ด ์—ฐ๊ตฌ๋Š” ์ƒํ˜ธ์ž‘์šฉ์˜ ํ™˜๊ฒฝ์ด ๋˜๋Š” ์†Œํ”„ํŠธ์›จ์–ด์— ๋Œ€ํ•œ ์ดํ•ด๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ๊ฒŒ์ด๋จธ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ๋ถ„์„ํ•ด์•ผ ํ•œ๋‹ค๋Š” ์ ์„ ์ œ์‹œํ•œ๋‹ค. MMORPG์—์„œ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ฑ๊ณผ ๊ด€๋ จ๋œ ์ด๋ก ์€ ์ƒํ˜ธ์ž‘์šฉ์˜ ๋ถ„์„์ˆ˜์ค€์„ ๊ฒŒ์ด๋จธ(์•„๋ฐ”ํƒ€), ๊ฒŒ์ด๋จธ ์ง‘๋‹จ(๊ธธ๋“œ), ๊ฒŒ์ด๋จธ ์ „์ฒด์˜ 3๊ฐœ ์ˆ˜์ค€์œผ๋กœ ๊ตฌ๋ถ„ํ•˜๋Š” ๋ฐฐ๊ฒฝ์ด ๋˜์—ˆ๋‹ค. ๋„คํŠธ์›Œํฌ ๊ณผํ•™์„ ํ†ตํ•ด์„œ๋Š” ๊ฒŒ์ด๋จธ๋“ค์„ ์ƒํ˜ธ์ž‘์šฉ์œผ๋กœ ์—ฐ๊ฒฐ๋œ ํ•˜๋‚˜์˜ ๋„คํŠธ์›Œํฌ๋กœ ๊ฐ„์ฃผํ•จ์œผ๋กœ์จ ์‚ฌํšŒ์—ฐ๊ฒฐ๋ง๋ถ„์„(SNA) ๊ธฐ๋ฒ•์˜ ๊ฐ์ข… ์ง€ํ‘œ๋ฅผ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ์—ˆ์„ ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ, ์ƒํ˜ธ์ž‘์šฉ ๋„คํŠธ์›Œํฌ๊ฐ€ ์‹œ๊ฐ„์— ๋”ฐ๋ผ ๋ณ€ํ™”ํ•œ๋‹ค๋Š” ์ง„ํ™” ๋„คํŠธ์›Œํฌ(evolving network)์˜ ๊ด€์ ์„ ์ ์šฉํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ๋ถ„์„ ๋Œ€์ƒ์€ ํฌ๋กค๋ง ๋ฐฉ์‹์œผ๋กœ WoW์˜ 1๊ฐœ ๋Œ€๋งŒ ์„œ๋ฒ„์—์„œ 3๋…„ ๊ฐ„ ์ˆ˜์ง‘๋œ WoWAH๋ผ๋Š” ๊ณต๊ฐœ ๋ฐ์ดํ„ฐ์˜€๋‹ค. ์ด ์ค‘ 2006๋…„ 1์›” 6์ผ~2007๋…„ 1์›” 5์ผ์— ์ˆ˜์ง‘๋œ 1๋…„๊ฐ„์˜ ๋ฐ์ดํ„ฐ๋ฅผ 52๊ฐœ์˜ ์ฃผ์ฐจ๋ณ„ ๋ฐ์ดํ„ฐ๋กœ ๊ตฌ๋ถ„ํ•˜๊ณ , 3๊ฐœ ๋ถ„์„์ˆ˜์ค€๋ณ„๋กœ ์†์„ฑ ์ง€ํ‘œ์™€ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋ฅผ ๋„์ถœํ•˜์˜€๋‹ค. ์ด ๊ณผ์ •์—์„œ ๊ฒŒ์ด๋จธ ๊ฐ„์˜ ์ƒํ˜ธ์ž‘์šฉ์€ ์•„๋ฐ”ํƒ€๊ฐ€ ํŒ€(ํŒŒํ‹ฐ)์„ ๊ตฌ์„ฑํ•ด ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด์— ์ฐธ์—ฌํ•˜๋Š” ํ–‰์œ„๋กœ ์ •์˜๋˜์—ˆ๋‹ค. ์ด 52์ฃผ์— ๊ฑธ์ณ ๋ถ„์„์ˆ˜์ค€๋ณ„ ์†์„ฑ, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋“ค์˜ ๋ณ€ํ™”๋ฅผ ๊ด€์ฐฐํ•˜์˜€์œผ๋ฉฐ, t ์‹œ์ ์˜ ์†์„ฑ ์ง€ํ‘œ์™€ t+1 ์‹œ์ ์˜ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๊ฐ„์˜ ์ƒ๊ด€๊ด€๊ณ„๋„ ๊ฒ€ํ† ํ•˜์˜€๋‹ค. ์ด ๊ธฐ๊ฐ„ ์ค‘ ๊ด€์ฐฐ๋œ ์•„๋ฐ”ํƒ€๋Š” 28,267 ๊ฐœ, ๊ธธ๋“œ๋Š” 154๊ฐœ์˜€์œผ๋ฉฐ, ์•„๋ฐ”ํƒ€์˜ ํ‰๊ท  ์กด์†๊ธฐ๊ฐ„์€ 5.463์ฃผ, ๊ธธ๋“œ์˜ ํ‰๊ท  ์กด์†๊ธฐ๊ฐ„์€ 16.85์ฃผ์˜€๋‹ค. [์—ฐ๊ตฌ๋ฌธ์ œ 1]์€ ๊ฐœ๋ณ„ ๊ฒŒ์ด๋จธ ์ˆ˜์ค€์˜ ์†์„ฑ, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋Š” ์‹œ๊ฐ„์— ๋”ฐ๋ผ ์–ด๋–ป๊ฒŒ ๋ณ€ํ™”ํ•˜๋Š”๊ฐ€?์˜€๋‹ค. ๊ฒŒ์ด๋จธ ์ˆ˜์ค€์˜ ์†์„ฑ ์ง€ํ‘œ๋กœ๋Š” ์•„๋ฐ”ํƒ€์˜ ๋ ˆ๋ฒจ๊ณผ ํ”Œ๋ ˆ์ด ์‹œ๊ฐ„์„, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋กœ๋Š” ์ƒํ˜ธ์ž‘์šฉ ์‹œ๊ฐ„, ์ƒํ˜ธ์ž‘์šฉ ํšŸ์ˆ˜์™€ ํ•จ๊ป˜ ์—ฐ๊ฒฐ์ •๋„์ค‘์‹ฌ์„ฑ, ๋งค๊ฐœ์ค‘์‹ฌ์„ฑ, ๊ทผ์ ‘์ค‘์‹ฌ์„ฑ์˜ 3๊ฐœ ์ค‘์‹ฌ์„ฑ ์ง€ํ‘œ๋ฅผ ์„ ์ •ํ•˜์˜€๋‹ค. [์—ฐ๊ตฌ๋ฌธ์ œ 2]๋Š”๊ฒŒ์ด๋จธ ์ง‘๋‹จ ์ˆ˜์ค€์˜ ์†์„ฑ, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋Š” ์‹œ๊ฐ„์— ๋”ฐ๋ผ ์–ด๋–ป๊ฒŒ ๋ณ€ํ™”ํ•˜๋Š”๊ฐ€?์˜€๋‹ค. ๊ฒŒ์ด๋จธ ์ง‘๋‹จ์˜ ๊ฐœ๋…์„ ๊ธธ๋“œ๋กœ ํ•œ์ •ํ•˜๊ณ  ๊ธธ๋“œ์˜ ์†์„ฑ ์ง€ํ‘œ๋กœ๋Š” ํฌ๊ธฐ, ์†Œ์† ์•„๋ฐ”ํƒ€์˜ ํ‰๊ท  ๋ ˆ๋ฒจ, ์†Œ์† ์•„๋ฐ”ํƒ€์˜ ํ‰๊ท  ํ”Œ๋ ˆ์ด ์‹œ๊ฐ„์„ ์„ ์ •ํ•˜์˜€๋‹ค. ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋กœ๋Š” ํ‰๊ท  ์ƒํ˜ธ์ž‘์šฉ ์‹œ๊ฐ„, ํ‰๊ท  ์ƒํ˜ธ์ž‘์šฉ ํšŸ์ˆ˜, ๋ฐ€๋„, E-I ์ง€ํ‘œ์˜ 4๊ฐœ๋ฅผ ์„ ์ •ํ•˜์˜€๋‹ค. [์—ฐ๊ตฌ๋ฌธ์ œ 3]์€ ์ „์ฒด ๊ฒŒ์ด๋จธ ๋„คํŠธ์›Œํฌ ์ˆ˜์ค€์˜ ์†์„ฑ, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋Š” ์‹œ๊ฐ„์— ๋”ฐ๋ผ ์–ด๋–ป๊ฒŒ ๋ณ€ํ™”ํ•˜๋Š”๊ฐ€?์˜€๋‹ค. ์ „์ฒด ๋„คํŠธ์›Œํฌ ์ˆ˜์ค€์˜ ์†์„ฑ ์ง€ํ‘œ๋กœ๋Š” ํฌ๊ธฐ, ๊ธธ๋“œ ์ˆ˜, ์ „์ฒด ํ”Œ๋ ˆ์ด ์‹œ๊ฐ„์˜ 3๊ฐœ๊ฐ€ ์„ ์ •๋˜์—ˆ์œผ๋ฉฐ, ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋กœ๋Š” ์ƒํ˜ธ์ž‘์šฉ ์‹œ๊ฐ„ ํ•ฉ๊ณ„, ์ƒํ˜ธ์ž‘์šฉ ํšŸ์ˆ˜ ํ•ฉ๊ณ„, ๋ฐ€๋„, ์ง๊ฒฝ, ํฌ๊ด„์„ฑ, ์ง‘์ค‘๋„, ํ‰๊ท  ์—ฐ๊ฒฐ๊ฑฐ๋ฆฌ, ๊ตฐ์ง‘ํ™” ๊ณ„์ˆ˜์˜ 8๊ฐœ๋ฅผ ์„ ์ •ํ•˜์˜€๋‹ค. ๊ฐ ์—ฐ๊ตฌ๋ฌธ์ œ์— ๋Œ€ํ•œ ๊ตฌ์ฒด์ ์ธ ๋ถ„์„์„ ์ข…ํ•ฉํ•œ ๊ฒฐ๊ณผ๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค. ์ฒซ์งธ, ์•„๋ฐ”ํƒ€, ๊ธธ๋“œ, ์ „์ฒด ๋„คํŠธ์›Œํฌ ์ˆ˜์ค€ ์ „๋ฐ˜์—์„œ ์†์„ฑ ์ง€ํ‘œ๋Š” ๊ฐ์†Œํ•˜๋Š” ์™€์ค‘์—๋„ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๋Š” ๋Œ€์ฒด๋กœ ์œ ์ง€๋˜๋Š” ๊ฒฝํ–ฅ์ด ํ™•์ธ๋˜์—ˆ๋‹ค. WoW ์•„๋ฐ”ํƒ€ ๊ฐ„ ์ƒํ˜ธ์ž‘์šฉ์˜ ๋„คํŠธ์›Œํฌ๋Š” ์†์„ฑ ์ง€ํ‘œ์˜ ์ง€์†์ ์ธ ๋ณ€ํ™”์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ  ์ƒํ˜ธ์ž‘์šฉ ์ธก๋ฉด์˜ ํ•ญ์ƒ์„ฑ์„ ์œ ์ง€ํ•˜๋Š” ๊ฒƒ์œผ๋กœ ๋ณด์ธ๋‹ค. ๋‘˜์งธ, ๊ฒŒ์ž„ ๋‚ด ๋Œ€ํ˜• ์ด๋ฒคํŠธ์˜ ์ผ์‹œ์ ์ด๊ณ  ์ œํ•œ์ ์ธ ์ƒํ˜ธ์ž‘์šฉ ์ฆ๋Œ€ ํšจ๊ณผ๊ฐ€ ๋ฐœ๊ฒฌ๋˜์—ˆ๋‹ค. 3๊ฐœ ๋ถ„์„์ˆ˜์ค€์—์„œ ๋Œ€ํ˜• ์ด๋ฒคํŠธ๊ฐ€ ๋ฒŒ์–ด์ง„ 35์ฃผ์ฐจ๋ฅผ ๊ธฐ์ ์œผ๋กœ ๋‹ค์ˆ˜์˜ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ๊ฐ€ 5~6์ฃผ๊ฐ„ ์ผ์‹œ์ ์œผ๋กœ ๊ธ‰๊ฒฉํžˆ ์ฆ๊ฐ€ํ–ˆ๋‹ค๊ฐ€ ๋‹ค์‹œ ๊ฐ์†Œํ•˜๋Š” ํ˜„์ƒ์ด ๊ด€์ฐฐ๋˜์—ˆ๋‹ค. ๋˜ํ•œ ๋Œ€ํ˜• ์ด๋ฒคํŠธ๋กœ ์ธํ•œ ์ƒํ˜ธ์ž‘์šฉ ์ฆ๋Œ€ ํšจ๊ณผ๋Š” ์ผ๋ถ€ ์•„๋ฐ”ํƒ€๋“ค์—๊ฒŒ์„œ๋งŒ ๋‚˜ํƒ€๋‚˜๋Š” ๊ฒƒ์œผ๋กœ ๋ถ„์„๋˜์—ˆ๋‹ค. ์…‹์งธ, ๊ธธ๋“œ๊ฐ€ ๋ฐ˜๋“œ์‹œ ์†Œ์† ์•„๋ฐ”ํƒ€ ๊ฐ„์˜ ์ƒํ˜ธ์ž‘์šฉ์ด๋‚˜ ํ”Œ๋ ˆ์ด ์‹œ๊ฐ„์„ ๋Š˜๋ฆฌ๋Š” ๊ฒƒ์€ ์•„๋‹ˆ๋ผ๋Š” ์ ์ด ๋ฐœ๊ฒฌ๋˜์—ˆ๋‹ค. ๊ธธ๋“œ ์†Œ์† ์•„๋ฐ”ํƒ€๋“ค์˜ ํ‰๊ท  ํ”Œ๋ ˆ์ด ์‹œ๊ฐ„์ด ์ „์ฒด ์•„๋ฐ”ํƒ€์˜ ๊ฒฝ์šฐ๋ณด๋‹ค ๋” ๋น ๋ฅด๊ฒŒ ์ค„์–ด๋“ค๊ณ  ์žˆ์—ˆ์œผ๋ฉฐ, E-I ์ง€ํ‘œ๋ฅผ ํ†ตํ•ด ๊ธธ๋“œ ์†Œ์† ์•„๋ฐ”ํƒ€๋“ค์ด ๊ธธ๋“œ ์™ธ๋ถ€์˜ ์•„๋ฐ”ํƒ€๋“ค๊ณผ ๋” ๋งŽ์ด ์ƒํ˜ธ์ž‘์šฉํ•˜๊ณ  ์žˆ๋‹ค๋Š” ์ ์„ ํ™•์ธํ•  ์ˆ˜ ์žˆ์—ˆ๋‹ค. ๋„ท์งธ, ํฌ๊ธฐ์™€ ์†Œ์† ์•„๋ฐ”ํƒ€๋“ค์˜ ํ‰๊ท  ๋ ˆ๋ฒจ์„ ๊ธฐ์ค€์œผ๋กœ ๊ด€์ฐฐ๋œ ๋ชจ๋“  ๊ธธ๋“œ๋“ค์„ ์‹ ๊ทœ(New), ์ดˆ๋ณด์ž(Newbie), ์†Œ๊ทœ๋ชจ(Small), ์—˜๋ฆฌํŠธ(Elite), ๋Œ€ํ˜•(Big), ๋ถˆ์•ˆ์ •(Unstable)์˜ 6๊ฐœ ์œ ํ˜•์œผ๋กœ ๊ตฌ๋ถ„ํ•˜๊ณ , ๊ฐ ์œ ํ˜•๋งˆ๋‹ค ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ์— ์ฐจ์ด๊ฐ€ ์žˆ๋‹ค๋Š” ์ ์„ ํ™•์ธํ•˜์˜€๋‹ค. ์˜ˆ๋ฅผ ๋“ค์–ด ๋Œ€ํ˜• ๊ธธ๋“œ๋Š” ํ‰๊ท  ์ƒํ˜ธ์ž‘์šฉ ์‹œ๊ฐ„๊ณผ ํ‰๊ท  ์ƒํ˜ธ์ž‘์šฉ ํšŸ์ˆ˜๊ฐ€ ๋‹ค๋ฅธ ์œ ํ˜•์˜ ๊ธธ๋“œ๋ณด๋‹ค ์›”๋“ฑํžˆ ์ปธ์œผ๋ฉฐ, E-I ์ง€ํ‘œ๋Š” ๋‹ค๋ฅธ ์œ ํ˜•์˜ ๊ธธ๋“œ๋ณด๋‹ค ํ˜„์ €ํžˆ ์ž‘์•˜๋‹ค. ์—˜๋ฆฌํŠธ ๊ธธ๋“œ๋Š” ํ‰๊ท  ์ƒํ˜ธ์ž‘์šฉ ์‹œ๊ฐ„๊ณผ ์ƒํ˜ธ์ž‘์šฉ ํšŸ์ˆ˜๊ฐ€ ๋‹ค๋ฅธ ์œ ํ˜•์˜ ๊ธธ๋“œ๋ณด๋‹ค ๋งค์šฐ ์ ์—ˆ์œผ๋ฉฐ, ์†Œ๊ทœ๋ชจ ๊ธธ๋“œ์™€ ๋ถˆ์•ˆ์ • ๊ธธ๋“œ๋Š” ๋‹ค๋ฅธ ์œ ํ˜•๋ณด๋‹ค E-I ์ง€ํ‘œ๊ฐ€ ์›”๋“ฑํžˆ ๋†’์•˜๋‹ค. ๋‹ค์„ฏ์งธ, WoW์˜ ๊ฒŒ์ž„ ํ”Œ๋ ˆ์ด์—์„œ ์•„๋ฐ”ํƒ€ ๊ฐ„ ์ƒํ˜ธ์ž‘์šฉ์ด ์ ˆ๋Œ€์ ์ธ ๋น„์ค‘์„ ์ฐจ์ง€ํ•˜๋Š” ๊ฒƒ์€ ์•„๋‹ˆ์ง€๋งŒ, ์•„๋ฐ”ํƒ€์˜ ๋„คํŠธ์›Œํฌ ์ดํƒˆ์„ ๋ง‰๋Š” ํšจ๊ณผ๊ฐ€ ์žˆ๋‹ค๋Š” ๊ฒƒ์ด ํ™•์ธ๋˜์—ˆ๋‹ค. WoW์—์„œ ์ƒํ˜ธ์ž‘์šฉ์„ ํ†ตํ•ด ์—ฐ๊ฒฐ๋œ ์•„๋ฐ”ํƒ€์˜ ์ˆ˜๋Š” ์ „์ฒด ์•„๋ฐ”ํƒ€์˜ 20% ๊ฐ€๋Ÿ‰์— ๋ถˆ๊ณผํ–ˆ๋‹ค. ์ด๋Š” WoW์—์„œ ์ƒํ˜ธ์ž‘์šฉ์ด ๊ฒŒ์ž„ ์ง„ํ–‰์˜ ํ•„์ˆ˜๋ถˆ๊ฐ€๊ฒฐ ์š”์†Œ๋Š” ์•„๋‹ ์ˆ˜ ์žˆ๋‹ค๋Š” ๋œป์ด๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ 1~52์ฃผ์ฐจ์— ๊ฑธ์ณ ์ „์ฒด ๋„คํŠธ์›Œํฌ์˜ ํฌ๊ธฐ๊ฐ€ ์ค„์–ด๋“œ๋Š” ๊ฐ€์šด๋ฐ ์ƒํ˜ธ์ž‘์šฉ์„ ํ†ตํ•ด ์—ฐ๊ฒฐ๋œ ์•„๋ฐ”ํƒ€์˜ ์ˆ˜๋Š” ์ผ์ • ์ˆ˜์ค€์œผ๋กœ ์œ ์ง€๋˜์—ˆ๋‹ค. ์ด๋Š” ๋„คํŠธ์›Œํฌ์—์„œ ์ดํƒˆํ•˜๋Š” ์•„๋ฐ”ํƒ€๋Š” ์ฃผ๋กœ ๋‹ค๋ฅธ ์•„๋ฐ”ํƒ€๋“ค๊ณผ ์ƒํ˜ธ์ž‘์šฉ์„ ํ•˜์ง€ ์•Š๋Š” ๊ณ ๋ฆฝ๋œ ์•„๋ฐ”ํƒ€๋“ค์ด๋ผ๋Š” ๊ฒƒ์„ ๋‚˜ํƒ€๋‚ธ๋‹ค, ์—ฌ์„ฏ์งธ, ์•„๋ฐ”ํƒ€์˜ ์ƒํ˜ธ์ž‘์šฉ ๋„คํŠธ์›Œํฌ๊ฐ€ ์ž‘์€ ์„ธ๊ณ„ ๋„คํŠธ์›Œํฌ(Small-World network)๋ผ๋Š” ์ ์ด ํ™•์ธ๋˜์—ˆ๋‹ค. ์•„๋ฐ”ํƒ€ ๊ฐ„ ์ƒํ˜ธ์ž‘์šฉ์˜ ๋„คํŠธ์›Œํฌ๋Š” ๊ตฐ์ง‘ํ™” ๊ณ„์ˆ˜๊ฐ€ ๋ฌด์ž‘์œ„ ๋„คํŠธ์›Œํฌ๋ณด๋‹ค ์ˆ˜๋ฐฑ ๋ฐฐ ์ด์ƒ ํฐ, ๋งค์šฐ ์ž‘์€ ์„ธ๊ณ„๋ฅผ ํ˜•์„ฑํ•˜๊ณ  ์žˆ์—ˆ๋‹ค. ์ด๋Š” ๋‹ค๋ฅธ ์•„๋ฐ”ํƒ€๋“ค๋ณด๋‹ค ์›”๋“ฑํžˆ ์—ฐ๊ฒฐ์˜ ์ˆ˜๊ฐ€ ๋งŽ์€ ์†Œ์ˆ˜์˜ ํ—ˆ๋ธŒ ์•„๋ฐ”ํƒ€๋“ค ๋•Œ๋ฌธ์ด๋‹ค. ์ด๋ฅผ ํ†ตํ•ด ์ž‘์€ ์„ธ๊ณ„ ๋„คํŠธ์›Œํฌ๊ฐ€ MMORPG๋ผ๋Š” ๊ฐ€์ƒ ์„ธ๊ณ„์˜ ์—ฐ๊ฒฐ๋ง์—์„œ๋„ ๋‚˜ํƒ€๋‚˜๋Š” ๋ณดํŽธ์  ํ˜„์ƒ์ด๋ผ๋Š” ์ ์„ ์žฌํ™•์ธํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ์˜ ์˜์˜๋Š” ๋‹ค์Œ๊ณผ ๊ฐ™๋‹ค. ์ฒซ์งธ, ๊ฒŒ์ด๋จธ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ํŠน์ • ์‹œ์ ์—์„œ๋งŒ ๋ถ„์„ํ•˜์ง€ ์•Š๊ณ  ์‹œ๊ฐ„์˜ ํ๋ฆ„์— ๋”ฐ๋ฅธ ์ƒํ˜ธ์ž‘์šฉ์˜ ๋ณ€ํ™” ์–‘์ƒ์„ ์ถ”์ ํ•˜์˜€์œผ๋ฉฐ, ๊ฒŒ์ด๋จธ, ๊ฒŒ์ด๋จธ ์ง‘๋‹จ, ์ „์ฒด ๋„คํŠธ์›Œํฌ์˜ ์„ธ ๋ถ„์„์ˆ˜์ค€์„ ๋ณตํ•ฉ์ ์œผ๋กœ ๊ณ ๋ คํ•˜์˜€๋‹ค. ๋‘˜์งธ, MMORPG์—์„œ ํฌ๋กค๋ง๋œ ๋Œ€๊ทœ๋ชจ ๋ฐ์ดํ„ฐ์—์„œ ์ƒํ˜ธ์ž‘์šฉ ์ •๋ณด๋ฅผ ์ถ”์ถœํ•˜๋Š” ๋ฐฉ๋ฒ•๊ณผ ์„œ๋ฒ„ ์ ๊ฒ€ ๊ธฐ๊ฐ„์„ ๊ธฐ์ค€์œผ๋กœ ์‹œ๊ฐ„ ๋‹จ์œ„๋ฅผ ๊ตฌ๋ถ„ํ•ด ์‹œ๊ณ„์—ด ๋ถ„์„์„ ์ ์šฉํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•˜์˜€๋‹ค. ์…‹์งธ, ๊ฒŒ์ž„ ๊ฐœ๋ฐœ์‚ฌ๋‚˜ ์šด์˜์‚ฌ๋Š” ๊ฒŒ์ด๋จธ์˜ ์ƒํ˜ธ์ž‘์šฉ์„ ์ฆ์ง„์‹œํ‚ค๊ธฐ ์œ„ํ•ด ์„œ๋ฒ„ ํ†ตํ•ฉ์ด๋‚˜ ๋Œ€ํ˜• ์ด๋ฒคํŠธ ์ด์™ธ์˜ ์ˆ˜๋‹จ์„ ๊ฐ•๊ตฌํ•ด์•ผ ํ•œ๋‹ค๋Š” ์‹ค์งˆ์  ์กฐ์–ธ์„ ์ œ์‹œํ•˜์˜€๋‹ค.์ œ1์žฅ ๋ฌธ์ œ์˜ ์ œ๊ธฐ ์ œ2์žฅ ๋‹ค์ค‘์ ‘์†์˜จ๋ผ์ธ๊ฒŒ์ž„(MMORPG) ์ œ1์ ˆ ์˜จ๋ผ์ธ ๊ฒŒ์ž„์˜ ์ •์˜ ์ œ2์ ˆ MMORPG์˜ ์ •์˜ ์ œ3์ ˆ MMORPG์˜ ์œ ํ˜•๊ณผ ์‚ฌ๋ก€ ์ œ3์žฅ ์„ ํ–‰์—ฐ๊ตฌ ๊ฒ€ํ†  ์ œ1์ ˆ MMORPG ๊ฒŒ์ด๋จธ์˜ ์ƒํ˜ธ์ž‘์šฉ์— ๋Œ€ํ•œ ์—ฐ๊ตฌ ์ œ2์ ˆ ๊ฒŒ์ž„์—์„œ ์ถ”์ถœ๋œ ๋ฐ์ดํ„ฐ๋ฅผ ์‚ฌ์šฉํ•œ MMORPG ์ƒํ˜ธ์ž‘์šฉ ์—ฐ๊ตฌ ์ œ3์ ˆ ์„ ํ–‰์—ฐ๊ตฌ์˜ ํŠน์ง•๊ณผ ํ•œ๊ณ„ ์ œ4์žฅ ์ด๋ก ์  ๋ฐฐ๊ฒฝ ์ œ1์ ˆ ์†Œํ”„ํŠธ์›จ์–ด ์—ฐ๊ตฌ ์ œ2์ ˆ MMORPG ๊ฒŒ์ด๋จธ ์ƒํ˜ธ์ž‘์šฉ ์ œ3์ ˆ MMORPG์—์„œ์˜ ๋„คํŠธ์›Œํฌ ์ œ5์žฅ ์—ฐ๊ตฌ๋ฌธ์ œ ์ œ1์ ˆ ๋ถ„์„ํ‹€(Model) ์ œ2์ ˆ ์—ฐ๊ตฌ๋ฌธ์ œ ์ œ3์ ˆ ์ฃผ์š” ์ˆ ์–ด์˜ ์ •๋ฆฌ 1. ์ƒํ˜ธ์ž‘์šฉ 2. ๊ฐœ๋ณ„ ๊ฒŒ์ด๋จธ 3. ๊ฒŒ์ด๋จธ ์ง‘๋‹จ 4. ์ „์ฒด ๊ฒŒ์ด๋จธ ๋„คํŠธ์›Œํฌ ์ œ6์žฅ ์—ฐ๊ตฌ ๋ฐฉ๋ฒ• ์ œ1์ ˆ ์—ฐ๊ตฌ๋Œ€์ƒ ์ œ2์ ˆ ์ž๋ฃŒ์ˆ˜์ง‘ ์ œ3์ ˆ ๋ถ„์„๋ฐฉ๋ฒ• 1. ์ƒํ˜ธ์ž‘์šฉ ๋ฐ์ดํ„ฐ์˜ ์ถ”์ถœ 2. ๋ฐ์ดํ„ฐ์˜ ์‹œ๊ฐ„ ๊ตฌ๋ถ„ ์ œ4์ ˆ ์ง€์ˆ˜ํ™” 1. ์ƒํ˜ธ์ž‘์šฉ 2. ๊ฐœ๋ณ„ ๊ฒŒ์ด๋จธ 3. ๊ฒŒ์ด๋จธ ์ง‘๋‹จ 4. ์ „์ฒด ๊ฒŒ์ด๋จธ ๋„คํŠธ์›Œํฌ ์ œ7์žฅ ์—ฐ๊ตฌ ๊ฒฐ๊ณผ ์ œ1์ ˆ ๊ฐœ๊ด„ 1. ์ „์ฒด ์•„๋ฐ”ํƒ€ ์ˆ˜ ๋ฐ ์ข…์กฑ, ์ง์—…๋ณ„ ๋ถ„ํฌ, ์กด์†๊ธฐ๊ฐ„ 2. ์ „์ฒด ๊ธธ๋“œ ์ˆ˜ ๋ฐ ์กด์†๊ธฐ๊ฐ„ ์ œ2์ ˆ ๊ฐœ๋ณ„ ์•„๋ฐ”ํƒ€ ์ˆ˜์ค€: ์—ฐ๊ตฌ๋ฌธ์ œ 1 1. ์ฃผ๋ณ„ ์•„๋ฐ”ํƒ€ ์†์„ฑ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 1-1 2. ์ฃผ๋ณ„ ์•„๋ฐ”ํƒ€ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 1-2 3. ์•„๋ฐ”ํƒ€ ์†์„ฑ ์ง€ํ‘œ์™€ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๊ฐ„ ๊ด€๊ณ„: ์—ฐ๊ตฌ๋ฌธ์ œ 1-3 ์ œ3์ ˆ ์ง‘๋‹จ ์ˆ˜์ค€: ์—ฐ๊ตฌ๋ฌธ์ œ 2 1. ์ฃผ๋ณ„ ๊ธธ๋“œ ์†์„ฑ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 2-1 2. ์ฃผ๋ณ„ ๊ธธ๋“œ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 2-2 3. ๊ธธ๋“œ ์†์„ฑ ์ง€ํ‘œ์™€ ๊ธธ๋“œ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๊ฐ„ ๊ด€๊ณ„: ์—ฐ๊ตฌ๋ฌธ์ œ 2-3 4. ์‹œ๊ฐ„์— ๋”ฐ๋ฅธ ๊ธธ๋“œ ์œ ํ˜•์˜ ๋ณ€ํ™” ์ œ4์ ˆ ์ „์ฒด ๋„คํŠธ์›Œํฌ ์ˆ˜์ค€: ์—ฐ๊ตฌ๋ฌธ์ œ 3 1. ์ฃผ๋ณ„ ์ „์ฒด ๋„คํŠธ์›Œํฌ ์†์„ฑ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 3-1 2. ์ฃผ๋ณ„ ์ „์ฒด ๋„คํŠธ์›Œํฌ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๋ณ€ํ™”: ์—ฐ๊ตฌ๋ฌธ์ œ 3-2 3. ์ „์ฒด ๋„คํŠธ์›Œํฌ ์†์„ฑ ์ง€ํ‘œ์™€ ์ƒํ˜ธ์ž‘์šฉ ์ง€ํ‘œ ๊ฐ„ ๊ด€๊ณ„: ์—ฐ๊ตฌ๋ฌธ์ œ 3-3 4. ์ „์ฒด ๋„คํŠธ์›Œํฌ ์‹œ๊ฐํ™” 5. ์ž‘์€ ์„ธ๊ณ„ ํ˜„์ƒ ์ œ5์ ˆ ํ•ด์„ ๋ฐ ๋…ผ์˜ 1. ์š”์•ฝ 2. ํ•ด์„ ๋ฐ ๋…ผ์˜ ์ œ8์žฅ ๊ฒฐ๋ก : ์—ฐ๊ตฌ์˜ ์˜์˜ ๋ฐ ํ•œ๊ณ„ ์ฐธ๊ณ ๋ฌธํ—ŒMaste

    Analyzing the effect of tcp and server population on massively multiplayer games

    Get PDF
    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on playerโ€™s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the serverโ€™s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows

    Analyzing the Effect of TCP and Server Population on Massively Multiplayer Games

    Get PDF
    Many Massively Multiplayer Online Role-Playing Games (MMORPGs) use TCP flows for communication between the server and the game clients. The utilization of TCP, which was not initially designed for (soft) real-time services, has many implications for the competing traffic flows. In this paper we present a series of studies which explore the competition between MMORPG and other traffic flows. For that aim, we first extend a source-based traffic model, based on playerโ€™s