• Title/Summary/Keyword: MobileGame profit

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Competition between Mobile Pay and Credit Card Systems (모바일페이사와 신용카드사의 경쟁)

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
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    • v.9 no.4
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    • pp.49-65
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    • 2018
  • This paper illustrates the competition between the mobile pay and credit card systems by utilizing the theory of two-sided markets. Two firms, as platforms, maximize the profit collecting fees from consumers on one side and from retailers on the other side. Consumers pay to buy goods and services with mobile pay, credit card, or cash. The basic model is one that each platform maximizes its profit. We show that the fees for credit card holders and retailers are higher than the respective costs. The fee for retailers of the mobile payment is higher than its cost, while the buyer's fee may be higher or lower than its cost. Applied model is the one that employs the delegation game model. The total profit of the mobile pay system is composed of its profit and the weighted demand for the mobile pay. It is shown that buyers' fee under the applied model is lower than that under the basic model, resulting in an increase of the demand for the mobile pay. The fee for the retailers rises, albeit the sum of fees for the buyers and retailers falls. The profit for the mobile pay system is increased, while that for the credit card company stays the same.

A Study on the Game Elements for Profit Generation in Mobile Games (모바일게임에서 수익창출을 위한 게임요소에 관한 연구)

  • Park, Woo-Seong;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.183-185
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    • 2022
  • 2022년을 기점으로 점점 더 커지는 모바일게임 시장에서 수익 창출을 위한 요소를 찾기 위해 참고 문헌과 함께 조사하였다. 기존 연구인 민동현의 논문에서는 13가지(자기 표현, 허영심, 스토리, 게임진행, 즐거움, 기회 제공, 실세계 반영, 경쟁심, 조작보정, 능력치 상승, 랜덤성, 광고활용, 현실 상품 판매 촉진)항목을 제시했으나 시기적, 상황적 차이에 의해 새로운 제안이 필요하다. 따라서 본 논문에서는 기존 연구를 바탕으로 10년 전과 달리 새로이 도출해야 할 요소를 3가지를 찾아 수익 창출을 위한 새로운 모델을 제시한다.

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Psychological Analysis on Consumer Sentiment for Gacha (게임 내 캐릭터 뽑기 사용자의 과금 심리 분석 : 퍼즐 앤 드래곤을 중심으로)

  • Kim, Soul
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.77-86
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    • 2016
  • As the focus of game market moves to mobile era, payment on cyber money, specifically for Gacha system, possesses a large portion for creating profit in game industry. For this reason, this study mainly focuses on Puzzle and Dragon, the mobile game of Gungho online entertainment in Japan, which has made enormous profit for several years. The analysis on consumer sentiment for Gacha are categorized as below: (1) gambling mentality and cognitive error in stochastic game in God festival (2) reactional psychology for scarcity message in limited time God festival and collaboration (3) personal satisfaction through friend system and character collection.

A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games - (모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 -)

  • Lim, Jun;Choi, Sung Wook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.293-303
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    • 2014
  • The mobile game market is fast growing after the Kakao game launched. Especially, the market is placed at the second highest by occupying 33.1% of the market. However, the rate of the total sales amount is only 6%, showing quite an imbalance between the market occupancy and the sales amount. This means that the profit-making models are not stabilized yet in the mobile game market. The absence of profit-making models can be ascertained by the relationship of DAU and sales ranking. There are several games which are ranked at DAU Top10 among Google free games, but not ranked at top 10 among sales amounts. On the other hand, there are several games which are low in DAU ranking but high in sales amount ranking. This result shows that there is no direct interrelation between the product attractiveness which users feel and the profit-making models in the market. This study compared the Google play free games which are ranked at top 10 in terms of DAU ranking and sales amount ranking to find out the factor which causes the imbalance between the DAU ranking and sales amount ranking. Based on this outcome, this study presents the reference point for the design of profit-making models on behalf of the manufacturers who wish to launch into the mobile game market in the future.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

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.

Game Theoretic Analysis of the Mobile Discount Service of the Offline Retailers (오프라인 소매점의 모바일 할인 서비스에 대한 전략적 분석)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.47-55
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    • 2016
  • The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of 'touch and feel' to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer's preference for 'touch and feel' style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.

Repeated Overlapping Coalition Game Model for Mobile Crowd Sensing Mechanism

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.7
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    • pp.3413-3430
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    • 2017
  • With the fast increasing popularity of mobile services, ubiquitous mobile devices with enhanced sensing capabilities collect and share local information towards a common goal. The recent Mobile Crowd Sensing (MCS) paradigm enables a broad range of mobile applications and undoubtedly revolutionizes many sectors of our life. A critical challenge for the MCS paradigm is to induce mobile devices to be workers providing sensing services. In this study, we examine the problem of sensing task assignment to maximize the overall performance in MCS system while ensuring reciprocal advantages among mobile devices. Based on the overlapping coalition game model, we propose a novel workload determination scheme for each individual device. The proposed scheme can effectively decompose the complex optimization problem and obtains an effective solution using the interactive learning process. Finally, we have conducted extensive simulations, and the results demonstrate that the proposed scheme achieves a fair tradeoff solution between the MCS performance and the profit of individual devices.

Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Proposal of popular Profitable Model of Kakaogame (카카오게임의 인기 수익모델 제안)

  • Heo, Tae-In;Jeong, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.455-461
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    • 2015
  • while the mobile game is the publishing of KakaoTalk, mobile game industry, became the opportunity for more growth. However, after two years in service, this time in a number of games has a service Kakaogame, but out Profitable game is out steadily, as compared to the service game was in early Kakaogame many I was reduced. Everyone hurried game of in feature If you get a good game is depending of course also Profitable model. Although domestic mobile game is a lot of publishing of KakaoTalk, in order to the competition between the same kind of game because it is similar to everyone game, profit structure in the game is important. Under the paper to find a direction that can be maximized through the previous study the benefits of typical Profitable model used Kakaogame has been presented in the direction of a new Profitable model.