• Title/Summary/Keyword: mobile games

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Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

A Study on Production of Low Storage Capacity of Character Animation for 3D Mobile Games (3D 모바일 게임용 저용량 3D캐릭터 애니메이션 제작에 관한 연구)

  • Lee Ji-Won;Kim Tae-Yul;Kyung Byung-Pyo
    • The Journal of the Korea Contents Association
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    • v.5 no.5
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    • pp.107-114
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    • 2005
  • The next generation of 3D mobile games market is becoming increasingly active, more as a result of improvement in the CPU speed of hardware phone, embarkation of 3D engines and high memory capacity, In response to this trend, popular 3D games of PS2 (PlayStation2) and popular online games are being launched as mobile games. However, mobile units have different hardware characteristics compared to those of other platforms such as the PC or the game console. Therefore, mobile game versions of the popular PC games face many limitations in many aspects such as in battery capacity, size of display, capacity of the game, and other user interface issues. Among these many limitations, study for allowing low capacity storage of the game is becoming important. In addition, realistic animation of the 3D character on the small screen of the mobile unit is more important than any other matter. The purpose of this study is to find a solution to providing realistic 3D character animation, and for decreasing the storage capacity of character animation for application in 3D mobile games.

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Development of 3D Application For Mobile Phone Based on J2ME

  • Lee, Song-Won;Kim, Il-Myung;Hong, Sung-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.455-458
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    • 2006
  • John Carmack who invented the 3D games let us know about the great 3D world and because of the MIDP 2.0(Mobile Information Device Profilers entering, it is not a fame to achieve playing 3D games with a mobile device. The data offered by iResearch market consultation show that the figure of mobile game players all around the world will take a steady increase from 290 million in 2005 to 1030 million in 2008, and the market income will mount up from $10,200 million to $52.000 million.3D games will be a current, the most famous kind of mobile games. In this paper I design 3D application based on J2ME (Java 2 Micro Edition) and implement a freely removable 3D object which happened in a 3D scene by receiving the keyboard response of mobile device with WTK (Wireless Too.Kit) simulator.

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Mobile Game Information Offer Strategy in VPN Environment (VPN환경에서 모바일게임 정보제공 전략)

  • Shin, Seung-Jung
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.94-101
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    • 2001
  • Although the latest break-through of mobile industry has limited customers' free time to PC games, today's advancement of wireless mobile communication made this trend move to more specialized and diversified games implemented into cellular phones. Therefore, this paper intends to provide information on mobile games and strategic skills to prove its relative effects.

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A Study on the Importance of Design Elements of Game Character Customizing: Focused on Mobile & Video Games (게임 캐릭터 커스터마이징 디자인요소의 중요도 연구: 모바일 게임과 비디오 게임 중심으로)

  • Nam, KiTeok;Kihl, TaeSuk
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.99-110
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    • 2020
  • This study was conducted as follows. First, the game character design elements have been arranged so that the player's personality can be reflected in the character customizing. Second, the importance of design elements in mobile games and video games was derived through AHP. Third, through the difference in importance, the direction of character customizing improvement was suggested. External appearance in mobile games and the action in video games is evaluated as overwhelmingly important. Therefore, it is necessary to diversify the appearance in mobile games and the action in video games.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

Applied Implementation of J2ME 3D Mobile Based on WTK Development Environment (WTK 개발 환경 기반에서의 J2ME 3차원 모바일 응용구현)

  • Joo, Heon-Sik;Lee, Song-Won;Hong, Sung-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.6
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    • pp.253-261
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    • 2008
  • Mobile games will be one of independent industries on game areas and take the fourth standing in the important platform since PC Games, TV Games, and Palm Games. There are several reasons why mobile games will differ in their platform, behaviors, and habits. According to the data of market consultation about the figure of mobile-game players throughout the world, the Mobile game will increase steadily from 780 million in 2007 to 1860 million in 2010. Also, market income will mount up from $42,100 million to $87,000 million. 3D games have been playing important roles in our lives. Satisfying users' needs in high-quality games, they have been growing and attracting more people with their powerful visual effects and the three-dimensional design player. We cannot emphasize their tremendous visual impacts and animation effects too much. This paper displays how to design 3D application based on J2ME (Java 2 Micro Edition) and shows free movement of 3D objects receiving and responding to the keyboard of mobile devices withWTK (Wireless ToolKit) simulator on the 3D screen.

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Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.