activities during the day, to also incorporate the impact of the number of players sharing a server (server population) on network traffic. Based on real traffic traces, we statistically model the influence of the variation of the serverโ€™s player population on the network traffic, depending on the action categories (i.e., types of in-game player behaviour). Using the developed traffic model we prove that while server population only modifies specific action categories, this effect is significant enough to be observed on the overall traffic. We find that TCP Vegas is a good option for competing flows in order not to throttle the MMORPG flows and that TCP SACK is more respectful with game flows than other TCP variants, namely, Tahoe, Reno, and New Reno. Other tests show that MMORPG flows do not significantly reduce their sending window size when competing against UDP flows. Additionally, we study the effect of RTT unfairness between MMORPG flows, showing that it is less important than in the case of network-limited TCP flows

    Enhancing trustability in MMOGs environments

    Get PDF
    Massively Multiplayer Online Games (MMOGs; e.g., World of Warcraft), virtual worlds (VW; e.g., Second Life), social networks (e.g., Facebook) strongly demand for more autonomic, security, and trust mechanisms in a way similar to humans do in the real life world. As known, this is a difficult matter because trusting in humans and organizations depends on the perception and experience of each individual, which is difficult to quantify or measure. In fact, these societal environments lack trust mechanisms similar to those involved in humans-to-human interactions. Besides, interactions mediated by compute devices are constantly evolving, requiring trust mechanisms that keep the pace with the developments and assess risk situations. In VW/MMOGs, it is widely recognized that users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated to reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision making while he/she interacts with other users in the virtual or game world. In order to solve this problem, as well as those mentioned above, we propose herein a formal representation of these personal trust relationships, which are based on avataravatar interactions. The leading idea is to provide each avatar-impersonated player with a personal trust tool that follows a distributed trust model, i.e., the trust data is distributed over the societal network of a given VW/MMOG. Representing, manipulating, and inferring trust from the user/player point of view certainly is a grand challenge. When someone meets an unknown individual, the question is โ€œCan I trust him/her or not?