• Title/Summary/Keyword: 게임개발기업

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Developing the On-line Game Industry's Changing Scenario and Establishing Business Strategy According to the Introduction of IPTV (IPTV 도입에 따른 온라인 게임 산업의 변와 시나리오 개발 및 경영 전략 수립)

  • Kim, Min-Kwan;Han, Chang-Hee
    • Information Systems Review
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    • v.10 no.2
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    • pp.21-48
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    • 2008
  • The Korean on-line game industry is going through a rapid change. The future business environments for potential on-line game companies are very uncertain due to the new service and the different market trends. In this paper, I propose the use of morphological analysis approach for scenario generation about the future of the On-line game industry. The stages of research process were as follows; Firstly, digital contents analysis and key issues were drawn on IPTV in the on-line game industry. Secondly, each key issue was analyzed and the influence factors and directivity flow were found. Thirdly, highly probable future on-line game industry scenarios were derived. In this case, morphological analysis. On the basis of the developed scenarios, I formulated some implications for business strategy of a potential on-line game companies.

The Technology and Development Trends of Brain Computer Interface (뇌-컴퓨터 인터페이스(BCI) 기술 및 개발 동향)

  • Chun, H.S.
    • Electronics and Telecommunications Trends
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    • v.26 no.5
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    • pp.123-133
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    • 2011
  • 뇌-컴퓨터 인터페이스(BCI: Brain Computer Interface)는 차세대 인터페이스의 유력한 대안으로 등장하고 있다. 특히 뇌파 연구의 증진과 뇌-컴퓨터 인터페이스 기술의 활용 확대에 힘입어 발전을 거듭하고 있다. 최근에는 Neurosky, Emotive, OCZ 등의 기업에서 헤드셋 형태의 가볍고 착용이 간편한 기기를 저렴한 가격에 발매함으로써 게임, 집중력 향상 연습 등 다양한 용도로 활용되고 있다. 본 고에서는 뇌-컴퓨터 인터페이스의 개념과 특성, 국내외 개발동향 및 적용전망을 살펴보고, 시사점 및 대응방향을 도출해보고자 한다.

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Spudsville: Designing a Minecraft Game for learning teaching English as a Second Language (스퍼드빌: 제2언어로서의 영어학습을 위한 마인크래프트 게임 설계)

  • Baek, Youngkyun;Kim, Jeongkyoum;Sam, Eisenberg
    • Journal of Convergence for Information Technology
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    • v.12 no.4
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    • pp.143-157
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    • 2022
  • The aim of this study is to design Spudsville, an immersive game environment in Minecraft that can effectively help learners acquire the English language. To create a successful learning experience using Minecraft, the researchers adopted the Agile Model and the Design Thinking approach. The researchers first conducted an analysis through an extensive literature review in order to assess the learners' needs. Afterwards, they designed and developed a Minecraft world based on the data collected during the analysis phase. The researchers learned that implementing constructivist and behaviorist approaches has benefits, even though applying a cognitivist-learning model to Spudsville could have provided the researchers with more insight on how learner processes information. Making these adjustments could improve Spudsville's effectiveness and could potentially help the ways in which gamified learning aids with language acquisition.

An Empirical Analysis of Market Power in The Dallas-Forth Worth Milk Market (Dallas-Forth Worth 우유시장의 시장지배력 측정에 관한 연구)

  • KIM, Donghun
    • International Area Studies Review
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    • v.14 no.3
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    • pp.35-60
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    • 2010
  • In this paper, we develop a dynamic structural model based on a dynamic supergame and measure market power for the Dallas-Forth Worth fluid milk market in the U.S. In particular, we compare the conduct parameter estimates from a static model with that from the dynamic model and illustrate bias in the market-power measure in a static model. And we also analyze the cyclical behavior of firm conduct. We find that the conduct parameter in a static model underestimates true market power if firms' behaviors are posited by a dynamic oligopoly game. We also verify that firm conduct in the Dallas-Forth Worth fluid milk market is countercyclical against demand shocks and expected future cost shocks. Our results indicate that the firms' conduct in the Dallas-Forth Worth fluid milk market is consistent with what dynamic oligopoly models predict. This implies that the firms consider not only the contemporary reactions of the other firms' but also future market competition. Therefore, the measurement of market power requires the specification of fully dynamic pricing relationship.

