KR20130007227A - Online game irregularity detection system and method using log information - Google Patents

Online game irregularity detection system and method using log information Download PDF

Info

Publication number
KR20130007227A
KR20130007227A KR1020110064558A KR20110064558A KR20130007227A KR 20130007227 A KR20130007227 A KR 20130007227A KR 1020110064558 A KR1020110064558 A KR 1020110064558A KR 20110064558 A KR20110064558 A KR 20110064558A KR 20130007227 A KR20130007227 A KR 20130007227A
Authority
KR
South Korea
Prior art keywords
log information
user
game
module
play
Prior art date
Application number
KR1020110064558A
Other languages
Korean (ko)
Inventor
김휘강
강아름
Original Assignee
고려대학교 산학협력단
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 고려대학교 산학협력단 filed Critical 고려대학교 산학협력단
Priority to KR1020110064558A priority Critical patent/KR20130007227A/en
Publication of KR20130007227A publication Critical patent/KR20130007227A/en

Links

Images

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/75Enforcing rules, e.g. detecting foul play or generating lists of cheating players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F21/00Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F21/10Protecting distributed programs or content, e.g. vending or licensing of copyrighted material ; Digital rights management [DRM]
    • G06F21/12Protecting executable software
    • G06F21/121Restricting unauthorised execution of programs
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3241Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Software Systems (AREA)
  • General Business, Economics & Management (AREA)
  • General Engineering & Computer Science (AREA)
  • Tourism & Hospitality (AREA)
  • Computer Hardware Design (AREA)
  • Technology Law (AREA)
  • Health & Medical Sciences (AREA)
  • Economics (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

PURPOSE: An illegal play detection system using log information in an online game and a method thereof are provided to analyze a lot of log information, thereby detecting whether or not the online game is played by an automatic play program. CONSTITUTION: An input module(110) inputs one or more pieces of log information generated by a computer game of a user from a server. An analysis module(120) analyzes the computer game of the user. A comparison module(130) compares the log information with stored reference log information. When a measured value of the log information exceeds a threshold value of the reference log information, a determination module(140) determines illegality for the computer game of the user. [Reference numerals] (110) Input module; (120) Analysis module; (130) Comparison module; (140) Determination module; (150) Notification module; (160) Storage Module

Description

Online game irregularity detection system and method using log information}

The present invention relates to a system and method for detecting illegal play using log information of an online game. Particularly, a system and method for detecting illegal play using log information of an online game that detects whether a game is played by an automatic play program when an online game is used. It is about.

With the development of IT technology and the increasing demand for utilization of leisure time, the online game industry is rapidly developing.

Recently, among such online games, various role-playing games such as Massive Multiplayer Online Role Playing Game (MMORPG) have gained much popularity.

The MMORPG is an abbreviation of a large-scale multi-user online role-playing game. It is a type of RPG (Role Playing Game), a type of game that plays a role of a character in a game. Say you can game.

Such an MMORPG has a characteristic of increasing the level of the character when the character that is appearing in the game, that is, the character performs a given mission or catches a monster, acquires experience points and collects a certain number of experience points.

In particular, if a character performs a mission that is difficult to perform or catches a strong monster, he or she will receive a corresponding reward, and through this reward, he can quickly increase his stats.

In addition, the MMORPG provides a variety of roles, that is, a variety of jobs for each of the various characters appearing in the game. For example, when a game user selects a wizard among the characters as a character, the character not only plays the role of a wizard in the game, but also wears armor suitable for the wizard and can be used only by the wizard. Hone your skills and use them.

The MMORPG is a kind of virtual world, and like the reality, it is not possible to enjoy the game without communicating with other users. Therefore, it basically supports a chat system that communicates between a large number of game users, and provides an environment in which a game system can be enjoyed by configuring a guild or a clan, which is a community system where game users can socialize. As a result, a number of game users are required to share and play different roles in a battle during a game, as well as to exchange or trade necessary items among a plurality of game users. Can be.

