• Title/Summary/Keyword: 유료화

Search Result 212, Processing Time 0.029 seconds

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
    • /
    • v.17 no.2
    • /
    • pp.75-84
    • /
    • 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 Fee-based Strategy of Internet Service: A Case of Freechal (인터넷 서비스의 유료화 정책에 관한 연구: 프리챌 사례를 중심으로)

  • Hong, Soon-Goo;Kim, Na-Rang
    • Information Systems Review
    • /
    • v.6 no.1
    • /
    • pp.37-51
    • /
    • 2004
  • With the fee-based policy starting in 2001, the income statement of the contents providers shows that the contents sales is the number one portion, while the dotcom companies focusing on community sites have difficulties in diversifying business models. To overcome this problem, Freechal, a leader of community sites, employed a fee-based strategy for the first time in 2002, however, this attempt was failed because of a rapid decreasing number of community members. Many Internet companies too much relying on advertisement sales have been trying to turn into the fee-based business model, however, it is difficult for them to make an action plan owing to little research in this field. This paper provides an overview of community sites including their history, business models, and characteristics as well as suggests the implications from a Freechal case.

Mobile Game Analytics Technology Trends (모바일 게임 분석 기술 동향)

  • Lee, S.K.;Jang, S.H.;Yang, S.I.
    • Electronics and Telecommunications Trends
    • /
    • v.32 no.4
    • /
    • pp.96-103
    • /
    • 2017
  • 최근 모바일 게임 산업에서는 게임 이용 중 게임 내 필요한 아이템을 별도로 구매하는 부분 유료화 비즈니스 모델이 지속해서 성장하고 있다. 부분 유료화 게임은 이용자 측면에서 접근성이 용이하며, 게임 제공자 측면에서는 구매를 유도하는 방법들이 고도화되었다. 인기게임의 경우 부분 유료화로 인한 수입이 지속적으로 증가하고 있다. 본고에서는 모바일 부분 유료화 게임에 대해 게임 운영을 최적화하기 위한 기술들을 살펴보고자 한다. 먼저, 게임 현황 파악 및 분석을 위한 대표적인 게임운영지표 분석 솔루션들을 요약하고, 게임운영지표를 개선하기 위한 게임 이용자 행동예측 기술들을 소개한다. 또한, 최근 연구되고 있는 모바일 게임 분석 기술의 한계점을 돌아보고 향후 연구 방향에 관해 기술한다.

Open Internet Connection and Charged Web DB Service (Web DB의 개방형 접속 및 유료화 서비스)

  • 윤장우;김대웅
    • Proceedings of the Korea Database Society Conference
    • /
    • 1997.10a
    • /
    • pp.376-392
    • /
    • 1997
  • 요즘 우리는 정보의 바다라고 불리는 인터네트 때문에 엄청난 변화의 소용돌이에 휩싸이고 있다. 이 인터네트 세계에는 밤낮없이 새로운 정보와 다양한 사고가 넘쳐나고 있으며, 인터네트를 이용한 정보확산은 국가간 국경을 무색하게 하고 있으며 이로 인해 새로운 서비스 사업 기회가 펼쳐지고 있다. 인터네트 서비스의 발전 단계를 살펴보면 인터네트 접속서비스를 위한 Infra 구축단계 그리고 인터네트 Web 구축 제공 사업 등 발전 단계를 거쳐 전자상거래, 그룹웨어 각종 응용서비스 등 컨텐트 (Contenr) 사업의 안정화 단계로 나눌 수 있는데 국내의 경우 모든 단계가 동시에 급성장하고 있다. Web DB의 유료화는 컨텐트 사업 활성화를 위해서는 필수적인 사항으로 이 분야의 기술 개발은 매우 중요한 의미를 가지고 있다. 본 원고에서는 응용서비스의 기본이 되는 Web DB의 유료화 흐름과 최근 한국통신에서 개발되고 있는 유료화 정책인 웹인포샵 서비스에 대한 일부 기술적인 내용을 서술하고자 한다. 본 원고의 일부는 주요 정보통신 신문의 내용을 인용하였음을 밝혀 둔다.

  • PDF

A Study on Model of paid Digital Contents for Public Institutions (공공서비스기관의 콘텐츠 유료화 모형에 관한 연구)

  • 신기정;문영수
    • The Journal of the Korea Contents Association
    • /
    • v.3 no.2
    • /
    • pp.46-56
    • /
    • 2003
  • Recently, digital contents have become increasingly perceived as a axe aspect of national development, and as such their generation and widespread promotion is being now pursued on a global basis, as govemment move to assist corporations in the realization of consistent industrial develo- pment. Efforts are also being made to seek avenues for the paid use of qualitativefy excellent contents, instead of relying upon traditional methods of free-of-charge provision. This paper examined the role of public institutions for the charging and development of contents industry. And it is suggested that promotional strategy and mode! for paid digital contents. ln particular, it is focused on those cases by the the Korea Institue of Science and Technology Information (KISTI) as a non-profit institution in public information sevice.

