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Performance and Resource Efficiency Analysis of Load Testing Tools for Web Game Workloads

원문정보

웹게임의 기능 특성을 고려한 부하 테스트 도구의 성능 및 자원 효율성 비교 분석

Duream Park, Ji-hun Kim, Hanul Sung

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초록

영어

As the web game market grows, ensuring service stability through load testing has become increasingly important. Web games comprise a variety of functions with distinct internal logic, ranging from simple data retrieval to complex transaction processing. Therefore, a comparative performance analysis of load-testing tools that accounts for these functional characteristics is crucial for achieving reliable and efficient service operation. This paper evaluates the performance of four widely used load-testing tools—JMeter, k6, Gatling, and Locust—under representative web-game workloads. To emulate realistic database read and write patterns, we implement the core server logic of the web game Pokerogue in a cloud environment rather than simply issuing HTTP requests. We classified workload patterns into write-intensive, read-intensive, and mixed types using distributed tracing, and measured request-generation capability and system resource consumption across five key game functions. Our experiments show that each tool demonstrates distinct strengths depending on the characteristics of individual web-game functions. Specifically, k6 demonstrated high request-generation performance in write-intensive scenarios, while JMeter showed strong performance in read-oriented tasks; Gatling exhibited efficient memory usage in mixed workloads, whereas Locust proved suitable for resource-constrained environments. These results indicate that the selection of a load-testing tool should be informed not only by its request-generation performance but also by the workload characteristics of the target game function. By systematically analyzing function-specific workload patterns together with the performance and resource-usage behavior of each tool, this study aims to provide empirical evidence that can be usefully applied in practical load-testing workflows for web-game services.

목차

ABSTRACT
1. 서론
2. 관련 연구
3. 실험 설계
3.1 실험 환경
3.2 웹게임 기능
4. 연구 결과
5. 결론 및 향후 연구 방향
Acknowledgeent
참고문헌

저자정보

  • Duream Park Department of Game Design and Development, Sangmyung University, Seoul, Korea
  • Ji-hun Kim Department of Game Design and Development, Sangmyung University, Seoul, Korea
  • Hanul Sung Department of Game Design and Development, Sangmyung University, Seoul, Korea

참고문헌

자료제공 : 네이버학술정보

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