• Title/Summary/Keyword: 게임지출

Search Result 13, Processing Time 0.028 seconds

A study on the difference in the amount of spending on game use by gender (성별에 따른 게임이용 지출금액 차이에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.203-204
    • /
    • 2022
  • 본 연구에서는 게임관련 학업을 전공으로 하는 남학생 27명, 여학생 18명, 총 45명을 대상으로 게임이용 한달 지출 금액을 조사하였다. 그 결과 남학생의 경우는 응답자의 약 74%가 게임이용에 금액을 지출한다고 응답하고 있으며, 여학생의 경우는 응답자의 50%가 게임이용에 금액을 지출한다고 응답하고 있다. T-검정 결과, 양측검정 유의수준 P값이 0.13(P>0.05)로 남학생과 여학생간의 게임이용에 대한 지출금액의 평균에 대한 차이가 없는 것으로 나타났다. 결론적으로 게임관련 학업을 전공으로 하는 학생들은 남학생과 여학생 구분없이 게임이용에 지출하는 금액의 평균의 차이가 없다고 할 수 있다.

  • PDF

The Probabilities and Expenditures of Game Users' Loot Box Purchases: Focusing on Differential Effects between Adults and Teenagers (확률형 아이템 구매 확률과 지출액에 대한 실증연구: 성인과 청소년의 차이를 중심으로)

  • Choi, Dong-Ook;Chang, Geun-Young
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.123-138
    • /
    • 2020
  • The purpose of this study is to examine the probabilities and expenditures of game users' loot box purchases and to verify if there are differential effects on adults and teenagers. Results show that the purchasing probability of teenagers was significantly lower than that of adults, and the amount was also low or not significant. In addition, loot box purchasing has a positive correlation with the total expenditure on games, but teenage buyers have a lower game spending than adults do. This suggests the possibility that loot boxes are considered as cost-saving products for teenage gamers.

A Study on the Fun Factors to Improve Game Quality (게임 품질 향상을 위한 재미요소에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.65-68
    • /
    • 2020
  • 최근 코로나19 영향이 가장 컸던 2020년 1분기 동안 전세계 모바일 게임은 전년 동기 대비 약 18% 증가한 약 123억 건이 다운로드 됐으며, 소비자 지출은 약 2% 증가한 약 166억 달러를 달성한 것으로 나타났다. 그러나 글로벌 게임시장의 규모가 상승하는 가운데 국내에 출시된 모바일게임을 전체적으로 살펴보면 게임성이 향상되지 못한 부분에 대해서 글로벌 게임 경쟁력에 대한 해결방안이 마련되어야 할 것으로 생각한다. 본 논문에서는 게임의 재미요소와 관련해서 다양한 내용으로 게임 사용자들의 의견을 알아보면서 게임을 플레이하는 사용자 측면에서 의견들을 분석한 결과 재미요소가 게임의 품질을 결정하는 중요한 부분으로 사용자들과의 소통, 피드백을 통해 의견을 받고 수렴해주는 커뮤니케이션이 매우 중요함을 제시하고자 한다.

  • PDF

Consumer Oriented Pricing According to the New Game Product Launching (게임 신제품 출시에 따른 소비자 지향적인 가격결정)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
    • /
    • v.5 no.2
    • /
    • pp.29-36
    • /
    • 2005
  • Determining the price of a newly developed game product is a substantial matter affecting many aspects of corporate management. An appropriate pricing based on the proper data encourages consumers to purchase products repeatedly Yet presently most game companies prefer to set a price according to the cost including developing expense, advertising expense and law materials. As a result that price does not reveal the rue value of the product, many corporations face the demerits in the corporate management including the low sales, the loss of client and the poor promotion. This study has emphasis on the evaluating the price according to the consumer view rather than either corporate or industrial view. The price preference research analysis shows that Korean gamers prefer the price ranging around 30 thousand won in the simulation game, RPG game, and arcade game. In the online game, around 20 thousand won is the preferred price. This difference explains well the features of each game categories.

  • PDF

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.6
    • /
    • pp.439-452
    • /
    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

Customer Churn Prediction Using RNN (RNN을 이용한 고객 이탈 예측 및 분석)

