• Title/Summary/Keyword: 모바일게임 수익

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테마연재 / 모바일 DRM 비지니스 현황

  • Kim, Jin-Yeong
    • Digital Contents
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    • no.8 s.123
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    • pp.116-117
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    • 2003
  • 폭발적인 모바일 콘텐츠의 범람 현상을 우리는 현재 목도하고 있다. 벨소리나 온라인 게임 등은 이미 수익원으로 공인받은 상태이고, IMT2000 서비스를 통한 동영상 콘텐츠의 개화도 진행 중에 있다. 하지만 이런 장밋빛 예상과 기대 뒤에는 콘텐츠를 어떻게 하면 잘 보호할 수 있을까라는 문제가 복병처럼 숨어 있다. 이 문제는 바로 콘텐츠 보호를 책임질 DRM기술과 직접적인 관련이 있다고 해도 과언이 아니다.

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Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

집중기획-비싼 가격 모바일 콘텐츠산업 활성화‘장벽'

  • Gwon, Gyeong-Hui
    • Digital Contents
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    • no.5 s.144
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    • pp.28-31
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    • 2005
  • 이동통신 가입자의 90%가 넘는 이들이 무선인터넷을 사용하고 있다는 통계와 이동통신업체들의 무선인터넷 수익률이 날로 높아 가고 있다는 조사결과가 쏟아지고 있다. 무선인터넷이 활성화를 이루고 있지만 정작 모바일 콘텐츠업체들은 여전히 배고픈 실정이다. 이는 통신요금이 아직까지 비싸 이용자들이 접속만 했다가 정보이용을 포기하기 때문이다. 이처럼 무선인터넷의 경우 음악이나 게임, 영화 등을 다운로드 할 때의 요금 문제가 활성화에 걸림돌로 작용, 관련 콘텐츠업체들이 어려움을 겪고 있다.

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A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

Game Theoretic Approach to Selfish Replica Allocation over a Mobile Ad Hoc Network (모바일 애드혹 네트워크 환경에서 이기적 복제본 할당 문제에 대한 게임이론적 접근)

  • Yeom, Ji-Yeon;Shim, Kyu-Sun;Choi, Jae-Ho;Lee, SangKeun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.16-19
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    • 2010
  • 최근 무선 컴퓨팅 환경과 무선 단말기관련 기술의 발전으로 인해 모바일 애드혹 네트워크관련 연구가 활발하게 이루어지고 있다. 모바일 애드혹 네트워크에서는 노드들이 자유롭게 이동하기 때문에 네트워크가 빈번하게 분리되며, 이로 인해 데이터 접근성 저하문제가 발생한다. 기존 연구에서는 데이터 접근성이 저하되는 문제를 해결하기 위해 다양한 복제본 할당 기법이 연구되었다. 그러나, 지금까지 연구된 복제본 할당기법들은 모바일 애드혹 네트워크 환경의 제한된 자원으로 인한 노드들의 이기적인 행동에 대해 고려하지 않았다. 본 논문은 모바일 애드혹 네트워크 상의 노드들이 자신의 이득을 위해 협력이 아닌 이기적인 행동을 택하게 되는 과정을 게임이론을 통해 설명하고, 수익함수 조절을 통해 노드들의 이기적인 행동을 억제할 수 있는 방안을 제시한다.

The Analysis of the Successful Factors from User Side of MMORPG (사용자 측면에서의 MMORPG <월드 오브 워크래프트> 성공요인 분석)