  • PDF

A Study on Factors Affecting Chinese Users' Willing to Pay for Online Paid Knowledge Contents: Focusing on Theory of Planned Behavior (중국 온라인 유료 지식 콘텐츠 구매의도에 영향을 미치는 요인: 계획된 행동이론(TPB)중심으로)

  • Jing, Jia;Lu, Chen
    • Journal of Digital Convergence
    • /
    • v.18 no.2
    • /
    • pp.151-162
    • /
    • 2020
  • In this paper, a research model was designed to investigate the factors affecting the purpose intentions to the online paid knowledge contents in China. The research model includes the contents characteristics, recognition of copyright, recognition of paid, the theory of planned behavior factors. In this research, the data was collected by online survey, and in final analysis, 457 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 25.0 and AMOS 23.0. The results of the study are as follows: the contents characteristics partially give positive effects to attitude. In addition, recognition of paid and planning behavior theory factors have positive effects to purpose intentions. This paper provides a useful scheme to promotion the purpose of purchase for paid online knowledge contents.

A Study on plans for paid digital contents within a public information service institution (공공정보서비스기관의 디지털콘텐츠 유료화방안에 관한 연구)

  • 신기정;문영수
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2003.05a
    • /
    • pp.277-290
    • /
    • 2003
  • Recently, digital contents have become increasingly perceived as a core aspect of national development, and as such their generation and widespread promotion is being now pursued on a global basis, as federal governments move to assist corporations in the realization ofconsistent industrial development. Efforts are also being made to seek avenues for the paid use of qualitatively excellent contents, instead of relying upon traditional methods of free-of-charge provision. International corporations as well as governments are committing themselves to the search for a more developed approach to paid contents. In this report, the role of public institutions in executing plans and promotional strategies for the charging and development of the contents industry is examined. In particular, the case of paid contents is analyzed in relation to the Korea Institute of Science and Technology Information (KISTI), which is assigned the task of contents distribution to the general public in its capacity as a public information service institution, not as a profit-oriented general corporation.

  • PDF

Strategy for Paid Digital Contents after the Advent of N-screen Era: Focused on News-contents Business Models of Foreign Newspaper Companies (N-스크린 환경 도래에 따른 디지털 콘텐츠 유료화 전략 : 해외 신문사의 뉴스 콘텐츠 사업 모델을 중심으로)

  • Kim, Daewon;Woo, Hyejin;Kim, Seongcheol
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.9
    • /
    • pp.509-526
    • /
    • 2015
  • The study investigated the N-Screen strategies of paid digital contents of foreign newspapers belonging to advanced companies: USA, United Kingdom, and Japan. This research employed the time to launch paid digital content business, whether or not to segment market, and 4p marketing mix strategies for analyzing the strategies. The results show that the strategies, starting around the year 2000, had experience chasm, and then revived since the year 2010, when the penetration rate of mobile devices proliferated. Most newspapers still supply contents under the assumption that they paly in a mass market. The items of paid digital contents are mainly composed of e-paper and digital contents. Regarding the price strategy, soft paywall and combination paywall are largely used. Distribution strategy is subject to whether or not to discriminate the path of digital contents. As for promotion strategy, bundling strategy with newspaper is mostly utilized. The difference between western countries and Japan was found in term of the free trial service.

The Boundary Conditions of Free-to-Play Business Model in the Economic Perspective: a case study (경제학 관점에서 부분유료화 게임 비즈니스 모델 분석 및 사례 연구)

  • Yoo, Changsok;Jung, Jaeki;Lee, Sachiko
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.11
    • /
    • pp.883-892
    • /
    • 2014
  • Free-to-play business model, which first commercialized in Korea, now becomes crucial sales drivers in the game industry, but the theoretical background is not well known that most of free-to-play content business models are developed based on the guts and trial-and-errors. In this study, we verified that the price discrimination theory in economics is the backbone of the free-to-play business model, and we also derived the three boundary conditions that should be satisfied in the business model design. We reviewed the three boundary conditions of free-to-play business model using case studies of previous games, and showed how the boundary conditions should work in the actual business. Through case studies, we tried to suggest the theoretical basis of free-to-play business model design, and sales enhancing techniques in free-to-play business.

디지털컨버전스리뷰- 거원시스템‘아이오디오5’

  • Cheon, Sin-Eung
    • Digital Contents
    • /
    • no.2 s.141
    • /
    • pp.86-88
    • /
    • 2005
  • 저작권법 개정, 소리바다 유료화, 다양한 유료 음악 서비스의 등장 등 디지털콘텐츠의 유료화 바람은 이제 피할 수 없는 대세다. 국내시장에서야 펀케익, 멜론 등이 이제 태동하는 양상이지만 이미 해외에서는 수많은 음원 다운로드, 또는 재생 서비스가 확고히 자리 잡았다. 거원시스템의 아이오디오5는 자그마치 1,000가지에 이르는 화려한 LCD 컬러에 감각적인 디자인, 그리고 멜론과의 우수한 연동성을 장점으로 선보인 야심작이다. 물론 거원 고유의 우수한 음질도 고스란히 물려받고 있다.

  • PDF