In this MMORPG, since each character's level is divided by points earned by each character appearing in the game, it is considered very important how many points each character acquires. Therefore, the game user spends a long time playing the game and trying to obtain more points to raise the level of the character who is his alter ego in the game.

Nevertheless, if there is not enough time to play the game, the autoplay program, rather than the user, connects to the server of the online game to play the game and earns many points. The method of growing only a character is used.

As such, when playing an online game using an automatic play program, the game user who is a person acquires abnormally more points than the points that can be obtained by playing the game, and by playing the online game for a long time over 24 hours, In addition to providing a sense of deprivation and defeat to general game users who want to enjoy a game, the use of online games decreases due to such deprivation and defeat, and thus, the development of the online game industry has been hampered.

In order to solve the problems of the prior art as described above, the present invention can analyze various log information generated when playing an online game to detect whether the online game is being performed by an automatic play program instead of a general game user. The present invention aims to provide a fraudulent play detection system and method using log information of an on-line game.

According to an embodiment of the present invention for solving the above problems, an illegal play detection system using log information of an online game comprises: an input module for receiving at least one log information generated according to a user's game play from a server; An analysis module for analyzing the game play of the user using the received log information; A comparison module for comparing the received log information with previously stored reference log information; And a determination module for determining an illegality of the game play of the user when the measured value of the log information exceeds a threshold of the reference log information.

More preferably, it may include an analysis module for analyzing at least one of the entropy value, the occurrence frequency, the generation ratio for the log information received.

More preferably, the gameplay of the user analyzes whether to perform at least one of hunting, gathering for collecting cyber assets, obtaining Abyss points for performing quests and missions, entering an instance dungeon, gliding, completing a quest, and having a one-on-one battle. It may include an analysis module.

More preferably, when determining the negative for the game play of the user, a notification module for notifying the server of the occurrence of the negative; And a storage module for storing reference log information generated during game play of a normal user.

According to another aspect of the present invention, there is provided a method for detecting illegal play using log information of an online game, comprising: an input step in which an input module receives at least one log information generated when a user plays a game from a server; An analysis step of analyzing a game play of the user by using the log information received by an analysis module; A comparison step of comparing, by the comparison module, the log information with previously stored reference log information; And determining, by the determination module, if the measured value of the log information exceeds the threshold of the reference log information, determining a negative for the game play of the user.

More preferably, it may include an analysis step of analyzing at least one of the entropy value, the frequency of occurrence, the occurrence ratio of the log information received.

More preferably, the determination module may include a determination step of determining that the user plays a game using an automatic play program.

More preferably, when the notification module determines the user's gameplay negative, a notification step of notifying the server of the irregularity; may further include a.

More preferably, it may include a notification step of transmitting the personal information including at least one of the ID information, access IP information and name information for the user to the server.

The system and method for detecting illegal play using the log information of the online game of the present invention is automatically generated when using the online game, and receives and analyzes the log information recorded on the server, and compares the log information with the reference log information to the automatic play program. There is an effect that can easily check whether or not the game is performed.

In addition, the illegal play detection system and method using the log information of the online game of the present invention by preventing the user using the automatic play program to acquire a large amount of points for a short time, or to perform the game play for a long time without rest, There is an effect that can prevent the user from experiencing deprivation, defeat feeling that can be felt when playing the game.

In addition, the fraudulent play detection system and method using the log information of the online game of the present invention by detecting a game user using an automatic play program such as auto, bot, hack, so that the general users frequently use the online game of the online game industry It has the effect of improving the development.

1 is a schematic diagram showing an illegal play of an online game.
2 is a block diagram of an illegal play detection system using log information of an online game according to an embodiment of the present invention.
3 is a flowchart illustrating a fraudulent play detection method using log information of an online game according to another embodiment of the present invention.
4 is a graph showing a change in execution time during cooperative play during an online game.
5 is a graph showing a change in entropy value when playing an online game.
6 is a view showing the contents of the analysis results of the log information analyzed in the fraudulent play detection system using the log information of the online game to the server.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, the present invention will be described in detail with reference to preferred embodiments and accompanying drawings, which will be easily understood by those skilled in the art. The present invention may, however, be embodied in many different forms and should not be construed as limited to the embodiments set forth herein.

