• 제목/요약/키워드: Mobile game management

검색결과 125건 처리시간 0.032초

Factors Analysis Influencing the Switching Intention of Chinese Mobile Games based on Push-Pull-Mooring Model

  • Liu, Jing;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • 제27권5호
    • /
    • pp.49-68
    • /
    • 2020
  • The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the switching intention of mobile game players by analyzing the online survey data of 240 mobile game players in China. From the perspective of PPM model, Dissatisfaction with the current mobile game can promote players to leave the current mobile game, and other more attractive mobile games can pull players out of the current mobile game. As a mooring factor, habit can affect players' switching decisions. Players who have formed strong habits in current mobile games are more likely to resist or ignore the attractiveness of other mobile games and stay in the current mobile games rather than migrate to other mobile games. Another result shows that the more dissatisfied with the current mobile game, the higher the quality of alternative (relative challenge) mobile game, and the lower the investment size in the current mobile game, the more reluctant the players are to continue to maintain the relationship with the current mobile game. The higher the player's commitment to the current mobile game, the more likely it is to maintain the relationship with the current mobile game. The empirical results show that the framework of this study is highly consistent with the results of PPM model, and confirming that they can well apply to mobile game situations.

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

  • 정수아;김홍윤
    • 디지털산업정보학회논문지
    • /
    • 제12권4호
    • /
    • pp.97-106
    • /
    • 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.

모바일 게임에 적합한 게임운영 시스템 개발 (Development of Game management system suitable for mobile games)

  • 이동성;유석호;경병표;이동열;이동엽;이완복
    • 디지털융복합연구
    • /
    • 제14권1호
    • /
    • pp.371-377
    • /
    • 2016
  • 모바일 게임에서 데이터는 매우 중요한 요소이다. 모바일 게임 시장이 발전하면서 이제는 콘텐츠의 힘으로 만 유지되는 시장이 아닌, 철저한 분석과 유저 행동에 대한 이해를 바탕으로 업데이트와 마케팅을 진행해야하는 시장으로 바뀌었으며, 운영 시스템의 필요성은 날로 중요해 지고 있다. 하지만 실제로는 모바일 게임의 특성상 개발인력이 소규모인 경우가 많기 때문에 운영부서가 따로 존재하지 않는 회사가 많으며, 마켓의 다양성으로 인해 성공적인 서비스 제공에 한계점이 있다. 본 연구에서는 이러한 문제점을 극복하고자 실제 개발된 모바일 게임을 기준으로 구축한 모바일 게임 운영 시스템에 대해 제안하고 있으며, 그 유용성에 대해 보여주고자 한다. 적용결과 유저들에게 손쉽게 답변과 환불 처리를 할 수 있었으며, 분석 시스템의 데이터를 바탕으로 사용자 행동 패턴 등을 분석하여, 추가 콘텐츠를 기획하는데 큰 도움이 되었다.

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

  • 조재현;고세환;김연희;임해철
    • 디지털산업정보학회논문지
    • /
    • 제6권3호
    • /
    • pp.169-177
    • /
    • 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.

모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구 (The Determinants of Usefulness and Intention In Mobile Game Service)

  • 한희선;박기호;조재완
    • 디지털융복합연구
    • /
    • 제4권2호
    • /
    • pp.41-49
    • /
    • 2006
  • This study tried to find the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobile phone, perceived price. The data was analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result shows that the perceived usefulness have significant effects on the mobile game service acceptance.

  • PDF

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

  • 최재준
    • 디지털산업정보학회논문지
    • /
    • 제19권4호
    • /
    • pp.147-154
    • /
    • 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 on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • 제27권6호
    • /
    • pp.197-224
    • /
    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구 (The Determinants of Usefulness and Intention in Mobile Game Service)

  • 한희선;박기호;조재완
    • 한국디지털정책학회:학술대회논문집
    • /
    • 한국디지털정책학회 2006년도 춘계학술대회
    • /
    • pp.399-407
    • /
    • 2006
  • This study tried to fine the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobiliphone, perceived price. The data were analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result show that the perceived usefulness have significant effects on the mobile game service acceptance.

  • PDF

대학생의 스트레스 감소와 모바일 게임시간에 관한 연구 (Study on Time of Mobile Game and Stresses Reduction of University Students)

  • 조은현;이동형
    • 산업경영시스템학회지
    • /
    • 제38권2호
    • /
    • pp.138-144
    • /
    • 2015
  • Recent university students are under a lot of stresses due to academic performance, employment, and anxiety about the future in the fierce competition. Mobile games can be used as a plan which can reduce the stresses of these students. However, if they play too long the games, it will cause another big problems. In this paper, we experimented to look for the best mobile game time to alleviate the stresses of university students as follows. First, we chose 16 people which have more stress load than the average student through stress tests by the basic diagnosis questionnaire. Second, we did total eight experiments on the stresses of the subjects in the study. That is, the experiment was carried out once before the test, 6 times for the mobile game (60 minutes), and once before the experiment. Third, we did T-test and multivariate analysis on the collecting data. As a result, it is proved that the mobile game for about 20 minutes could derive the effect on reducing stresses.

모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구 (A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games)

  • 한광현;김태웅
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
    • /
    • pp.133-164
    • /
    • 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. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

  • PDF