• Title/Summary/Keyword: 게임 내 광고

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Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

Content design for Gamification applied to advertising in user interaction (사용자 상호작용에 광고를 적용한 게이미피케이션 콘텐츠 설계)

  • Jung, WonJoe;Lee, ChangJo
    • Journal of Korea Game Society
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    • v.17 no.1
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    • pp.71-78
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    • 2017
  • In this paper, we investigated the approach of advertisement to game users. The interaction area in the game was considered to be an effective advertising delivery area. In order to verify this, theoretical research was applied to the theory of advertising in game interaction. Then, based on the theory, we designed and produced the contents of the Gamification contents. The game was produced by being classified as exposed advertisement and interactive advertisement. Based on these two, professional focus test was conducted. As a result, we have verified the design of a Gamification advertisement applied to game interaction. The validity of the theory of Interactive Advertising Design was acknowledged. However, production verification proved to be below average.

The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • 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.

A Study on the Current Status and Improvement of Advertising on the Copyright Infringement Websites (저작권 침해 웹사이트 내 광고 현황과 개선방안에 관한 연구)

  • Hwang, Jang-Sun;Kim, Woon-Han;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.83-90
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    • 2020
  • Recently, a growing number of copyright infringement websites have illegally copied and posted works such as broadcasting, movies and music, and posted advertisements to make profits. The research is aimed at finding solutions by analyzing the current status of advertisements on copyright infringement websites. The results of this study are as follows. First of all, there are many advertisements harmful to teenagers, such as casinos, betting, games, adult products, and adult meeting, which is necessary to deal with. Secondly, there were many unethical advertisements on copyright infringement websites, but there were also many advertisements from famous companies. Advertisements from large companies and famous brands are also being executed continuously, which can create trust in illegal sites. Therefore, the government, advertisers, citizens, and academia should participate in a campaign to root out the use of illegal websites because it is impossible to eradicate them by crackdown alone. In this paper, we pointed out the practical problems of advertising execution, the main source of revenue for copyright infringement websites, and presented a comprehensive solution.

A Study on Advertisement for Local Governments Using 3D Games (3D 게임을 활용한 지자체 홍보에 관한 연구)

  • Park, Chan-Ik
    • Proceedings of the KAIS Fall Conference
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    • 2009.05a
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    • pp.60-64
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    • 2009
  • 본 논문에서는 지방자치단체에서 역점적으로 추진하는 행사나 신도시, 또는 중점 관광지 등을 홍보하는 수단으로써 3D게임을 제안한다. 현대의 도시는 잘 정비된 도로들, 고층건물들, 자연환경과의 조화를 이루는 친환경적인 요소들을 부각시키는 방법으로 정비되고 있으며 지자체들은 이렇게 변화된 도시의 모습을 홍보하는데 많은 노력과 경비를 들이고 있다. 변화된 도시의 모습을 가상현실로 구현하고 거기에 더하여 게임 기능까지 가진 콘텐츠가 지자체의 웹사이트를 통해 구현된다면 지자체의 행정에 관심이 없던 청소년들까지고 웹 사이트를 자주 방문하면서 자신이 속한 지자체에 대한 관심과 애정을 가질 수 있을 것으로 생각된다. 이런 시뮬레이션의 방법에 3D 게임 엔진의 응용은 매우 유용한 수단이 될 수 있을 것이다. 컴퓨터 하드웨어 사양의 발전으로 근래에 출시되는 3D게임은 거의 실제와 같은 배경을 구현하는데 문제가 없다. 문제점으로 지적되는 높은 게임 개발비의 부담과 거의 1-2년이 걸리는 개발 기간은 기존에 개발된 게임엔진의 활용과 게임 내 광고를 활용하여 상당부분 해결할 수 있는 것으로 사료된다. 연구의 구체화를 위해 전라남도에서 중점적으로 추진하는 프로젝트인 '서남해안관광레저도시' 사업과 '2010 전남 F1 그랑프리'를 연구의 대상으로 삼았다.

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Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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