First, a system environment in which MMORPG (Massive Multiplayer Online Role Playing Game) is performed will be described in detail with reference to FIG. 1.

1 is a schematic diagram showing an illegal play of an online game.

As shown in Figure 1, a number of users who want to use the online game is connected to the MMORPG server 10 operated by the game company. At this time, among the plurality of users accessing the MMORPG server 10, the person may be the game user 20, but the user 30 by the automatic play program that performs the game only for the purpose of obtaining points to increase the character level ) Also exists. Accordingly, the MMORPG server 10 needs to distinguish which of the plurality of users connected to the user is the user using the automatic play program.

Hereinafter, referring to FIG. 2, a fraudulent play detection system using log information of an online game of the present invention provided in the MMORPG server 10 will be described in detail. FIG.

2 is a block diagram of an illegal play detection system using log information of an online game according to an embodiment of the present invention.

As shown in Figure 2, the fraudulent play detection system 100 using the log information of the online game of the present invention input module 110, analysis module 120, comparison module 130, determination module 140, Notification module 150 and storage module 160 is included.

In order to use the MMORPG (hereinafter referred to as an online game) for a plurality of online game users, first, when the connection to the MMORPG server is completed, the game user performs the online game. At the time of performing the online game, at least one log information is generated by various actions in the game of the game user, and the MMORPG server stores the log information each time.

The input module 110 receives at least one log information generated when a user plays a game from an MMORPG server.

In this case, the generated log information may include one of the log information described in Table 1 below.

Log Information Contents sitting Log information recorded when the character is sitting Standing Log information recorded when the character occurs death Log information recorded when the character dies getting experience Log information recorded when the character gains experience points start flying Log information recorded when the character flies getting abyss point Log information recorded when the character acquires Abyss points dual Log information recorded when characters face to face saving character information Log information that periodically records character information increasing kina Log information recorded when the character's kina increases instance dungeon entrance Log information recorded when the character enters the instance dungeon start gliding Log information recorded when the character glides creating item Log information recorded when a character creates an item getting item Log information recorded when a character acquires an item harvesting item Log information recorded when the character collects items using item Log information recorded when a character uses an item trade Log information recorded when a character trades combining item Log information recorded when a character makes an item deleting item Log information recorded when a character deletes an item quest completion Log information recorded when the character completes the quest abyss ranker Log information recorded when the character rank changes bot detection log by the other security solution Log information recorded when a character is detected by internal rules

The analysis module 120 analyzes a user's game play using the log information received by the input module 110. For example, a user using an autoplay program tends to perform only actions such as hunting and gathering because the purpose is only to earn points. Therefore, the analysis module 120 analyzes whether the user performs only actions for obtaining points or performs various actions in addition to hunting or gathering to perform difficult quests or missions through the log information. In addition, the analysis module 120 analyzes at least one of an entropy value, a frequency of occurrence, and a generation ratio for an action performed by the character through the log information. Therefore, the analysis module 120, through the log information, the gameplay of the user to obtain a cyber asset, in addition to hunting, gathering, quests or missions to obtain Abyss points, instance dungeon entry, gliding, quest completion, one-to-one Further analyze whether or not you perform at least one of the confrontations.

The comparison module 130 compares the log information input to the input module 110 with reference log information previously stored in the storage module 160.

If the measured value of the log information exceeds a predetermined threshold of the reference log information, the determination module 140 determines the negation of the game play of the user, and the user performs a game using an automatic play program. I judge it.

The notification module 150 notifies the occurrence of the illegality to the MMORPG server operating the online game when the determination module 140 determines the illegality of the game play of the user.

