• Title/Summary/Keyword: Game success factor

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Study about Developing of Recruiting Serious Games (인재채용 기능성 게임 개발에 관한 연구)

  • Jeon, JoongYang
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.71-82
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    • 2012
  • In the middle of global circumstance, having superior workmanship becomes very important factor to be competitive company. Especially, manufacturing development transferred to industry of knowledge service in these days, having superior workmanship is very important factor to determine company's success or failure. Because of this reason, company invests lots of money in recruiting and manages employees in the aspect of total period, such as workmanship training, management and assessment. This study research about development of 'Recruiting Serious Games' and suggests game that makes company conduct recruiting mission for some period and gives practical interview and chance of work through quantitative and qualitative assessment.

Game Elements Balancing using Deep Learning in Artificial Neural Network (딥러닝이 적용된 게임 밸런스에 관한 연구 게임 기획 방법론의 관점으로)

  • Jeon, Joonhyun
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.65-73
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    • 2018
  • Game balance settings are crucial to game design. Game balancing must take into account a large amount of numerical values, configuration data, and the relationship between elements. Once released and served, a game - even for a balanced game - often requires calibration according to the game player's preference. To achieve sustainability, game balance needs adjustment while allowing for small changes. In fact, from the producers' standpoint, game balance issue is a critical success factor in game production. Therefore, they often invest much time and capital in game design. However, if such a costly game cannot provide players with an appropriate level of difficulty, the game is more likely to fail. On the contrary, if the game successfully identifies the game players' propensity and performs self-balancing to provide appropriate difficulty levels, this will significantly reduce the likelihood of game failure, while at the same time increasing the lifecycle of the game. Accordingly, if a novel technology for game balancing is developed using artificial intelligence (AI) that offers personalized, intelligent, and customized service to individual game players, it would bring significant changes to the game production system.

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Research About Design and Implementation of On-Line Game Server for High Availability guarantee using Heartbeat (HeartBeat을 이용한 고가용성(High Availability) 보장 온라인 게임 서버 구축 제안)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.193-198
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    • 2006
  • Providing stable services has been a crucial factor to determine success or failure in current situations, in which online game industry has become one of the important industries. The study proposed a method of establishing a stable game servers using 'Hearbeat', one of the existing (load) balance server techniques for the enhancement of availability of online game servers. In the proposed method, one could provide users with stable game services, by inspecting master server frequently using stand-by servers corresponding to each game server.

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A Comparative Study on Players' Satisfaction, Trust toward Game Publishers, and Roles of Community in Korean and Japanese Online Game markets (한국과 일본 온라인 게이머의 게임 만족도, 신뢰도, 온라인 게임커뮤니티 인식에 관한 실증적 비교연구: 멀티그룹 공분산 구조분석을 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.1
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    • pp.103-125
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30million in Japan in 2005. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little theory has been developed about which factors influence online gamers' behavioral intentions (i.e., loyalty, satisfaction, words of mouth, etc.) in this area. The purpose of this research is to investigate the relationships among the gamers' satisfaction, trust toward game publishers, the role of online game community, social reputation, and the managerial support of game publishers. We also examine the differences between Korean and Japanese gamers concerning the relationships of these key success factors. The structural model is tested with the data from entire data samples (i.e., Korean and Japanese gamers pooled together) and each of the sub-samples (i.e., Korean and Japanese gamers taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, and variance explained for Trust and Satisfaction in the hypothesized model, are presented. Following the model test, we conduct a test of the differences in path coefficients between Korean and Japanese gamers. Statistical results show that, compared to Japanese gamers, Korean gamers had a greater salient effect on Social Reputation in determining. Trust, in addition to placing a greater emphasis on Support of Game Publishers in determining Social Reputation. Other interesting results concerning game Publishers' strategy are also presented.

A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

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.

An Efficient Algorithm for Character Adjustments in Game Balancing (게임 밸런싱을 위한 효과적인 캐릭터 조절 알고리즘)

  • Hyun, Hye-Jung;Kim, Tae-Sik
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.339-347
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    • 2008
  • A balanced game is one where the main determining factor for the success of the player is the skill level of that player Random events can occur, but a better player should be more successful than a poor one unless the player has an unusually long run of bad luck. Balancing a game is a very difficult to define a purpose, and to implement process. The possible ways are somewhat subjective and depend on the nature of the game. This paper provides new algorithm for character adjustment using log function with some nature-based Ideas. The algorithm shows not only how we decide the exact point of character adjustment but also how much we have to modify the parameters for changing abilities of the character. This paper shows the experimental results of the algorithm and shows differences between normal game playing and playing with character adjustment.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.