• Title/Summary/Keyword: 게임의 가치

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게임산업의 가치사슬체계와 산업으로서의 역할 분석에 관한 연구

  • Choi, Sang-In;Jeong, Sang-Yeop;Sin, Min-Su
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.695-700
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    • 2008
  • 본 연구는 게임산업이 과연 산업으로서 가치가 있는 산업이고, 생산성을 가진 하나의 산업으로 볼 수 있는지를 알아보기 위해서 가치 사슬 관점에서 게임 산업을 분석하였다. 기존의 연구는 게임산업을 플랫폼 별로 나누어 그에 따른 일반적인 분석과 동향, 전망이 주를 이루고 있으며, 게임산업 전반을 살펴볼 수 있는 공통적 가치사슬에 대한 연구는 부족한 실정이다. 그리고 게임산업 분석에 관한 명확한 프레임 워크가 연구되지 않고 있으며 세부 구성요소들의 관계, 가치의 생성과정에 관한 연구 또한 이뤄지지 않고 있다. 따라서 본 연구에서는 게임산업을 분석하기 위한 산업 전반의 공통적 프레임워크를 제시하고, 가치사슬 관점에서 세부적으로 게임산업을 분석한다. 그리고 게임산업의 내부구조와 상호 연결관계를 분석한다. 이를 통해 본 연구에서는 국가 경제에 있어 게임산업의 역할을 분석하여, 게임산업이 생산성을 가지는 하나의 산업으로서 가치가 있는 산업인지를 알아보려고 한다.

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

A Study on Factors Influencing the Intention of Playing On-line Games (온라인게임 플레이 의도의 영향요인 연구)

  • Park, Seong-Taek;Kim, Tae-Ung;Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.53-61
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    • 2012
  • This study investigates the determinants of continuous user intention of playing on-line games. Based on the data collected through on-line survey, we find that telepresense and commitment influence on the perceived utility of on-line games which, in turn, has effects on continuous user intention of and information sharing among on-line game players. In addition, the findings support the premise that the method of playing game and challenges influence on commitment, whereas rewards for playing game do not. As another determinant of perceived utility of on-line games, telepresense is found to be guided by diplomatic system and storytelling in on-line games.

The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.17-24
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    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

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Aesthetic Potential and Value Characteristics of the Game (게임의 미학적 잠재성과 가치 특성)

  • Lee, Jangwon;Yoon, Joonsung
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.131-148
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    • 2016
  • The cultural status of the game is always compared with the various area of art, and this discussion is continuing from appearance of the game to the present. During the same period, the cultural influence of the game is gradually increased, but public awareness was significantly undervalued the artistic value of the game. So, the change in this evaluation is needed in order to constantly maintain a cultural influence and to provide a positive influence on our society. Therefore, it is required that the research to prove their aesthetic value in the viewpoint of the game. This paper explores the new aesthetic potential of the game through a discussion of various similarities and the relationship between games and art. We look at the views on the game from the artistic point of view through game art and art game. And it find out the aesthetic subject and value of game. Finally, the approach through features of the information aesthetics and the generative aesthetics helps your understanding of the game aesthetics.

A Study on the Direction of 'Korea Game Forum' ('대한민국게임포럼'의 방향성 연구)

  • Lee, Jae-Hong
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.43-52
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    • 2014
  • The direction of the Korea Game Forum is to check on the nature of games and to create a positive ecosystem of the game industry. And it would also be to promote the public understanding of the cultural and artistic values of games so as to promote the good effects image, and to induce supporting policies of the government, which will strengthen the global competitiveness of the game industry. Thereby the Forum would contribute to the establishment of the government policies on game industry, and lead the positive game manufacturing climate, which will induce the spreading of good game movement in the industry.

Effects of Random Reward Items Use on Adolescents' Game Addiction Change : Focus on Self esteem, Depression, Self-control, Material Value, and Game Cognition (확률형 아이템 게임 이용이 청소년의 게임 과몰입 변화에 미치는 영향 : 자존감, 우울감, 자기통제, 물질가치 그리고 게임인식을 중심으로)

  • Lee, Seungje;Lee, Daeyoung;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.51-62
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    • 2018
  • Recently, there has been an increasing social concern over the use of random reward game items. In this paper, we try to understand the effect of using random reward game on adolescents based on the survey data over a year. In addition, regression analysis was conducted to examine how socio-psychological variables affect the game addiction of adolescents according to use of random reward games. As a result of analysis, it was found that the random reward game use group had lower self esteem and higher material value than the normal game use group. Also, self esteem and material value have a significant effect on game addiction. And finally, the results and implications were discussed.

Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea (실물옵션을 이용한 온라인게임 개발사 가치평가 사례연구)

  • Yoo, Chang-Sok;Heo, Eunn-Yeong;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.31-41
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    • 2011
  • To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.

An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China (중국 온라인 게임 이용자의 인지가치 및 충성도 영향요인에 관한 연구)

  • Lee, Young-Duck;Dong, Zhi-Juan
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.7-18
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    • 2014
  • For the rapid growth of Chinese on-line game market in this decade, it became more necessary to study Chinese on-line game industry, business strategy, and, especially the behavioral characteristics of on-line game users. In spite of these necessities, there were a few studies on these research fields in China. The current study investigated the relationships among perceived price, perceived quality, the flow, perceived value, and loyalty of Chinese on-line game user. In addition, we tested the influence factors on perceived value and game user loyalty of on-line game user through AMOS method. Results showed that perceived value and game loyalty are positively related perceived price and the flow, the flow and perceived value respectively.