โ€. It is clear that this requires the user to have access to a representation of trust about others, but, unless we are using an open source VW/MMOG, it is difficult โ€”not to say unfeasibleโ€” to get access to such data. Even, in an open source system, a number of users may refuse to pass information about its friends, acquaintances, or others. Putting together its own data and gathered data obtained from others, the avatar-impersonated player should be able to come across a trust result about its current trustee. For the trust assessment method used in this thesis, we use subjective logic operators and graph search algorithms to undertake such trust inference about the trustee. The proposed trust inference system has been validated using a number of OpenSimulator (opensimulator.org) scenarios, which showed an accuracy increase in evaluating trustability of avatars. Summing up, our proposal aims thus to introduce a trust theory for virtual worlds, its trust assessment metrics (e.g., subjective logic) and trust discovery methods (e.g., graph search methods), on an individual basis, rather than based on usual centralized reputation systems. In particular, and unlike other trust discovery methods, our methods run at interactive rates.MMOGs (Massively Multiplayer Online Games, como por exemplo, World of Warcraft), mundos virtuais (VW, como por exemplo, o Second Life) e redes sociais (como por exemplo, Facebook) necessitam de mecanismos de confianรงa mais autรณnomos, capazes de assegurar a seguranรงa e a confianรงa de uma forma semelhante ร  que os seres humanos utilizam na vida real. Como se sabe, esta nรฃo รฉ uma questรฃo fรกcil. Porque confiar em seres humanos e ou organizaรงรตes depende da percepรงรฃo e da experiรชncia de cada indivรญduo, o que รฉ difรญcil de quantificar ou medir ร  partida. Na verdade, esses ambientes sociais carecem dos mecanismos de confianรงa presentes em interacรงรตes humanas presenciais. Alรฉm disso, as interacรงรตes mediadas por dispositivos computacionais estรฃo em constante evoluรงรฃo, necessitando de mecanismos de confianรงa adequados ao ritmo da evoluรงรฃo para avaliar situaรงรตes de risco. Em VW/MMOGs, รฉ amplamente reconhecido que os utilizadores desenvolvem relaรงรตes de confianรงa a partir das suas interacรงรตes no mundo com outros. No entanto, essas relaรงรตes de confianรงa acabam por nรฃo ser representadas nas estruturas de dados (ou bases de dados) do VW/MMOG especรญfico, embora ร s vezes apareรงam associados ร  reputaรงรฃo e a sistemas de reputaรงรฃo. Alรฉm disso, tanto quanto sabemos, ao utilizador