The storage module 160 stores reference log information on various behaviors generated during game play of a normal normal user, that is, a user for leisure purposes, not a user using an automatic play program.

Hereinafter, a fraudulent play detection method using log information of an online game according to another embodiment of the present invention will be described in detail.

3 is a flowchart illustrating a fraudulent play detection method using log information of an online game according to another embodiment of the present invention.

As shown in FIG. 3, in the illegal play detection method using the log information of the online game of the present invention, a plurality of online game users access an MMORPG server operating the online game to perform an online game. When the game user performs a game, various activities are performed to acquire points, quests, and missions. At this time, at least one log information is generated every time the game user performs various activities. One log information is continuously stored in the MMORPG server.

Accordingly, the input module 110 receives at least one log information generated when the user uses the online game and stored in the MMORPG server from the MMORPG server (S210).

Analysis module 120 analyzes the game play of the user using the log information received in this way (S220). For example, a user using an autoplay program tends to perform only actions such as hunting and gathering because the purpose is only to earn points. Therefore, the analysis module 120 analyzes whether the user performs only actions for obtaining points or performs various actions in addition to hunting or gathering to perform difficult quests or missions through the log information. In addition, the analysis module 120 analyzes at least one of an entropy value, a frequency of occurrence, and a generation ratio for an action performed by the character through the log information. Therefore, the analysis module 120, through the log information, the gameplay of the user to obtain a cyber asset, in addition to hunting, gathering, quests or missions to obtain Abyss points, instance dungeon entry, gliding, quest completion, one-to-one Further analyze whether or not you perform at least one of the confrontations.

As such, when the analysis is completed by the analysis module 120, the comparison module 130 compares the log information of the analysis is completed with the reference log information previously stored in the storage module 160 (S230), the log information It is determined whether the measured value of is greater than a predetermined threshold of the reference log information (S240). At this time, the threshold value of the reference log information refers to the reference value for the log information generated when the normal user for leisure purposes using the game.

At this time, when the comparison module 130 determines that the measured value of the log information is greater than the threshold of the reference log information, the determination module 140 determines the user's gameplay negative (S250). In addition, the determination module 140 determines that the game is performed by using the automatic play program for the user who has determined the game play.

Thereafter, the notification module 150 notifies the MMORPG server of the user's game play irregularity (S260), and also provides at least one personal information of the ID information, access IP information, and name information of the user to the MMORPG server. To send.

Accordingly, the MMORPG server performs a quick occurrence of the fraudulent occurrence of the game play received from the notification module 150, and the user who performed the game illegally. For example, the user may send an e-mail to the user forbidding the use of the auto play program, send a request mail for confirming the use of the auto play program, or prohibit the user from accessing the online game. Measures can be taken.

However, in the step S240, if the comparison module 130 determines that the measured value of the log information is less than or equal to the threshold of the reference log information, it is determined that the user's gameplay is normal (S270).

As described above, the user who uses the online game is a general user for leisure purposes or a user who uses an automatic play program for point acquisition through the system and method for detecting illegal play using the log information of the online game of the present invention. Can be clearly identified.

4 is a graph showing a change in execution time during cooperative play during an online game.

As shown in FIG. 4, through the analysis of the log information, in the case of a region in which the user uses the online game between 10 minutes and 2 hours, it can be seen that the cooperative play with other users is 87%. On the other hand, in the case of zone b in which the user plays the online game between 12 hours and 24 hours, the cooperative play with other users is 0.3%, and the occurrence rate of the cooperative play is 10 minutes to 2 hours. It can be seen that there is a remarkable difference compared to the area a using the online game between. It can be determined that the user uses the automatic play program through the generation rate of the cooperative play.

The illegal play detection method of the user can also be confirmed through an entropy value of the log information.

5 is a graph showing a change in entropy value when playing an online game.

