Browse > Article
http://dx.doi.org/10.7583/JKGS.2017.17.2.75

Monetization of Smartphone Games in South Korea, Japan, and China  

Cho, Eun-Ha (Dept. of Visual Culture, Kangwon National University)
Abstract
With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.
Keywords
Mometization Model; In-Game Advertizing; Pay-per-download; Micropayment;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 Eun-Ha Cho, " The Evolution of Smartphone Game System through Auto Play System", Journal of Korea Game Society, Vol.16, No.3, Korea Game Society, 2016.
2 Jun-Seok Huh, "Searching for the Economic Logic of Item Cash-Trade System", Korea Online Game Industry Research, KIPA, 2004.
3 Rose, M. "Chasing the Whale: Examining the ethics of free-to-play games", Retrieved 4 2, 2017, from Gamasutra.com: http://www.gamasutra.com/view/feature/195806/chasing_the_whale_examining_the_.php
4 Doo-Il Kim, "Chinese mobile game market strategy", pp.59-67, Acorn, 2015.
5 加藤裕康, "ゲームセンター文化論," 新泉社, 2011.
6 Na-Yeoun Kim, "Global launching QA in Mobile Environment", Nexon Developers Conference, 2016.
7 Doo-Il Kim, "Chinese mobile game market strategy", pp.131-143, Acorn, 2015.
8 小山友介, "日本 デジタル ゲーム 産業史", pp.319-325, 人文書院, 2016.
9 Sellers, J.. "Arcade Fever," pp.10-19, Running Press, 2001,
10 Loftus, G & E. Loftus, "Mind At Play", Basic Books, 1983.
11 Wolf, J.P. (ed) "The Video Game Explosion", pp.53-58, Greenwood Press, 2008.
12 Bartle, R.., "Designing Virtual Worlds", New Riders, 2004.
13 Pearce, C. & Artemesia. "Communities of Play", The MIT Press, 2009.
14 新宅純二郎, 柳川範之, 田中辰雄 (eds) "ゲーム産業の経済分析", pp.315-319, 東洋経済新報社, 2003.
15 徳岡正肇, "ソーシャルゲーム業界最新事情", ソフトバンククリエイティブ, 2011.
16 小山友介. "日本デジタルゲーム産業史". pp. 325-336, 人文書院, 2016.