• Title/Summary/Keyword: Mobile Social Game

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A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform (모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Han, Areum;Lee, Jae-Shin
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.85-101
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    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

Game-Based Content Caching and Data Sponsor Scheme for the Content Network (콘텐츠 네트워크 환경에서 게임이론을 이용한 콘텐츠 캐싱 및 데이터 스폰서 기법)

  • Won, JoongSeop;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.7
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    • pp.167-176
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    • 2019
  • Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The 'data sponsor' technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP's content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

  • Pe-Than, Ei Pa Pa;Goh, Dion Hoe-Lian;Lee, Chei Sian
    • Journal of Information Science Theory and Practice
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    • v.5 no.2
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    • pp.6-16
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    • 2017
  • Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

The Effects of Game User's Social Capital and Self-Construal on SNG Reuse Intention and Charge Item Purchasing Intention Through Behavioral Adaptation (게임 이용자의 사회자본과 자기해석이 행동적 적응을 통해 SNG재이용의도 및 유료아이템 구매의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.135-155
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    • 2018
  • Purpose Recently, with the enhancement of mobile technologies, people have formed various relationships and spreaded networks on social network service(SNS). In addition, although people make a decision based on the thoughts and emotions about self, there is little empirical research on social relations and self-construal of users in social network game (SNG). Design/methodology/approach This study was designed to examine the structural relationships among SNG users' social capital, self-construal, behavioral adaptation, SNG reuse intention and charged item purchasing intention. Findings The results from this study are as follow. First of all, the bonding social capital did not have a significant impact on behavioral adaptation to SNG, but bridging social capital had a positive impact on behavioral adaptation. Second, independent self-construal did not have a significant impact on behavioral adaptation to SNG, but interdependent self-construal had a positive impact on behavioral adaptation. Lastly, the behavioral adaptation to SNG had a positive impact reuse intention and charged item purchasing intention. Also, SNG reuse intention had a positive impact on charged item purchasing intention.

Design and Implementation of the Alternative Reality Game using NFC Tags (NFC 태그를 활용한 ARG 게임의 설계 및 구현)

  • Lee, Yeongha;Khang, Seungwoo;Baek, Seunghyuk;Ha, Minho;Lee, Sangjun
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.141-148
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    • 2015
  • Most current games are composed of simple operations without a user's actual movements. because they are made up of only virtual space. For that reason, many side effects arise on a user's body and mind. The Alternative Reality Game(ARG) is new game genre that has an effect to mitigate side effects caused by activity on a virtual space. This new kind of game genre can be instrumental role in creating a greater social intimacy and a higher tendency to cooperate that potentially reaches beyond the game context. In this paper, we suggest a real implementation of ARG using mobile devices and NFC tags. In addition, a noble editor for creating an ARG and a game launcher based on mobile device are suggested.

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.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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Factors Influencing Acceptance of Mobile Services: Moderating Effects of Service Type (서비스 유형의 조절효과를 고려한 모바일 서비스 수용에 영향을 미치는 요인: 모바일 게임과 모바일 금융 서비스를 중심으로)

  • Chung, Soo-Yeon;Park, Cheol
    • Information Systems Review
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    • v.9 no.1
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    • pp.23-44
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    • 2007
  • The focus of this research is to investigate which factors are important for the adoption of mobile service and the moderating effects of service types such as hedonic and utilitarian service between those factors and the adoption of mobile service. The empirical results based on the data gathered from 169 users of mobile games and finance service showed that perceived usefulness, perceived ease of use and trust had significant impacts on the adoption of mobile service whereas social influence did not. Also the moderating effect of service type was found that perceived usefulness and trust have more impacts on adoption of mobile service in mobile finance rather than mobile game. Base on these empirical results, this study suggests the managerial implications for mobile service marketing.

Interrelation of Alert Feedback and Immersion on Mobile Contents (모바일 콘텐츠에서의 Alert피드백과 몰입의 상호관계)

  • Bang, Green;Sung, Bokyung;Ko, Ilju
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.61-68
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    • 2014
  • In the generalization of mobile content use, feedback is a kind of alert that affects content immersion. An alert leads to separation from the content currently being used to transfer to content that raises the alert. Immersive interference can be recognized as a problem in mobile contents use. In this paper, we propose a serious game for overcomes immersion. interference from feedback and the foundation for interrelation research between feedback and immersion. The proposed serious game has been designed to present three kinds of feedback, specifically positive, negative, and hybrid feedback, through social information about the user. We also conducted an experiment to examine the correlation between three kinds of feedback and immersion while consuming digital content. The result of the experiment showed that negative feedback leads to higher immersion than positive feedback.