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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

Comparison of Research Performance Between Domestic and International Library and Information Science Scholars (국제 및 국내 문헌정보학 분야의 연구성과 비교 분석)

  • Yang, Kiduk;Kim, SeonWook;Lee, HyeKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.365-392
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    • 2021
  • In order to assess the state of library and information science (LIS) research in Korea, the study analyzed bibliometric data of papers published in past 18 years in Korea Citation Index (KCI) and Social Science Citation Index (SSCI) journals. The analysis of study data, which consisted of 6,301 KCI journal papers with 26,474 citations and 86,727 SSCI journal papers with 1,196,961 citations from 2002 to 2020, involved comparison of research productivity and impact, collaboration trends, and key areas of research between domestic and international LIS scholars with normalizations by units of analysis for size differences. Even with size normalization, the study found a marked difference in citation patterns between domestic and international LIS research. Korean LIS authors were twice as productive as international LIS authors but a little over a half as impactful. The results also showed a much higher level of skewness in international research, where a fraction of top authors, institutions, and journals received a lion's share of citations. The trend of increasing co-authorship was much more pronounced among international publication, where the recent popularity of larger collaboration groups suggests multi-disciplinary and increasingly complex nature of modern LIS research in the world stage. The keyword analysis revealed a much more diverse subject area in international than domestic LIS research with a recent shift towards technology, such as big data, blockchain, and altmetrics. Keywords in SSCI journals also exhibited a less connection between popularity and impact than KCI keywords, where popular keywords did not necessarily correspond to impactful keywords.

Design of Device Authentication Protocol Based on C-PBFT in a Smart Home Environment (스마트 홈 환경에서 C-PBFT 기반의 디바이스 인증 프로토콜 설계)

  • Kim, Jeong-Ho;Heo, Jae-Wook;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.5
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    • pp.550-558
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    • 2019
  • As the scale of the Internet of Things (IoT) environment grows and develops day by day, the information collected and shared through IoT devices becomes increasingly diverse and more common. However, because IoT devices have limitations on computing power and a low power capacity due to their miniaturized size, it is difficult to apply security technologies like encryption and authentication that have been directly applied in the previous Internet environment, making the IoT vulnerable to security threats. Because of this weakness, important information that needs to be delivered safely and accurately is exposed to the threat of malicious exploitation, such as data forgery, data leakage, and infringement of personal information. In order to overcome this threat, various security studies are being actively conducted to compensate for the weaknesses in IoT environment devices. In particular, since various devices interact, and share and communicate information collected in the IoT environment, each device should be able to communicate with reliability. With regard to this, various studies have been carried out on techniques for device authentication. This study examines the limitations and problems of the authentication techniques that have been studied thus far, and proposes technologies that can certify IoT devices for safe communication between reliable devices in the Internet environment.

Perspectives on NFT art and art market (NFT 아트와 미술시장 유통의 변화에 대한 전망)

  • Kwon, Eun Yong
    • Trans-
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    • v.13
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    • pp.1-16
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    • 2022
  • Recently, the method of contacting and purchasing NFT art has been popularly evolving, and various prospects and predictions for NFT art have emerged. The discussion of NFT art is mainly a hot topic in terms of market size, profit, and sustainability. As the transition to digital accelerated after COVID-19, almost all genres of culture and arts faced a forced transition with the topic of combining digital and technology, but in terms of profitability, it was generally difficult to guarantee positive continuity. On the other hand, the combination of art and blockchain, and the new distribution method called NFT, attracted a lot of attention by causing fundamental changes that lead to technological transformation, continuity through profit creation, and even genre expansion of visual art. The discourse on NFT and the art market is a recent phenomenon and is being discussed focusing on statistics and numerical reports through data from newspapers and art-related research institutes rather than academic analysis or research. However, discussions related to NFT art should be considered in various aspects, such as the incorporation of technology and art, changes in distribution methods, and changes in creative methods according to media changes, not just short stories of phenomena such as high prices and winning bids. In this paper, we would like to examine the impact of changes in creators and distribution methods.