• Title/Summary/Keyword: Mobile Game Industry

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Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

An Analysis of Evaluation Indicators for the Construction of Gwang-Ju Culture Industrial Cluster (광주 문화산업클러스터 조성을 위한 평가지표 분석)

  • Kim, Sam-Cheol;Kim, Iltae
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.677-689
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    • 2013
  • This paper derives the evaluation indicators relating to the mechanism and success factors of culture industrial cluster from the successful cases of culture industry in foreign countries and provides policy implications for the successful construction of culture industrial cluster by comparing with the survey of Gwang-Ju city's culture content companies. This paper shows that policy implications are linkage by leading firm of successful companies, securing huge hinterlands nearby metro city, cultivating of creative talented persons, operating of capital funds, promoting main force business(game, animation, mobile)-oriented culture industry, positive vitalization of network, role strengthening of city or Information & Culture Industry Promotion Agency as vision provider, and aggressive granting of incentives for attracting companies.

The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

The Analysis for Korea Web-board Game Regulation (국내 웹보드 게임 규제 분석)

  • Song, Seung-keun;Yoon, Claire
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.183-184
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    • 2016
  • This study aims to suggest relaxed regulation plans for web-board games by analyzing regulations on gambling games with online and mobile platforms. One of the controversial issues in the South Korean game industry these days is legal regulations related to 'gambling'. Gambling is one of its ambivalent factors, which is necessary for fun of these games but has risks of overindulgence and addiction. This study analysis the web-board enforcement ordinance from Feb. 2014 and current relaxed regulation. Moreover, we find the plan which will be relaxed to regulation under what safety net. We propose the solution of web-board regulation policy which is available for an adult.

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A Study on the Decision and Selection of the Star Contents in the Convergence Era (융합시대의 스타콘텐츠 발굴 및 선정에 관한 연구)

  • Rim, Myung-Hwan;Park, Yong-Jae;Heo, Pil-Sun
    • Journal of Information Technology Applications and Management
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    • v.18 no.2
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    • pp.1-21
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    • 2011
  • In this era of convergence, which is characterized by the integration and combination of technology and industries, broadcasting and communications, offline and online, and devices and services, the content industry is also experiencing rapid changes including inter-genre exchange, the creation of new industries, and customized demand. Specifically, IT-based digital content industries such as the online game, e-book, mobile contents and web portal industries are no longer restricted to the boundaries of video, music and games but are being expanded into the realms of education, medicine, fashion and sports thanks to CT innovation of 3D, CG, AR/VR, VFX, etc. As such, various countries have come to recognize the convergent content industry as a new growth engine that will pick up where the IT industry left off, and are forming policies for its development accordingly. This research aims to optimize the system of content taxonomy which is currently genre-focused and unable to support technological development and convergence, and to discover and select star contents to be rigorously developed with governmental support. In this paper, 20 star contents in 8 areas were selected, and these are expected to create tremendous cultural and economic value through ongoing technological and industrial development.

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

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A Study on Authentication of Mobile Agency AP Connection Using Trusted Third Party in Smart Phone Environment (스마트폰 환경에서 신뢰기관을 이용한 이동 통신사 AP 접속 인증에 관한 연구)

  • Lee, Gi-Sung;Min, Dae-Gi;Jun, Moon-Seog
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5496-5505
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    • 2012
  • As the IT industry develops, the smart-phone technology and functions which are actively being studied at the moment greatly influence the entire living environment. With the smart-phone technology and functions, people's interest for the wireless LAN which can be used to get access to the Internet anytime anywhere is gradually increasing. However, since the malicious attacker can easily carry out hacking or approach the contents due to the characteristics of the wireless radio wave, the personal information with a high level of importance for data security is easily exposed due to Spoofing, Denial of Service attack and Man in the Middle attack. Therefore, the demand for security is gradually increasing. In this paper, the safe wireless network service environment is provided by supplementing the vulnerability in regard to Spoofing, Session Hijacking and Man in the Middle attack after executing the client's authentication process, the AP authentication process and the Mobile Agency authentication process with the client's information in the USIM, the AP information and the Mobile Agency information when the client uses the wireless Internet through the Mobile Agency AP access in the smart phone environment.

A Study for u-Jinju Construction Plan through Youth Digital Film Festival in Education Culture(The City of Jinju Case) (청소년 디지털 영화제를 통한 교육 문화 u-진주 구축 방안 연구(진주시 사례))

  • Ahn Byeong-Tae;Kim Yong-Man;Chung Bhum-Suk
    • The Journal of the Korea Contents Association
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    • v.6 no.9
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    • pp.67-74
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    • 2006
  • Resently, We suggested u-Korea strategy to manage and develop a nation based on national ubiquitous technology using mobile.. therefore many a local self-governing body is writing out u-City construction plan to build most suitable future city in oneself environment. In this paper, after analyze tendency and character of ubiquitous related plans, it makes a plan international youth digital film festival based on ubiquitous technology in jinju. And it suggest strategy of digital film or game industry on a department of digital contents industry. also, an opportunity this paper propose research scheme of early level for u-Jinju of city-farm composition supported ubiquitous service in all the jinju area.

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Augmented Reality Logo System Based on Android platform (안드로이드 기반 로고를 이용한 증강현실 시스템)

  • Jung, Eun-Young;Jeong, Un-Kuk;Lim, Sun-Jin;Moon, Chang-Bae;Kim, Byeong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.181-192
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    • 2011
  • A mobile phone is becoming no longer a voice communication tool due to smartphones and mobile internet. Also, it now becomes a total entertainment device on which we can play game and get services by variety applications through the Web. As smartphones are getting more popular, their usages are also increased, which makes the interest of advertising industry in mobile advertisement increased but it is bound to be limited by the size of the screen. In this paper, we suggest an augmented reality logo system based on Android platform to maximize the effect of logo advertisement. After developing software and mounting it on a real smartphone, its performances are analyzed in various ways. The results show the possibility of its application to real world but it's not enough to provide real time service because of the low performance of hardware.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.