nรฃo lhe รฉ facultado nenhum mecanismo que suporte uma ferramenta de confianรงa individual para sustentar o seu processo de tomada de decisรฃo, enquanto ele interage com outros utilizadores no mundo virtual ou jogo. A fim de resolver este problema, bem como os mencionados acima, propomos nesta tese uma representaรงรฃo formal para essas relaรงรตes de confianรงa pessoal, baseada em interacรงรตes avatar-avatar. A ideia principal รฉ fornecer a cada jogador representado por um avatar uma ferramenta de confianรงa pessoal que segue um modelo de confianรงa distribuรญda, ou seja, os dados de confianรงa sรฃo distribuรญdos atravรฉs da rede social de um determinado VW/MMOG. Representar, manipular e inferir a confianรงa do ponto de utilizador/jogador, รฉ certamente um grande desafio. Quando alguรฉm encontra um indivรญduo desconhecido, a pergunta รฉ โ€œPosso confiar ou nรฃo nele?โ€. ร‰ claro que isto requer que o utilizador tenha acesso a uma representaรงรฃo de confianรงa sobre os outros, mas, a menos que possamos usar uma plataforma VW/MMOG de cรณdigo aberto, รฉ difรญcil โ€” para nรฃo dizer impossรญvel โ€” obter acesso aos dados gerados pelos utilizadores. Mesmo em sistemas de cรณdigo aberto, um nรบmero de utilizadores pode recusar partilhar informaรงรตes sobre seus amigos, conhecidos, ou sobre outros. Ao juntar seus prรณprios dados com os dados obtidos de outros, o utilizador/jogador representado por um avatar deve ser capaz de produzir uma avaliaรงรฃo de confianรงa sobre o utilizador/jogador com o qual se encontra a interagir. Relativamente ao mรฉtodo de avaliaรงรฃo de confianรงa empregue nesta tese, utilizamos lรณgica subjectiva para a representaรงรฃo da confianรงa, e tambรฉm operadores lรณgicos da lรณgica subjectiva juntamente com algoritmos de procura em grafos para empreender o processo de inferรชncia da confianรงa relativamente a outro utilizador. O sistema de inferรชncia de confianรงa proposto foi validado atravรฉs de um nรบmero de cenรกrios Open-Simulator (opensimulator.org), que mostrou um aumento na precisรฃo na avaliaรงรฃo da confianรงa de avatares. Resumindo, a nossa proposta visa, assim, introduzir uma teoria de confianรงa para mundos virtuais, conjuntamente com mรฉtricas de avaliaรงรฃo de confianรงa (por exemplo, a lรณgica subjectiva) e em mรฉtodos de procura de caminhos de confianรงa (com por exemplo, atravรฉs de mรฉtodos de pesquisa em grafos), partindo de uma base individual, em vez de se basear em sistemas habituais de reputaรงรฃo centralizados. Em particular, e ao contrรกrio de outros mรฉtodos de determinaรงรฃo do grau de confianรงa, os nossos mรฉtodos sรฃo executados em tempo real