A Study on the Accessibility of Contents Production in the VR Sports Class (가상현실 스포츠실의 콘텐츠 제작 접근성 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.75-86
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    • 2021
  • This study examines the access index to the development of immersive contents suitable for elementary school users. The findings of this study can be used as a correct development guide for companies participating in the production of virtual reality sports room contents, by providing users with an effective content experience of education and physical exercise based on the immersive content of sports, physical education, and convergence learning linked with various sensor technologies. As for the research method, this study selected content developed based on the standardization guide of the supporting institution. Through research using expert advice, interviews with sports managers, and content experience survey, this study derived a content access standard index of the virtual reality sports room. Finally, the study verified the developed contents through advanced development applying the production standard indicators.

IEEE 802.15.3c WPAN 표준화 기술 동향

  • Lee, U-Yong;Kim, Gyeong-Pyo;Kim, Yong-Seon;Kim, Jin-Gyeong;Gwon, Hyeong-Jin
    • Information and Communications Magazine
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    • v.24 no.8
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    • pp.40-52
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    • 2007
  • 본고에서는 비/저활용(57-66GHz) 대역에 대한 새로운 주파수 자원을 개척하여 HDTV급 신호를 케이블 및 위성방송 셋톱박스, 게임콘솔, DVD플레이어, 캠코더 및 이동식 멀티미디어 장비와 무선으로 연결시키는 전송 기술 개발을 위하여 Intel, Philips, Motorola, IBM, SiBeam, Panasonic, Sony등 세계적인 기업들이 국제 표준화(IEEE802.15, ETSI/BRAN, ECMA International) 공동 협력 및 기술 개발 경쟁을 벌이고 있는 상황이다. 본 표준기술은 국내 기업이 세계 시장을 장악하고 있는 LCD, PDP 및 차세대 DVD플레이어 등에 적용될 Wireless HD-SDI(High Definition Serial Data Interface)/ DVI(Digital Visual Interface)와, 외장 하드 디스크, 메모리 등 외부 기억 장치와의 자원 공유에 사용될 Muti-Gbps급 Wireless LAN, Wireless PAN, Wireless SAN(System Area Network) 등에 적용될 무선 전송 기술이다. 비/저활용 $59{\sim}66GHz$ 대역에 대한 국제 표준화로 IEEE802.15.3c를 중심으로 활발히 일어나고 있는 표준기술과 표준화 동향을 살펴본다.

Design of method to analyze UI structure of contents based on the Morphology (형태적 관점의 콘텐츠 UI구조 분석 방법 설계)

  • Yun, Bong Shik
    • Smart Media Journal
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    • v.8 no.4
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    • pp.58-63
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    • 2019
  • The growth of the mobile device market has changed the education market and led to the quantitative growth of various media education. In particular, smart devices, which have better interaction than existing PCs or consoles, can develop more user-friendly content, allowing various types of educational content and inducing changes in traditional education methods for consumers. Although many researchers recently suggest viable development methods or marketing elements of contents, development companies, and developers, until now, merely rely on the human senses. Therefore, it is necessary to study the actual user's smart-device based usability and experience environment. This study aims to propose an intuitive statistical processing method for analyzing the usability of game-type educational contents in terms of form, for popular games that have been released as a basis for analyzing the user experience environment. In particular, because the game industry has a sufficient number of similar examples, it is possible to conduct research based on big data and to use them for immediate decision-making between multiple co-developers through the analysis method proposed by the research. It is expected to become an analytical model that can communicate with other industries because it is effective in securing data sources.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

A Study on the Factors Affecting Customer's Intention to Use the Mobile Game Service (모바일 게임 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kim Hyo-Jeung;Han Chang Hee;Suh Bomil;Kim Keun-Chong
    • The Journal of Society for e-Business Studies
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    • v.10 no.1
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    • pp.1-19
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    • 2005
  • Recently, the mobile game industry is explosively extending and advancing. Nevertheless, although research on IT acceptance has been actively performed, the effective studies have not been accomplished in the acceptance of mobile game. This study, therefore, explores the factors affecting customer's intention to use mobile game. Five external factors(service quality, social influence, instant connectivity, self-innovativeness, and self-efficacy) are proposed to test the several hypotheses. The factors are classified to three dimensions - system, individual, and society. The research model is based on various studies on TAM(Technology Acceptance Model) and mobile service. A survey of mobile game users collected 270 cases, and we used 261 cases for statistical analyses. The analyses show that service quality, instant connectivity, self-innovativeness, and self-efficacy have an indirect effect on the intention to use through perceived usefulness and perceived ease of use. We provide the important factors that should be focused on when an enterprise develops and promotes new mobile game products.

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