과제정보
이 논문 또는 저서는 2019년 대한민국 교육부와 한국연구재단의 인문사회분야 중견연구자지원사업의 지원을 받아 수행된 연구임(NRF-2019S1A5A2A01046660).
참고문헌
- 게임메카, "[아뿔싸] 던파 사용자들, 강화 소실 방지 아이템에 '들썩'" 중앙일보, 2011.08.29., Available at https://news.joins.com/article/6078972.
- 삼정KPMG, "게임 산업을 둘러싼 10대 변화 트렌드", 2018, Issue Monitor, 89.
- 유일환, "배틀그라운드, 스팀 동시 접속자 90만 밑으로 하락" 디스이즈게임, 2018.10.11., Available at http://www.thisisgame.com/webzine/news/nboard/4/?n=87394&utm_source=naver&utm_medium=outlink&utm_campaign=tigadmin74&utm_content=87394&nogate.
- 이재영, "분기 수익 '반 토막' 펍지, 배틀그라운드에무슨 일이?", 인베스트조선, 2018.10.15., Available at http://www.investchosun.com/2018/10/15/3231056.
- 한국콘텐츠진흥원, "2017년 4분기 콘텐츠산업 규모: 2017년 4분기 및 연간 콘텐츠산업 동향분석보고서", 2018.
- 한국콘텐츠진흥원, "2017~2018년 상반기 국내 게임 산업 10대 이슈. 대한민국 게임백서 2018", 2019.
- Alexandrovsky, D., M. A. Friehs, M. V. Birk, R. K. Yates, and R. L. Mandryk, "Game dynamics that support snacking, not feasting", In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, October 2019, pp. 573-588.
- Borbora, Z. H. and J. Srivastava, "User behavior modelling approach for churn prediction in online games", 2012 International Conference on Privacy, Security, Risk and Trust and 2012 International Confernece on Social Computing, 2012, pp. 51-60.
- Castro, E. G. and M. Tsuzuki, "Churn prediction in online games using players' login records: A frequency analysis approach", IEEE Transactions on Computational Intelligence and AI in Games, Vol.7, No.3, 2015, pp. 1-1. https://doi.org/10.1109/TCIAIG.2015.2409514
- Chen, K. T., P. Huang, and C. L. Lei, "How sensitive are online gamers to network quality?", Communications of the ACM, Vol.49, No.11, 2006a, pp. 34-38. https://doi.org/10.1145/1167838.1167859
- Chen, V. H. H., H. B. L. Duh, P. S. K. Phuah, and D. Z. Y. Lam, "Enjoyment or engagement? Role of social interaction in playing massively mulitplayer online role-playing games (MMORPGS)", International Conference on Entertainment Computing. ICEC 2006, September 2006b, pp. 262-267.
- Chen, P. and M. E. Zarki, "Perceptual view inconsistency: An objective evaluation framework for online game quality of experience", 10th Annual Workshop on Network and Systems Support for Games, 2011, pp. 1-6.
- Chen, Y. and J. Xie, "Online Consumer Review: Word-of-Mouth as a New Element of Marketing Communication Mix", Management Science, Vol.54, No.3, 2008, pp. 477-491. https://doi.org/10.1287/mnsc.1070.0810
- Cheung, C. M. K., X. L. Shen, Z. W. Y. Lee, and T. K. H. Chan, "Promoting sales of online games through customer engagement", Electronic Commerce Research and Application, Vol.14, No.4, 2015, pp. 241-250. https://doi.org/10.1016/j.elerap.2015.03.001
- Cox, D. R., "Regression models and life tables (with discussion)", Journal of the Royal Statistical Sociey: Series B, Vol.34, No.2, 1972, pp. 187-202. https://doi.org/10.1111/j.2517-6161.1972.tb00899.x
- Evans, E., "The economics of free freemium games, branding and the impatience economy", The International Journal of Research into New Media Technologies, Vol.22, No.6, 2016, pp. 1-18.
- Fuller, J., K. Matzler, and M. Hoppe, "Brand community members as a source of innovation", Journal of Product Innovation Management, Vol.25, No.6, 2008, pp. 608-619. https://doi.org/10.1111/j.1540-5885.2008.00325.x
- Griffiths, M. D., M. N. O. Davies, and D. Chappell, "Demographic factors and playing variables in online computer gaming", Cyber Psychology & Behavior, Vol.7, No.4, 2004, pp. 479-487. https://doi.org/10.1089/cpb.2004.7.479
- Hadiji, F., R. Sifa, A. Drachen, C. Thurau, K. Kersting, and C. Bauckhage, "Predicting player churn in the wild", 2014 IEEE Conference on Computational Intelligence and Games, August 2014, pp. 1-8.
- Hansen, C. B., "Generalized least squares inference in panel and multilevel models with serial correlation and fixed effects", Journal of Econometrics, Vol.140, No.2, 2007, pp. 670-694. https://doi.org/10.1016/j.jeconom.2006.07.011
- Hyndman, R. J. and Y. Khandakar, "Automatic time series forecasting: The forecast package for R", Journal of Statistical Software, Vol.27, No.3, 2008, pp. 1-22.