  • Lee, Seihee;Lee, Jee-Hyung
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.45-48
    • /
    • 2016
  • 오늘날의 고객은 다양한 정보를 통해 넓은 선택의 기회를 가진다. 이러한 상황에서 기업들은 고객과의 지속적인 관계를 유지하기 어려워짐에 따라 고객 유지와 신규 고객 유치를 위한 마케팅 비용을 천문학적으로 지출하고 있다. 기업들이 이탈하는 고객의 속성을 분석하고 이탈 시점을 예측할 수 있다면 마케팅에 사용되는 비용과 노력을 최소화할 수 있을 것으로 예측된다. 이를 위해 본 논문에서는 효과적인 고객 이탈 예측을 위한 딥러닝 기반의 이탈 예측 모델을 제안한다. 이 모델은 모바일 RPG 게임 고객의 시계열적인 행동 패턴을 이용하여 이탈을 예측하는 모델로, 예측을 위한 학습을 할 때 모델링된 고객 데이터를 분석하여 이탈 고객의 특성을 파악할 수 있게 한다. 실험을 통해 이탈 고객과 미 이탈 고객의 모델링된 값이 각각 특정 속성에 치중되어 있는 것을 확인하였고, 제안 모델이 합리적으로 고객의 이탈을 예측하는 것을 보였다.

  • PDF

A study on the System for the Mobile electronic account (모바일 전자장부시스템에 관한 연구)

  • Choi, Byung-Kook;Song, Eun Jee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2005.05a
    • /
    • pp.1541-1544
    • /
    • 2005
  • 모바일이란 본래 ‘움직일 수 있는’ 이라는 뜻으로, 휴대폰과 휴대용 개인 정보단말기(PDA) 등과 같이 이동성을 가진 것들을 총칭한다. 최근 휴대폰을 인터넷에 접속하여 입출금 등의 은행 업무를 보는 모바일뱅킹, 온라인 게임을 하는 모바일게임, 영화를 실시간으로 보는 모바일영화 등 다양한 서비스가 제공되고 있으며 새로운 모바일서비스가 생겨나고 계속 개발 되고 있다. 본 연구에서는 인터넷 가계부의 단점을 보완할 수 있는 모바일 전자장부 시스템을 제안한다. 이 시스템은 언제 어디서나 지출수입내역을 확인하고 기록이 가능하며 인터넷과의 연동으로 전체적인 개인경제의 흐름을 확인할 수 있다.

  • PDF

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
    • /
    • v.26 no.3
    • /
    • pp.55-66
    • /
    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

The Influences of Personal Characteristics and Betting Games on Problem Gambling among Out-of-school Adolescents in South Korea (학교 밖 청소년의 개인 특성 및 돈내기 게임 경험이 문제도박에 미치는 영향)

  • Chang, Hae-Lim;Lee, Jaekyoung;Lee, RaeHyuck
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.10
    • /
    • pp.558-567
    • /
    • 2018
  • This study was the first attempt to investigate which factors influence problem gambling among out-of-school adolescents in South Korea. Using data from the 2015 Survey on Youth Gambling Problems, this study examined the influences of personal characteristics and betting games on problem gambling among out-of-school adolescents. Regression analyses of personal characteristics on problem gambling showed that being male adolescents, having more allowance, living without parents/guardians, or belonging to probation was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Also, regression analyses of betting games on problem gambling revealed that doing betting games more frequently, doing betting games more time, or spending more money on betting games was associated with higher likelihood of doing problem gambling among out-of-school adolescents. Based on the findings, this study suggested practice and policy implications for addressing problem gambling among out-of-school adolescents.

Third-Party Financing Contracts Between Energy Users and Energy Saving Companies (비대칭정보하에서의 최적계약 도출 -에너지절약시장)

  • Kang, Kwang-Kyu
    • Journal of Environmental Policy
    • /
    • v.8 no.4
    • /
    • pp.75-94
    • /
    • 2009
  • The process of obtaining third-party financing contacts was analyzed via a two-stage game model: a "signaling game" for the first stage,and a "principal-agent model" for the second stage. The two-stage game was solved by a process of backward induction. In the second stage game, the optimal effort level of the energy saving company (ESCO), the optimal compensation scheme of the energy user, and the optimal payoffs for both parties were derived for each subgame. The optimal solutions forthe different subgames were then compared with each other. Our main finding was that if there is some restriction on ESCO's revenue (e.g. a progressive sales tax) that causes ESCO's revenue toincrease at a decreasing rate, then the optimal sharing ratio is uniquely determined at a level of strictly less than one under a linear compensation scheme, i.e. a unique balance exists. Subgames have a unique equilibrium arrived at separately for each situation,. Within this equilibrium, energy users accept energy audit proposals from H-type ESCOs with high levels of technology, but reject proposals from L-type ESCOs with low levels of technology. While L-type ESCOs cannot attain profits in the third-party financing market, H-type ESCOS can pocket the price differential between L-type and H-type audit fees. Accordingly, revenues in an H-type ESCO equilibrium increase not only in line with the technology of the ESCO inquestion, but also faster than in an L-type equilibrium due to more advanced technology. At the same time, energy users receive some positive payoff by allowing ESCOs to perform third-party financing tasks within their existing energy system without incurring any extra costs.

  • PDF