Turn On the Lights: User Behavior in Game Environment Using CPTED | SpringerLink
Skip to main content

Turn On the Lights: User Behavior in Game Environment Using CPTED

  • Conference paper
  • First Online:
Information Security Applications (WISA 2019)

Abstract

The proliferation of the internet has allowed various online games such as Massive Multiplayer Online Role Playing Game (MMORPG) and First-Person Shooter (FPS) to garner much attention. Both MMORPG and FPS requires lower network latency, as the users are constantly required to assess and respond to the gaming environment and other users’ decisions. Our study aims to investigate the users’ psychological behavior by changing the gaming environment. We present CPTED as a risk control measure. Based on the principle of CPTED, two types of maps were designed and compared to analyze the game violence of users in each map. In order to compare the game violence of the users, 100 questionnaires were conducted. In this study, we used FAIR, a risk analysis model, to assess the threat and violence of the users.

This research was supported by the MSIT (Ministry of Science and ICT), Korea, under the ITRC (Information Technology Research Center) support program (IITP-2019-2015-0-00403) supervised by the IITP (Institute for Information & communications Technology Planning & Evaluation).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
¥17,985 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
JPY 3498
Price includes VAT (Japan)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
JPY 5719
Price includes VAT (Japan)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
JPY 7149
Price includes VAT (Japan)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Jason, M.B.: Fortnite drew imitators to survival games. Who will be the last one standing? New York Times 7 (2019)

    Google Scholar 

  2. Spelman, W.: Abandoned buildings: magnets for crime? J. Crim. Justice 21(5), 481–495 (1993)

    Article  Google Scholar 

  3. Cui, L., Walsh, R.: Foreclosure, vacancy and crime. J. Urban Econ. 87, 72–84 (2015)

    Article  Google Scholar 

  4. Villa, V., et al.: Towards dynamic risk analysis: a review of the risk assessment approach and its limitations in the chemical process industry. Saf. Sci. 89, 77–93 (2016)

    Article  Google Scholar 

  5. NORSOK. Standard Z-013, Risk and Emergency Preparedness Analysis, 3rd edn. Standards Norway, Lysaker (2010)

    Google Scholar 

  6. Park, M., et al.: Situational awareness framework for threat intelligence measurement of android malware. JoWUA 9(3), 25–38 (2018)

    Google Scholar 

  7. Whitman, M.E., Mattord, H.J., Green, A.: Principles of Incident Response and Disaster Recovery. Cengage Learning, Boston (2013)

    Google Scholar 

  8. Moffatt, R.E.: Crime prevention through environmental design - a management perspective. Can. J. Criminol. 25, 19 (1983)

    Google Scholar 

  9. Sandhu, R.S., Samarati, P.: Access control: principle and practice. IEEE Commun. Mag. 32(9), 40–48 (1994)

    Article  Google Scholar 

  10. Brown, B.B., Bentley, D.L.: Residential burglars judge risk: the role of territoriality. J. Environ. Psychol. 13(1), 51–61 (1993)

    Article  Google Scholar 

  11. Kelling, G.L., Coles, C.M.: Fixing Broken Windows: Restoring Order and Reducing Crime in Our Communities. Simon and Schuster, New York (1997)

    Google Scholar 

  12. Kim, D., Park, S.: Improving community street lighting using CPTED: a case study of three communities in Korea. Sustain. Cities Soc. 28, 233–241 (2017)

    Article  Google Scholar 

  13. Hsu, S.H., Wen, M.-H., Wu, M.-C.: Exploring user experiences as predictors of MMORPG addiction. Comput. Educ. 53(3), 990–999 (2009)

    Article  Google Scholar 

  14. Kang, A.R., et al.: I would not plant apple trees if the world will be wiped: analyzing hundreds of millions of behavioral records of players during an MMORPG beta test. In: Proceedings of the 26th International Conference on World Wide Web Companion. International World Wide Web Conferences Steering Committee (2017)

    Google Scholar 

  15. Kang, A.R., et al.: Rise and fall of online game groups: common findings on two different games. In: Proceedings of the 24th International Conference on World Wide Web. ACM (2015)

    Google Scholar 

  16. Chung, T., et al.: Unveiling group characteristics in online social games: a socio-economic analysis. In: Proceedings of the 23rd International Conference on World Wide Web. ACM (2014)

    Google Scholar 

  17. Qin, H., Rau, P.-L.P., Gao, S.-f.: The influence of social experience in online games. In: Jacko, J.A. (ed.) HCI 2011. LNCS, vol. 6764, pp. 688–693. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-21619-0_81

    Chapter  Google Scholar 

  18. Gyarmati, L., Trinh, T.A.: Measuring user behavior in online social networks. IEEE Netw. 24(5), 26–31 (2010)

    Article  Google Scholar 

  19. Jacobs, J.: The Death and Life of Great American Cities - 1961. Vintage, New York (1992)

    Google Scholar 

  20. Jeffery, C.R.: Crime Prevention Through Environmental Design. Sage Publications, Beverly Hills (1977)

    Google Scholar 

  21. Desyllas, J., Connoly, P., Hebbert, F.: Modelling natural surveillance. Environ. Plan. 30(5), 643–655 (2003)

    Article  Google Scholar 

  22. Hee, L.J., Yook, L.J., Ryong, K.E., Gon, K.Y.: A study on the design of IoT-based CCTV using smarter devices. In: Proceedings of Symposium of the Korean Institute of Communications and Information Sciences, pp. 676–677. Korea Institute of Communication Sciences (2017)

    Google Scholar 

  23. Knez, I., Niedenthal, S.: Lighting in digital game worlds: effects on affect and play performance. Cyberpsychol. Behav. 11(2), 129–137 (2008)

    Article  Google Scholar 

  24. White, M.D., Klinger, D.: Contagious fire? An empirical assessment of the problem of multi-shooter, multi-shot deadly force incidents in police work. Crime Delinq. 58(2), 196–221 (2012)

    Article  Google Scholar 

  25. Michael, W.: Why did police officers fire 42 times to bring down a robbery suspect in queens? New York Times 2 (2019)

    Google Scholar 

  26. Chow, Y.-W., et al.: Video games and virtual reality as persuasive technologies for health care: an overview. JoWUA 8(3), 18–35 (2017)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Kyungho Lee .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Seo, J., Joo, M., Lee, K. (2020). Turn On the Lights: User Behavior in Game Environment Using CPTED. In: You, I. (eds) Information Security Applications. WISA 2019. Lecture Notes in Computer Science(), vol 11897. Springer, Cham. https://doi.org/10.1007/978-3-030-39303-8_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-39303-8_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-39302-1

  • Online ISBN: 978-3-030-39303-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics