• Title/Summary/Keyword: MobileGame profit

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

An Optimal Strategy of 3G Mobile Handset Distribution by 3-Person Game (3자간게임모형에 의한 3G 이동통신단말기의 치적유통전략)

  • Joo, Young-Jin;Moon, Hyoung-Don
    • Journal of the Korean Operations Research and Management Science Society
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    • v.34 no.4
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    • pp.185-204
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    • 2009
  • The USIM(universal subscriber identity module)-unlock introducing in July 1, 2008 might be led to a significant change that mobile service provider's dominance is considerably dispersed to the handset manufacturer and distributor. Under USIM-unlock environment, mobile service provider, handset manufacturer, and distributor have to make their decisions on their handset distribution channel strategies: the closed distribution channel strategy or the open distribution channel strategy. The change of distribution channel strategy between members in distribution channel can be understood as a matter of strategy choice, and we have developed a theoretical model and analyzed how to make a decision for the member's optimal distribution strategy based on 3-person game model between members of mobile phone distribution channel, under both of '1 subscriber-1 handset' and '1 subscriber-multiple handset' assumptions. Under '1 subscriber-1 handset' assumption, the closed strategy controlled by mobile service provider is all players' optimal solution because the maximum size of the mobile phone market is limited by subscribers. But, as total expected profit by the handset and distribution subsides is a deficit, mobile service provider have to choose the open strategy and consider the conversion to MNO(mobile network operator). Under '1 subscriber-multiple handset' assumption, mobile service provider is trying to find the way how to lock-in its service and mobile phone and how to maximize ARPU(average revenue per unit), while handset manufacturer and distributor have to look for the way how to maximize the mobile phone market using their own marketing efforts, because it is expected that total mobile handset demand for the open market is bigger than demand for the closed market under '1 subscriber-multiple handset' assumption.

The Causal Relationship of Choosing Factors of Smart Phone Game (스마트폰 게임 선택요인에 관한 연구)

  • Moon, Jae Young
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.723-729
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    • 2014
  • The purpose of this study is to find factors which are influencing choosing game based on empirical study. Today, many kind of smart phone games are developing because advanced smart phone hardware. Therefore we analyze to choose factors of smart phone game. As a results many smart phone game user more interested in reward than others. Many smart phone game company service their own game based on semi pay game because of profit. However, smart phone game user doesn't want to pay it. Thus mart phone game company have to change their sales strategy. Second, smart phone game user believe that access is important. So smart phone game company to manage game server.

Proposal Convergence profitable model of mobile games that utilize the mileage system (마일리지 시스템을 활용한 모바일게임의 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.333-340
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    • 2015
  • Mileage system in some online media, I have a lot of use. In addition, there are a lot of companies that are making money by using the mileage system. A mileage system is the first airline in such a way that the service in the late 1980s, many states now listed sungineung and features. In addition, there are many industries that reported good results using a mileage system used by carriers in other industries. However, mileage of the current game industry has not been introduced, it is not the service by using the concept of point returning to the user is purely a function of mileage. So a lot of developed payment systems in the mobile industry since 2010, proposed a better and more current online payment systems industry has an easy hybrid revenue model for mobile games service convergence mileage using this system.

Incentive Mechanism in Participatory Sensing for Ambient Assisted Living

  • Yao, Hu;Muqing, Wu;Tianze, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.1
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    • pp.159-177
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    • 2018
  • Participatory sensing is becoming popular and has shown its great potential in data acquisition for ambient assisted living. In this paper, we propose an incentive mechanism in participatory sensing for ambient assisted living, which benefits both the platform and the mobile devices that participated in the sensing task. Firstly, we analyze the profit of participant and platform, and a Stackelberg game model is formulated. The model takes privacy, reputation, power state and quality of data into consideration, and aims at maximizing the profit for both participant and publisher. The discussion of properties of the game show that there exists an unique Stackelberg equilibrium. Secondly, two algorithms are given: one describes how to reach the Stackelberg equilibrium and the other presents the procedures of employing the incentive strategy. Finally, we conduct simulations to evaluate the properties and effectiveness of the proposed mechanism. Simulation results show that the proposed incentive mechanism works well, and the participants and the publisher will be benefitted from it. With the mechanism, the total amount of sensory data can be maximized and the quality of the data can be guaranteed effectively.

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.

모바일 부분 유료화 게임의 천장 시스템이 지속 과금 의도에 미치는 영향

  • Chio, Hun;Kim, Chung-woon;Lee, Yu-bin;Lee, Yons-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.615-617
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    • 2022
  • Currently, the 'Gacha' system is becoming an indispensable profit generation method for online and mobile games. The system, also called "probability randomization," proceeds with cash-based payments, and it is not clear how much money you need to use to obtain the item you want. So, in response to the backlash of users, game companies introduced a "ceiling" system that allows users to get the items they want if they use it for more than a certain amount, and added several profit generation methods using it. We examine the impact of this system on continuous billing induction.

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BandBlock: Bandwidth allocation in blockchain-empowered UAV-based heterogeneous networks

  • Kuna Venkateswarararao;Pratik Kumar;Akash Solanki;Pravati Swain
    • ETRI Journal
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    • v.44 no.6
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    • pp.945-954
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    • 2022
  • The 5G mobile network is promising to handle the dynamic traffic demands of user equipment (UE). Unmanned aerial vehicles (UAVs) equipped with wireless transceivers can act as flying base stations in heterogeneous networks to ensure the quality of service of UE. However, it is challenging to efficiently allocate limited bandwidth to UE due to dynamic traffic demands and low network coverage. In this study, a blockchain-enabled bandwidth allocation framework is proposed for secure bandwidth trading. Furthermore, the proposed framework is based on the Cournot oligopoly game theoretical model to provide the optimal solution; that is, bandwidth is allocated to different UE based on the available bandwidth at UAV-assisted-based stations (UBSs) with optimal profit. The Cournot oligopoly game is performed between UBSs and cellular base stations (CBSs). Utility functions for both UBSs and CBSs are introduced on the basis of the available bandwidth, total demand of CSBs, and cost of providing cellular services. The proposed framework prevents security attacks and maximizes the utility functions of UBSs and CBSs.

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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