• Title/Summary/Keyword: Mobile Game Industry

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A Study of Game Design by the Rules of Mobile Puzzle Game (모바일 퍼즐 게임의 규칙을 통한 게임 디자인 연구)

  • Kim, Ji-Sun;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.185-188
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    • 2006
  • The mobile game is growing with the style which is creating a high added value from the Republic of Korea game industry. The mobile game of the style which is various selection is joyful is giving to the users. The mobile puzzle game is the style which gets world-wide huge popularity. The objective of this paper is the huge popularity mobile puzzle game it leads and it analyzes it presents a game element and a rule and the importance of game design and also the problem of the Republic of Korea mobile game industry solves.

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A Study on the Localization in Vietnam of Mobile Games (모바일 게임의 베트남 현지화 방안에 관한 연구)

  • Jung, Suah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.97-106
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    • 2016
  • This study analyzes on localization plans to successfully enter ASEAN market more rapidly growing than over-saturated the Asian or North American mobile game markets based on the Vietnamese market. Vietnamese smartphone market is the fastest growing in ASEAN based on its young aged population of average 28.2 year-old and low 3G service charges. Considering one of the most common activities through smartphones is the mobile game, the smartphone demand increase can be forecasted to be based on the growth of Vietnamese game market. Global strategies for exporting products to the global market can be classified into 'standardization' and 'localization'. From among these, Korean game companies are making profits by localization plan. But the Vietnamese mobile game market still has entry barriers. Therefore, this study is to contribute to Korean mobile game companies' localization plans for the Vietnamese market by finding and supplementing limits of the Vietnamese mobile game market based on literatures and statistics materials.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.

GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.4
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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Future Direction of Mobile Game Market according to the Advance of Mobile Device Capability (모바일 기기 발전에 따른 모바일 게임 시장의 발전 방향)

  • Jeong, Kyu-Man
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.495-501
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    • 2010
  • The main stream of existing game market was console and PC-based games. In these days mobile game industry extends its boundary according to the advance of mobile device capability. Especially, smart phones, known as computers in hands, accelerate the expansion of mobile game market. This paper analyzes the characteristics and the current status of mobile game market. Based on this analysis, future directions for mobile game market are given.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.6 no.3
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    • pp.169-177
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    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

A Study onThe Success factors of Mobile Games (모바일게임의 성공요인에 대한 연구)

  • Kim, Do-Goan;Nam, Su-Tae;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.189-191
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    • 2014
  • Todays, with the spread of Mobile devices, game industry has experienced the change of supply chain structure and paradigm. Breaking the traditional supply chain of game industry, mobile games of App. markets provide alternatives or threats against traditional game industry. With the mobility as a strongpoint, mobile games have their own characteristics such as convenience, easy of use and simplicity comparing PC games or other games. In this point, this study is to find success factors of mobiles games through the analysis on the highly ranked favorite games according to the types of mobile games.

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Developing Formal Framework for Cross-Platform Based Mobile Game Process (크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발)

  • Choi Jaejun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game (모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로)

  • Park, Jong-Won;Yoo, Chang-Sok;Yang, Sung-Byung
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.141-160
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    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

The Effect of Population-Level Learning on Entry Likelihood in the Mobile Game Industry

  • Seong, Dusan;Kim, Sahangsoon
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.77-89
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    • 2020
  • Population-level learning has traditionally been used to provide an explanation for the underlying mechanism of industry change. But it has yet to examine the impact on strategic decisions such as market entry. This conceptual paper aims to provide an insight into how population-level learning affects entry likelihood by acting as a tool for interpreting population-level changes. We study this in the context of the fast-paced mobile gaming industry where population-level information is salient and develop a set of propositions with regard to the likelihood of entry.