• Title/Summary/Keyword: 콘텐츠 업데이트 주기

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Analysis of differences in K-pop Content Update Preference Cycle and Price Elasticity

  • Kwak, Youngsik;Lee, Yunkyung;Na, Byeongmin;Hong, Jaewon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.137-144
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    • 2022
  • This study is an empirical study on whether the interval of K-pop content updates and price changes consumer purchasing intentions for domestic fandom commerce platforms that turn their profit structure online and strengthen fandom-based marketing to cope with changes in the digital environment. FGI and a survey was conducted using a conjoint analysis designed to confirm the difference in price elasticity according to the content update interval. As a result, the price elasticity of K-pop content was found to be an inelastic characteristic, and the change in price elasticity according to the content update interval was not statistically significant. This study provides basic data to be used to establish a marketing strategy for the fandom commerce market that will grow in the future.

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.

Analysis of Teacher's Needs on a Life-cycle System of the Educational Digital Contents through a Case Study of EDUNET (에듀넷 사례를 통한 교육용 디지털 콘텐츠 수명주기에 대한 교사 요구사항 분석)

  • Cha, Hyunjin;Hwang, Yunja
    • The Journal of Korean Association of Computer Education
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    • v.22 no.3
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    • pp.101-112
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    • 2019
  • This study aims to draw implications on a life-cycle system of digital contents through a case study about EDUNET in order to maintain the quality and efficiency of the service for educational digital contents in the primary and secondary education area. To achieve the objective, lead teachers in EDUNET service participated in requirements analysis about the life-cycle of the digital contents, for example, contents utilization periods, the periods for being updated, etc. From the results, it was found that a systematic life-cycle framework should be established to re-evaluate the contents in service and provide a quality of contents, responding to consistent changes for educational environments in teaching-learning and for educational topics/directions, or according to educational content's substance such as curriculum or extra-curriculum. This study contributes to suggesting needs to implement the systematic management of contents based on a life-cycle system by analyzing user's requirements in order to provide user-friendly service for the K-12 educational digital contents.

Models of Database Assets Valuation and their Life-cycle Determination (데이터베이스 자산 가치평가 모형과 수명주기 결정)

  • Sung, Tae-Eung;Byun, Jeongeun;Park, Hyun-Woo
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.676-693
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    • 2016
  • Although the methodology and models to assess the economic value of technology assets such as patents are being presented in various ways, there does not exist a structured assessment model which enables to objectively assess a database property's value, and thus there is a need to enhance the application feasibility of practical purposes such as licensing of DB assets, commercialization transfer, security, etc., through the establishment of the valuation model and the life-cycle decision logic. In this study, during the valuation process of DB assets, the size of customer demand group expected and the amount of demand, the size and importance of data sets, the approximate degree of database' contribution to the sales performance of a company, the life-cycle of database assets, etc. will be analyzed whether they are appropriate as input variables or not. As for most of DB assets, due to irregular updates there are hardly cases their life-cycle expires, and thus software package's persisting period, ie. 5 years, is often considered the standard. We herein propose the life-cycle estimation logic and valuation models of DB assets based on the concept of half life for DB usage frequency under the condition that DB assets' value decays and there occurs no data update over time.

A Study on Effective Methods for Launching Mobile Platform Games in Console and PC Platform Games (콘솔과 PC 플랫폼 게임에서 모바일 플랫폼 게임 출시를 위한 효과적인 방안에 관한 연구)

  • Min-Cheol Lee;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.141-143
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    • 2023
  • 콘솔 및 PC 게임이 모바일 플랫폼으로 진출하는 경우 기존에 출시했던 플랫폼과 다르게 모바일 플랫폼에 맞는 조작, UI, 과금 정책 등의 다양한 부분을 고려할 필요가 있다. 모바일 플랫폼의 화면 크기 조작의 한계를 반영해 전투, 퀘스트 진행, 파티 조합, 장비 장착, 캐릭터 육성 등 게임 플레이 전반의 자동 시스템을 구축해 유저에게 조작 편의성을 제공할 필요가 있다. 또한 기존의 유료화 게임 형태의 판매 전략에서 부분 유료화의 전환에 따른 기존의 유저가 느낄 수 있는 과금 거부감을 해소하기 위해 시즌 패스, 월정액 시스템 등을 도입해 소 과금으로 유저들에게 게임 내에서 만족감을 느낄 수 있도록 하는 것이 중요하다. 본 논문에서는 게임의 일회적인 판매량이 매출에 영향을 주는 것과 다르게 주기적인 유저들의 접속(DAU, MAU)에 따른 과금 정도가 매출 및 게임 순위 등에 영향을 주게 된다. 따라서 꾸준한 업데이트와 이벤트 제공을 통해 기존 유저들이 장기적으로 게임에 접속하도록 유도하고, 신규 유저들이 게임에 유입될 수 있도록 하는 과정과 같은 발전 방안을 제시해 본다.

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