Browse > Article
http://dx.doi.org/10.7230/KOSCAS.2015.40.367

The Analysis of the Successful Factor of in Japanese Mobile Game  

Baek, Jae-Yong (한양대학교 문화콘텐츠학과)
Kim, Young-Jae (한양대학교 문화콘텐츠학과)
Publication Information
Cartoon and Animation Studies / v., no., 2015 , pp. 367-395 More about this Journal
Abstract
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.
Keywords
Puzzle & Dragon; Mobile Game; Success Factors; Business Model;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 야노경제연구소 편집부, 한국스마트폰게임시장에 관한 조사결과, 일본야노경제연구소, 2013.
2 박유리 외, 스마트 기기 이용형태 실증분석, 정보통신정책연구원, 2011, pp.31-33.
3 한국콘텐츠진흥원 정책연구실, 2014 대한민국 게임백서 [상], 한국콘텐츠진흥원, 2014, pp.21-31.
4 DMC 리포트, 소셜네트워크게임(SNG) 이용형태 조사, DMC미디어, 2012.
5 백재용.김영만, 모바일 게임에서의 문화융합 사례 연구, 만화애니메이션 연구, 통권 제39호, 2015, p386.
6 홍동숙 외, 스마트폰 게임의 비즈니스 모델 및 성공요인 분석, 한국엔터테인먼트산업학회논문지, 제7권 제4호, 2013, pp. 57-59.
7 겅호 일본 공식 홈페이지, "겅호 온라인 엔터테인먼트 결산자료", 2013, 2014, http://www.gung ho.co.jp/.
8 이승운, "도시든 음식이든 가리지 않는다! 퍼즐앤드래곤에 등장하는 콜라보 작품들 (2)", 퍼즐앤드래곤 디스이즈게임 게임뉴스, 2014년 10월 2일.
9 이재설, "'엄지족' 열광하는 모바일 게임, 평균 수명은 얼마?", KBS News, 2014년 9월 19일, http://news.kbs.co.kr/news/NewsView.do?SEARCH_NEWS_CODE=2933012&ref=A.
10 오의덕, "퍼즐앤드래곤의 성공비결? 겅호 모리시타 회장 "핵심은 직관성"", 퍼즐앤드래곤 인벤 게임뉴스, 2014년 3월 22일, http://www.inven.co.kr/webzine/news/?news=106664&vtype=pc
11 최호경, "'찍어내기 식 모바일게임', 글로벌 경쟁력 하락 우려", 게임동아, 2013년 6월 28일, http://game.donga.com/68301/.
12 Adrian Slywotzky.David Morrison, The Profit Zone, Times Books, 1997.
13 Gary Hamel, Leading the Revolution, Harvard Business School Press, 2000.
14 Mark Johnson, Seizing the White Space: Bisness model innovation for growth and renewal, Harvard Business School Press, 2010.
15 川上昌直, 儲ける仕組みをつくるフレ一ムワ一クの教科書, Kanki Publishing, 2013.
16 App Annie.IDC, "Portable Gaming Spotlight, 2014 Review", 2015, p13.
17 App Annie, "2014 Retrospective - Top App Trends of 2014", App Annie Index, 2015, p6, p16.
18 David Teece, "Business Models, Business Strategy and Innovation", Long Range Planning, 43(2/3), 2010, pp.172-194.   DOI
19 Henry Chesbrough, "Business model innovation: it's not just about technology anymore", Strategy & Leadership, 35(6), 2007, pp.12-17.   DOI
20 Newzoo, "Newzoo's Top 25 Public Companies by Game Revenues Ranking", 2014, www.newzoo.co m/companyrankings.
21 퍼즐 앤 드래곤 구글 플레이, https://play.google.com/store/apps/details?id=jp.gungho.pad.
22 퍼즐 앤 드래곤 공식 PV, https://youtu.be/ZgyI4s8_RUo.
23 퍼즐 앤 드래곤 인벤, http://www.inven.co.kr/.
24 퍼즐앤드래곤 일본 공식 홈페이지, http://pad.gungho.jp/, 14.11.12.
25 네이버, 매치3게임, http://navercast.naver.com/contents.nhn?rid=122&contents_id=48280, 2015. 04.12.
26 <퍼즐 앤 드래곤> for Android (Puzzle & Dragons, 2012)