- Jones, S. K., "A statistical interpretation of term specificity and its application in retrieval", Journal of Documentation, Vol.28, No.1, 1972, pp. 11-21. https://doi.org/10.1108/eb026526
- Jung, H. S., K. H. Kim, and C. H. Lee, "Influences of perceived product innovation upon usage behavior for MMORPG: Product capability, technology capability, and user centered design", Journal of Business Research, Vol.67, No.10, 2014, pp. 2171-2178. https://doi.org/10.1016/j.jbusres.2014.04.027
- Kang, A. R., J. Y. Woo, J. Y. Park, and H. K. Kim, "Online game bot detection based on party-play log analysis", Computers & Mathematics with Applications, Vol.65, No.9, 2013, pp. 1384-1395. https://doi.org/10.1016/j.camwa.2012.01.034
- Kawale, J., A. Pal, and J. Srivastava, "Churn prediction in MMORPGs: A social influence based approach", 2009 International Conference on Computational Science and Engineering, Vol.4, 2009, pp. 423-428.
- Klimmt, C., D. Hefner, and P. Vorderer, "The video game experience as 'true' identification: A theory of enjoyable alterations of players' self-perception", Communication Theory, Vol.19, No.4, 2009, pp. 351-373. https://doi.org/10.1111/j.1468-2885.2009.01347.x
- Lin, D., C. P. Bezemer, and A. E. Hassan, "An empirical study of early access games on the Steam platform", Empir. Softw. Eng., Vol.23, No.2, 2018, pp. 771-799. https://doi.org/10.1007/s10664-017-9531-3
- Luhn, H. P., "A statistical approachto mechanized encoding and searching of literary information", IBM Journal of Research and Development, Vol.1, No.4, 1957, pp. 309-317. https://doi.org/10.1147/rd.14.0309
- Martoncik, M. and J. Loks, "Do World of Warcraft (MMORPG) players experience less loneliness and social anxiety in online world (virtual environment) than in real world (offline)?", Computers in Human Behavior, Vol.56, 2016, pp. 127-134. https://doi.org/10.1016/j.chb.2015.11.035
- Milosvic, M., N. Zivic, and I. Andjelkovic, "Early churn prediction with personalized targeting in mobile social games", Expert Systems with Applications, Vol.83, 2017, pp. 326-332. https://doi.org/10.1016/j.eswa.2017.04.056
- Moon, J., M. D. Hossain, G. L. Sanders, E. J. Garrity, and S. Jo, "Player commitment to massively multiplayer online role-playing games (MMORPGs): An integrated model", International Journal of Electronic Commerce, Vol.17, No.4, 2013, pp. 7-38.
- O'Neill, M., E. Vaziripour, J. Wu, and D. Zappala., "Condensing steam: Distilling the diversity of gamer behavior", IMC '16 Proc. of the Internet Measurement Conference (IMC), ACM, Santa Monica, USA, 2016, pp. 81-95.
- Parasuraman, A., V. A. Zeithaml, and L. L. Berry, "Servqual: A multiple-item scale for measuring consumer perc", Journal of Retailing, Vol.64, No.1, 1988, pp. 12-40.
- Prodan, R. and V. Nae, "Prediction-based real-time resource provisioning for massively multiplayer online games", Future Generation Computer Systems, Vol.25, No.7, 2009, pp. 785-793. https://doi.org/10.1016/j.future.2008.11.002
- PUBG, "PC 1.0 Update #13 - Playerunknown's battlegrounds. playerunknown's battlegrounds", 2018a, https://www.pubg.com/2018/06/19/pc-1-0-update-13/.
- PUBG, "PC 1.0 Update #14 - Playerunknown's battlegrounds. playerunknown's battlegrounds", 2018b, https://www.pubg.com/2018/06/19/pc-1-0-update-14/.
- Rezaei, S. and S. S. Ghodsi, "Does value matters in playing online game? An emprircal study among massively multiplayer online role-playing games(MMORPGs)", Computers in Human Behavior, Vol.35, 2014, pp. 252-266. https://doi.org/10.1016/j.chb.2014.03.002
- Sifa, R., F. Hadiji, J. Runge, A. Drachen, K. Kersting, and C. Bauckhage, "Predicting purchase decisions in mobile free-to-play games", In Proceeding of AAAI AIIDE, 2015.
- Sjoblom, M. and J. Hamari, "Why do people watch others play video games? An empirical study on the motivations of twitch users", Computers in Human Behavior, Vol.75. 2017, pp. 1-12. https://doi.org/10.1016/j.chb.2017.04.051
- Trepte, S. and L. Reinecke "Avatar creation and video game enjoyment effects of life-satisfaction, game competitiveness, and identification with the avatar", Media Psychology, Vol.22, No.4, 2010, pp. 171-184. https://doi.org/10.1027/1864-1105/a000022
- Wong, K. K. K., "Using cox regression to model customer time to churn in the wireless telecommunications industry", Journal of Targeting, Measurement and Analysis for Marketing, Vol.19, No.1, 2011, pp. 37-43. https://doi.org/10.1057/jt.2011.1
- Wu, J. H., S. C. Wang, and H. H. Tsai, "Falling in love with online games: The uses and gratifications perspective", Computers in Human Behavior, Vol.26, No.6, 2010, pp. 1862-1871. https://doi.org/10.1016/j.chb.2010.07.033
- Yee, N., "The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments", Presence: Teleoperators and Virtual Environments, Vol.15, No.3, 2006, pp. 309-329. https://doi.org/10.1162/pres.15.3.309