• Title/Summary/Keyword: Business Games

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.85-94
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    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.

A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games (양면게임 이론으로 분석한 한국GM 경영정상화 협상연구)

  • Lee, Ji-Seok
    • Korea Trade Review
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    • v.44 no.1
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    • pp.31-44
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    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.77-90
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    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

Research on Understanding of Game Information for the Elderly (중.노년층의 컴퓨터 게임이용과 인식에 대한 연구)

  • An, Jeong-Shin
    • The Korean Journal of Community Living Science
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    • v.19 no.2
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    • pp.235-244
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    • 2008
  • The purpose of this study was to examine the elderly generation's understanding of game information and for recognition of computer based games as a recreation activity for the mid-to late adults. This study investigated game use and personal thoughts about the influences of computer games on each generation. The study was conducted by survey with the subjects being 242 adults aged 40 to 72 living in Busan and Kyung-nam area. Findings indicated that 43.5% of adults used computers to access games. The purposes for computer use were: business, searching portal sites, and games. 44.8% of adults knew about game information education. 67.4% of adults who had someone as a game information resource reported that their children provided the game information. Most adults used arcade games and recognized the influences of game information as positive to adults and the elderly but negative to children and adolescents. Finally, the adults aged "after mid-life" who knew about game information education showed higher ego-integrity and psychological well-being. These findings have implications for the development of elderly education programs aimed at promoting quality of life for older adults.

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An Exploratory Study on the Classification of Digital Game Genre based on the Degree of Interactivity (상호작용성 정도에 따른 게임 장르 유형의 탐색적 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.39-49
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    • 2010
  • The fundamental characteristic that digital games have is interactivity. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. Research in the past, however, has not established common criteria for categorizing digital games. This paper resolves that gap by identifying the fundamental characteristic of games, interactivity, and develops a conceptual framework consisting of primary and corresponding participants, and controlling characters. Through an empirical analysis on some digital games, this study shows that the framework could be comprehensive covering all of interactivity during the game. Future research topics are presented based on this framework.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로)

  • Kim Taeung;Um Myoungyoung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.457-463
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    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.