• Title/Summary/Keyword: Mobile game platform

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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.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

Design of 2.5D Survival Game using Inventory

  • Kim, Soo Kyun;Kim, Hong-Rae;Lee, Won Joo
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.31-36
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    • 2018
  • The survival game is characterized by the ability to survive until the item is collected and the game is completed at the specified time, and the inventory function to store the item is the core of the game. Typical survival games include 'Don't Starve', 'H1Z1', and 'Lust'. The purpose of this paper is to design a 2.5D survival game that can be enjoyed by the smart device using Unity 3D engine. Because it is designed as a mobile platform, designing light inventory function using two lists rather than existing inventory function makes it easier to design than existing inventory and light design suitable for mobile. In general, it is characterized by designing a mobile game so that it does not depend on the place of the survival game.

A Bridge Technique of Heterogeneous Smart Platform supporting Social Immersive Game (소셜 실감 게임을 위한 이기종 스마트 플랫폼 브릿지 기술)

  • Jang, S.E.;Tang, J.M.;Kim, Sangwook
    • Journal of Korea Multimedia Society
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    • v.17 no.8
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    • pp.1033-1040
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    • 2014
  • Recently, the concept of mobile content service has changed from providing unilaterally contents for single-device to providing same contents for multi-device. This service should be able to provide diverse contents for multi-devices without platform and specification of multi-device. In this study, we propose a bridge technique of heterogeneous smart platform supporting social immersive game. It is possible to access social immersive game by using a multi-platform bridge. To achieve this, we explain techniques of device connection and data transmission between heterogeneous devices using server-client structure and UPnP. It provides an immersive game environment for multi-user, which is able to play in a public place using big screen.

A Proposal for the Application of Multi-Platform Convergence for Intellectual Property-Based Games (지식재산권 기반 게임의 융복합 멀티 플랫폼 활용 방안 제안)

  • Lee, Hyun-Ku;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.421-426
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    • 2020
  • The global game market is growing evenly across a variety of platforms, but in the Korean game market is a decline in growth rates on PC and mobile platforms, which account for more than 80% of the total Korean game market, which requires an alternative. In this study, propose a multi-platform launch of IP-based games as a way to increase the growth rate of the Korean game market. It has been analyzed that multi-platform launch methods can be divided into Stand-alone Multi-platform method, Interlocking multi-platform method, and Upgrade-interlinking Multi-platform method, respectively, and the effect of expanding, providing more satisfactory game play environment and preventing them from escaping to competitive games. Given the limited case analysis in this study, further studies are needed to propose more effective multi-platform utilization measures.

Design and Implementation of the GNEX C-to-Android Java Converter using a Source-Level Contents Translator (소스 레벨 콘텐츠 변환기를 이용한 GNEX C-to-Android Java 변환기의 설계 및 구현)

  • Son, Yun-Sik;Oh, Se-Man;Lee, Yang-Sun
    • Journal of Korea Multimedia Society
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    • v.13 no.7
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    • pp.1051-1061
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the Android platform as a smart platform using a source-level contents translator. The GNEX C-to-Android Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

A Study on the Technology Tendency for Mobile 3D Game Engine (모바일 3D 게임엔진 기술동향 연구)

  • Ko Byeong-Hee;Kim Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.19-24
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    • 2005
  • Mobile game market is now developed to 3D game service environment from existing 2D game, low storage capacity, by alteration of platform, demand of related enterprises, and appearing game phone as well as game portal site. This paper analyses keynote of 3D game engine in comparison with examples of mobile 3D game engine, using commonly in the inside of outside of country.

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Design and Implementation of the GNEX C-to-WIPI Java Converter for Automatic Mobile Contents Translation (모바일 콘텐츠의 자동변환을 위한 GNEX C-to-WIPI Java 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Ham, Hyung-Bum
    • Journal of Korea Multimedia Society
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    • v.13 no.4
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    • pp.609-617
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    • 2010
  • Since Korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented an automatic mobile contents translating system that automatically translates mobile C game contents of the GNEX platform to mobile java contents of the WIPI platform. The GNEX C-to-WIPI Java automatic contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating a platform-specific-content to run under other platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1239-1248
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    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.