    THE ROLE OF VISUAL GRAMMAR AND PLAYER PERCEPTION IN AN ONLINE GAME

    Get PDF

    The internet of ontological things: On symmetries between ubiquitous problems and their computational solutions in the age of smart objects

    Get PDF
    This dissertation is about an abstract form of computer network that has recently earned a new physical incarnation called โ€œthe Internet of Things.โ€ It surveys the ontological transformations that have occurred over recent decades to the computational components of this network, objectsโ€”initially designed as abstract algorithmic agents in a source code of computer programming but now transplanted into real-world objects. Embodying the ideal of modularity, objects have provided computer programmers with more intuitive means to construct a software application with lots of simple and reusable functional building blocks. Their capability of being reassembled into many different networks for a variety of applications has also embodied another ideal of computing machines, namely general-purposiveness. In the algorithmic cultures of the past century, these objects existed as mere abstractions to help humans to understand electromagnetic signals that had infiltrated every corner of automatized spaces from private to public. As an instrumental means to domesticate these elusive signals into programmable architectures according to the goals imposed by professional programmers and amateur end-users, objects promised a universal language for any computable human activities. This utopian vision for the object-oriented domestication of the digital has had enough traction for the growth of the software industry as it has provided an alibi to hide another process of colonization occurring on the flipside of their interfacing between humans and machines: making programmable the highest number of online and offline human activities possible. A more recent media age, which this dissertation calls the age of the Internet of Things, refers to the second phase of this colonization of human cultures by the algorithmic objects, no longer trapped in the hard-wired circuit boards of personal computer, but now residing in real-life objects with new wireless communicability. Chapters of this dissertation examine each different computer applicationโ€”a navigation system in a smart car, smart home, open-world video games, and neuro-prostheticsโ€”as each particular case of this object-oriented redefinition of human cultures

    World of Warcraft Avatar History Dataset

    No full text
    [[sponsorship]]่ณ‡่จŠ็ง‘ๅญธ็ ”็ฉถๆ‰€[[note]]ๅทฒๅ‡บ็‰ˆ;ๆœ‰ๅฏฉๆŸฅๅˆถๅบฆ;ๅ…ทไปฃ่กจ
    corecore