5 (a) to 5 (b), when the game user cooperates with another user, the entropy value of the user gradually decreases between 10 minutes and 6 hours. It can be seen that, if the cooperative play execution time exceeds 6 hours, it can be seen that the entropy value of the user is drastically reduced.

This occurs because the user concentrates only on gameplay for obtaining points, and does not perform various game plays according to quests and missions. Thus, even when the cooperative play progresses, the user automatically reduces the entropy value. It can be determined that the game is played using an online game.

6 is a view showing the contents of the analysis results of the log information analyzed in the fraudulent play detection system using the log information of the online game to the server.

As shown in FIG. 6, as a result of analyzing the log information, the notification module transmits various personal information about the user to the MMORPG server for the user determined to use the online game using the automatic play program. In this case, the personal information transmitted to the MMORPG server includes at least one of ID information, access IP information, and name information for the user.

As such, the MMORPG server that receives the personal information of the user who uses the autoplay program transmits a request mail forbidding the use of the autoplay program to the user based on the personal information, or sends an e-mail to confirm the use of the autoplay program. It is possible to perform a variety of further measures, such as sending or prohibiting access for the use of the online game for the user.

Accordingly, the fraudulent play detection system and method using the log information of the online game of the present invention can collect statistical data for the user using the online game, and can also modify the threshold for the reference log information.

The system and method for detecting illegal play using the log information of the online game of the present invention is automatically generated when using the online game, and receives and analyzes the log information recorded on the server, and compares the log information with the reference log information to the automatic play program. There is an effect that can easily check whether or not the game is performed.

In addition, the illegal play detection system and method using the log information of the online game of the present invention by preventing the user using the automatic play program to acquire a large amount of points for a short time, or to perform the game play for a long time without rest, There is an effect that can prevent the user from experiencing deprivation, defeat feeling that can be felt when playing the game.

In addition, the fraudulent play detection system and method using the log information of the online game of the present invention by detecting a game user using an automatic play program such as auto, bot, hack, so that the general users frequently use the online game of the online game industry It has the effect of improving the development.

While the present invention has been described in connection with what is presently considered to be practical exemplary embodiments, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, Do.

110: input module 120: analysis module
130: comparison module 140: judgment module
150: notification module 160: storage module

Claims (10)

An input module for receiving at least one log information generated according to a game play of a user from a server;
An analysis module for analyzing the game play of the user using the received log information;
A comparison module for comparing the received log information with previously stored reference log information;
A determination module for determining an illegality of the game play of the user when the measured value of the log information exceeds a threshold of the reference log information;
Fraud play detection system using the log information of the online game comprising a.
The method of claim 1,
The analysis module
And an at least one of an entropy value, a frequency of occurrence, and an occurrence ratio of the received log information.
The method of claim 1,
The analysis module
Further analyzing whether the user's gameplay performs at least one of hunting, gathering to acquire cyber assets, in addition to obtaining Abyss points for performing quests and missions, entering an instance dungeon, gliding, completing quests, and face-to-face competition. Play detection system using the log information of the online game.
The method of claim 1,
A notification module for notifying the server of the occurrence of irregularities when determining the illegality of the game play of the user; And
A storage module for storing reference log information generated during game play of a normal user;
Fraud play detection system using the log information of the online game further comprising a.
An input step of receiving, by the input module, at least one log information generated when a user plays a game from a server;
An analysis step of analyzing a game play of the user by using the log information received by an analysis module;
A comparison step of comparing, by the comparison module, the log information with previously stored reference log information;
Determining, by the determination module, if the measured value of the log information exceeds the threshold of the reference log information, determining a negative for the game play of the user;
Fraud play detection method using the log information of the online game comprising a.
The method of claim 5,
The analysis step
And analyzing at least one of an entropy value, a frequency of occurrence, and a generation ratio with respect to the received log information.
The method of claim 5,
The determining step
And the determination module determines that the user plays a game using an automatic play program.
The method of claim 5,
A notification step of notifying the server of the illegal occurrence when the notification module determines the illegality of the game play of the user;
The illegal play detection method using the log information of the online game further comprising a.
9. The method of claim 8,
The notification step
The method of claim 1, wherein the personal information including at least one of ID information, access IP information, and name information of the user is transmitted to the server.
A computer-readable recording medium having recorded thereon a program for executing a method according to any one of claims 5 to 9 with a computer.


