DOI QR코드

DOI QR Code

중국 모바일 게임의 한국 소비자 취향 분석

Analysis of Korean Gamers' Preferences on Chinese Mobile Games

  • Song, Doo Heon (Department of Computer Games, Yong-in SongDam College)
  • 투고 : 2018.04.09
  • 심사 : 2018.05.08
  • 발행 : 2018.07.31

초록

2017년 우리 게임 시장의 특징 중 하나가 중국산 모바일 게임의 국내 흥행 성공이다. 국내 퍼블리셔와의 협업 강화 및 중화권 색채 덜어내기는 외형적인 면에서의 비즈니스 성공 요인이라 하겠으나 한국 모바일 게이머들이 중국산 게임을 예전보다 쉽게 받아들이는 데에는 상당한 다른 이유도 있다고 생각된다. 본 논문은 따라서 2017년에 중국 모바일 게임을 플레이 한 국내 사용자들의 평소 장르적 취향과 중국 게임 사전 인지 여부, 또 어떤 면에서 국내 게임보다 더 선호되었는지 등을 설문을 통해 밝히고자 하였다. 설문은 주로 청년 사용자들이 몰리는 여러 모바일 게임 사이트를 대상으로 하였으며 총 201명이 응답하였다. 응답자들은 79%가 남성이고 대부분이 20대 이하였으며 분석 결과 장르 별 성차가 있었는데 남성은 미소녀 함선 게임을 주로 하지만 여성은 수집형 게임을 더 좋아하는 것으로 나타났으며, 성별을 불문하고 한국 게이머들이 중국 모바일 게임의 오토메적 혹은 에로 카와이적 선정성이 강화된 일러스트와 한국 게임과는 다른 과금정책 및 운영정책에 높은 점수를 주었다.

Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games' charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).

키워드

참고문헌

  1. E. McDonald, New Gaming Boom - Summary of Global Games Market Report, Nov. 18, 2017, [Internet] Available: https://newzoo.com/insights/articles/new-gaming-boom-newzoo-ups-its-2017-global-games-market-estimate-to-116-0bn-growing-to-143-5bn-in-2020/
  2. Thisisgame, Look back on 2016 Chinese Mobile Game Market, 2017.3.14., [Internet] Available: http://www.thisisgame.com/webzine/nboard/212/?n=70102
  3. J. Jeong, Korean Gaming Market Report on Chinese Mobile Game in 2017, April .3 2018, [Internet] Available: http://blog.igaworks.com/2018chinamobilegame/
  4. C.Y. Choi,. "A Study of the Version Number & ASO Policy of Chinese Online Game Market," Korea Business Review, vol. 10, no. 1 pp 47-62, April 2017.
  5. Y. D. Lee, J. Y. Dong, "An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China," Journal of Korea Game Society, vol 14, no. 1, pp 7-18, Feb. 2014. https://doi.org/10.7583/JKGS.2014.14.1.7
  6. S. A. Shim, H. W. Jung, "An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality," Journal of Digital Convergence, vol. 15 no. 5, pp 381-390, May 2017. https://doi.org/10.14400/JDC.2017.15.1.381
  7. J. M. Kim, "A Study on the Pattern of Using Mobile Game-Focusing on Chinese Users," Journal of the Korean Society of Design Culture, vol. 19 no. 3, pp 109-117, Sep. 2013.
  8. Business Post, Chinese Games High in the Market - Crisis of Korean small/medium Game companies, 2017.9.1. [Internet] Available: http://www.businesspost.co.kr/BP?command=naver&num=57874
  9. Gamemeca, Targeting the Global Market from the Design : Chinese Mobile Games are changed, 2017.7.18., [Internet] Available:https://www.gamemeca.com/view.php?gid=1367654
  10. S. L. Kim, "Popular Culture and Art - Moe Element and Database Consumption," M. A. Theses, Sejong University, 2015.
  11. S. A. Sung, "Analysis of Japan's Contemporary Consciousness of War through Web Browser Game focused on 'Fleet Collection - Gankore'," M.A. Theses, Korea University, 2017.
  12. H. Azuma, The Animalization of Otaku Culture, E. M. Lee (Transl.), Munhakdongne, Seoul, Korea, 2007.
  13. P. W. Galbraith, "Moe: Exploring virtual potential in post-millennial Japan," Electronic journal of contemporary japanese studies, (Online) Oct. 2009.
  14. E.A. Van Reijmersdal, J. Jansz, O. Peters, G. Van Noort. "Why girls go pink: Game character identification and game-players' motivation," Computers in Human Behavior. vol. 29 no. 6 pp 2640-2649 Nov. 2013. https://doi.org/10.1016/j.chb.2013.06.046
  15. D. H. Song, S. Park, S. W. Yang,Y. Yang, K. Won, "Gender Differences and Gender Stereotype in Play Style among Young Korean Gamers," Journal of the Korea Institute of Information and Communication Engineering, vol. 21 no.1, pp 72-81. Jan. 2017. https://doi.org/10.6109/jkiice.2017.21.1.72
  16. E. J. Cho, "Monetization of Smartphone Games in South Korea, Japan, and China," Journal of Korea Game Society, vol. 17 no. 2, pp 75-84. June 2017. https://doi.org/10.7583/JKGS.2017.17.2.75
  17. N. Choi, "A Study on Internet Game, Physical Exercise and Obesity of Children in Korea and USA," Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology, vol. 5, no.4, pp.307-314 Aug. 2015, http://dx.doi.org/10.14257/AJMAHS.2015.08.42

피인용 문헌

  1. 성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로 vol.24, pp.1, 2018, https://doi.org/10.6109/jkiice.2020.24.1.71