  • Baek, Jaeyong;Kim, Kenneth Chi Ho
    • Cartoon and Animation Studies
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    • s.42
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    • pp.151-175
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    • 2016
  • The game industry has evolved from mobile games to PC online games after the smart-phone industry was opened up. In this environment, the game industry has rather been negatively developing its commercials means than the sufficient fundamental entertainment to the users. Especially, many games were released with better graphic qualities yet poor originality, continuing to be popular without enhancing the market itself. Moreover, the user's recognition level has improved. The users share their online gaming experience easily with the development of network environment. They receive the feedbacks on the quality of the game through the online channels and media by sharing them together. The high margin of the game industry will lead to the negative feedbacks of the users, effecting them to critique the content although the market looks good for now. The game industry's evolution has to be reviewed in the perspective of users, to look back at the successful cases of the past before the mobile era by analyzing and indicating the quality of the games and content's direction. This research is focused on the success factors of from the user's point of view, which has been widely claimed as a popular game franchise publicly before the mobile games had risen. WOW has been the most successful MMORPG game with its user record of 1.2 million till now. For these reasons, this study analyzes 's success factors from the user's point of view by configuring five expert groups, sequentially applying expert group survey, interview, Jobs-to-be-done and Fishbein Model as UX methodologies based on the business model to see through its long term rein in the industry. Consequently, The success factors from the user side of MMORPG provides an opportunity for the users to interact deeply with the game by (1) using well designed 'world view' over 10 years, (2) providing 'national policy' that is based on the locations of the users' culture and language, (3) providing 'expansions' with changes in time to give the digging elements to the users.

A Study about development direction of Webtoon character goods market (Focus on character and fashion) (웹툰 캐릭터상품 시장 발전 방향에 대한 연구 (캐릭터와 패션의 접목을 중심으로))

  • Cho, Hyung-ik;Park, Kang-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.390-393
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    • 2015
  • 한국에서 웹툰의 인기는 과거에 비교해 볼 때 점차 확대 되고 있고, 한국 만화 시장에서 웹툰의 성장률은 이미 출판만화의 성장률을 뛰어 넘고 있다. 초창기 웹툰은 단행본 출판 이외에 별 다른 수익구조를 내지 못하였으나 현재는 One source multi use를 활용하여 다양한 모바일 게임, 이모티콘 등 다양한 캐릭터 상품이 등장하여 다양한 수익구조를 이루게 되었다. 본 논문에서는 그중에서도 웹툰의 캐릭터 상품에 패션을 접목 시켜 수익을 내는데 성공한 사례들에 주목, 이들의 장 단점에 대해 비교 분석하고 개선 방안을 제안하고자 한다.

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Research for Acceptabilities and Utilization of the Located-Based Service for Handheld-phone Users (휴대폰 사용자의 위치 기반 서비스(LBS) 수용 요인과 적용 방안에 대한 연구)

  • Dang K.;Shin S.;Lim J.;Cho S.;Whang J.
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2006.05a
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    • pp.291-305
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    • 2006
  • 본 연구는 국내 모바일 컨텐츠 비즈니스에서 향후 킬러 애플리케이션으로 예상되고 있는 위치기반서비스(이하 LBS)의 적용 가능성 분석을 통한 발전 방향에 관한 연구이다. 국내 모바일 컨텐츠 산업은 그 성장성, 국내 타 산업 환경과의 적합성, 향후 다양한 분야로의 응용을 통한 수익 창출의 측면에서 매우 중요한 의미를 가지고 있다. 그러나 지난 수년간 이미 내수 가입자의 시장이 포화되었고 또한 사업방향이 단순히 게임 컨텐츠에 집중됨으로써 발전가능성에 적합하지 않는 취약한 구조적 문제를 갖고 있다. 향후 모바일 컨텐츠 비즈니스가 미래 성장 동력으로 변모하기 위해서는 사용자와 모바일 기기 관점에서 현재 성장을 억제하고 있는 시장의 환경적 요인 분석과 공급주체 측면에서의 연구를 통해 새로운 발전 모델을 구축하는 것이 시급하다. 따라서 본 연구는 국내 모바일 컨텐츠 비즈니스가 가진 현재의 한계점을 주목하여 그 한계를 뛰어넘기 위한 방법으로 LBS를 제안하고자 한다. 우선 본 연구제안의 근거로서 기존 모바일 관련 연구들을 바탕으로 1차 검증을 거친 후, LBS 컨텐츠와 관련한 연구 모델을 설정하고 설문조사를 수행하여 실증적으로 분석하였다. 본 연구에서 얻어진 데이터 분석을 통해 향후 비즈니스 모델의 핵심인 기능 컨버젼스 휴대폰과 LBS 활용 서비스를 중심으로 한 컨텐츠 컨버젼스를 효과적으로 융합한 모바일 컨텐츠 비즈니스의 향후 성장가능성에 대해 제시하였다.

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