KR1020110064558A 2011-06-30 2011-06-30 Online game irregularity detection system and method using log information KR20130007227A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1020110064558A KR20130007227A (en) 2011-06-30 2011-06-30 Online game irregularity detection system and method using log information

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020110064558A KR20130007227A (en) 2011-06-30 2011-06-30 Online game irregularity detection system and method using log information

Publications (1)

Publication Number Publication Date
KR20130007227A true KR20130007227A (en) 2013-01-18

Family

ID=47837840

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1020110064558A KR20130007227A (en) 2011-06-30 2011-06-30 Online game irregularity detection system and method using log information

Country Status (1)

Country Link
KR (1) KR20130007227A (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20140106837A (en) * 2013-02-27 2014-09-04 한국전자통신연구원 Game characteristics detection apparatus and method for illegal user detection using game characteristics
KR20160093223A (en) * 2015-01-29 2016-08-08 한국전자통신연구원 Method for detecting gamebot using log data of online game
KR20200039536A (en) * 2018-10-05 2020-04-16 넷마블 주식회사 Method and apparatus for detecting abnormal case

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20140106837A (en) * 2013-02-27 2014-09-04 한국전자통신연구원 Game characteristics detection apparatus and method for illegal user detection using game characteristics
KR20160093223A (en) * 2015-01-29 2016-08-08 한국전자통신연구원 Method for detecting gamebot using log data of online game
KR20200039536A (en) * 2018-10-05 2020-04-16 넷마블 주식회사 Method and apparatus for detecting abnormal case

Similar Documents

Publication Publication Date Title
US10532280B2 (en) Game system, and storage medium
JP6212238B1 (en) GAME SERVER, METHOD, PROGRAM, AND PROGRAM RECORDING MEDIUM
US20160023106A1 (en) Method of controlling a server, server, and non-transitory computer-readable recording medium
US11045729B2 (en) Game processing program and game system
JP5678368B1 (en) GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
US20060281535A1 (en) Game optimization system
KR20100032707A (en) System and method for on-line game poisoning prevention
JP5732686B1 (en) GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
Nazir et al. Ghostbusting facebook: detecting and characterizing phantom profiles in online social gaming applications
US11471761B2 (en) Game control method, server device, game system, and computer-readable recording medium
US20220212114A1 (en) Persona driven dynamic content framework
US9320973B2 (en) Game server, game controlling method, game program recording medium, and game system
JP5250090B2 (en) Game control device, event processing program
KR20130007227A (en) Online game irregularity detection system and method using log information
KR102017480B1 (en) Method and apparatus for game matching
KR102095862B1 (en) System for providing game information
KR102186412B1 (en) Method for providing game content
JP5124044B1 (en) GAME MANAGEMENT DEVICE, GAME MANAGEMENT METHOD, AND PROGRAM
US20220323868A1 (en) Game apparatus, game method, and game program
JP5704266B1 (en) GAME SERVER DEVICE AND GAME SERVER PROGRAM
KR101872345B1 (en) System and method for detecting abnormal character by analyzing location characterlistic in on-line game
JP5671740B1 (en) GAME SERVER, GAME CONTROL METHOD, GAME PROGRAM, AND GAME PROGRAM RECORDING MEDIUM
JP7236410B2 (en) Game device, game method, and game program
JP7454726B1 (en) Systems, methods, and programs for generating game media sets
JP5757029B1 (en) Game server, game control method, game program, game program recording medium, and terminal device

Legal Events

Date Code Title Description
A201 Request for examination
E902 Notification of reason for refusal
E90F Notification of reason for final refusal
E601 Decision to refuse application