• Title/Summary/Keyword: domestic game market

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A Study for Supporting Plan to Revitalizing of Online-Game (온라인 게임 활성화를 위한 지원책 연구)

  • Kim, Jae-Ha;Kim, Jung-Suk
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.53-66
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    • 2014
  • Despite the game market's expanding results from the increase of new users of mobile-game market, online-game market is faced with a stagnation. And the increase of income online-game's market share leads to decline of growth of the domestic online-game market. Online-game's growth potential is still valid, and the domestic online-games are still popular in foreign markets. But if the problem of domestic game market is not overcome, the falling behind in the competition is only a matter of time. The major problem is the lack of support measures and reduced competitiveness. On these issues, this research presents a plan to revitalizing of the online-game.

Consideration of Domestic Portable Game Industry from Portable Game Industry (휴대용 게임 산업의 분석을 통한 국내 휴대용 게임 산업의 고찰)

  • Park, Jung-Hyun;Park, Hong;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.177-180
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    • 2006
  • Currently the portable game industry compares in portable game industry of past, the size of the market becomes larger more, also the function of the game device provides technical of playing. In addition provides the function of the various multimedia contents. The portable game industry simply the size of market until the entertainment market where is not only the game market widened the territory from like this situation and it changed. It examines the purchase condition of the consumers from the portable game industry which will approach and the instance of domestic production game device GP2X conditions of the portable game device it will be able to create a high added value it listens to and the next domestic production portable game device industry advances and the reporter to investigate percentage direction it does.

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The successful advance strategy through chinese online game market pertinent data analysis (중국 온라인게임시장 관련 자료 분석을 통한 '성공적인 진출 전략'에 관한 연굴)

  • Lee, Ji-Won;Seo, Mi-Ra;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.41-49
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    • 2004
  • Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.

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Design Elements To Improve MMORPG Software Quality (MMORPG 소프트웨어 품질 향상을 위한 디자인 요소)

  • Yoo, Hang-Suk;Chang, Tae-Mu
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.83-91
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    • 2009
  • Recently game industry is emerging as a core of the domestic cultural contents by rapid development of IT technology and also the market scale has growing highly every year. Among various games, particularly the market ratio of MMORPG increases rapidly in domestic and oversea online game market. However it is true that the competition in the oversea market is too week for the investment to the MMORPG development efforts from the domestic game industry. Accordingly this paper collects the interests which players concern. Also this paper analyses and classifies design elements of successful MMORPGS as a way to obtain competition and shows a model in terms of game software qualify to be referred by MMORPG development organizations or companies.

The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach (정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근)

  • Hwang, In Young;Park, J. Hun
    • Korean System Dynamics Review
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    • v.16 no.4
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.

An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.79-92
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    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

Market Entry Decision Model in Global Construction Market Using Real Options Game (실물옵션 게임을 활용한 해외건설시장 진출모형에 관한 기초연구)

  • Kim, Du-Yon;Kim, Byoung-Il;Han, Seung-Heon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.652-655
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    • 2007
  • Due to stagnation of domestic market, increasing number of domestic construction companies started to make inroads into foreign market recently. Yet compared to domestic market, there are much more risks in the foreign market which companies may confront. So deliberate and rational decision making skills are required. Accordingly, there has been many researches which analyzed the risk of individual markets and also studies covering decision support models. In this study, we suggest a model concerning financial issues when branching out into a new market, specially in the construction companies' point of view. For this we used a real options game which shows real competition status of a new market and deduced a feature of that market, Upon these results, we also suggest a model which helps firms to decide whether investing in the expansion is smart action or not. The model developed in this study is made in specific circumstances of limited conditions. The future study makes more realistic models considering subjects like disproportion in information and generalization of competing companies.

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