• Title/Summary/Keyword: 인기 요인

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A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Understanding Hybrid Casual Game Genre and Future Trends (하이브리드 캐주얼 게임 장르의 이해와 향후 동향)

  • Byung-hyuk Son
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.79-81
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    • 2023
  • 비디오 게임 산업은 최근 몇 년 동안 폭발적인 성장을 경험했으며 글로벌 시장의 규모는 2024년까지 2,560억 달러(326조 원 이상)으로 시장규모를 예상하고 있다. 이러한 성장의 주요 요인에는 스마트폰의 발전으로 모바일 게임의 인기 증가라고 할 수 있음. 스마트폰과 태블릿의 보급이 확산되면서 사람들은 이동 중에 어디에서나 게임에 쉽게 접근하고 플레이할 수 있게 되면서 모바일 게임의 인기가 급증했다. 이러한 인기는 기존의 비디오 게임 장르에서 변형된 새로운 복합장르의 게임들을 탄생시키고 모바일 게임 시장에서 2014년부터 부각되어 온 하이퍼 캐주얼 장르의 성공사례는 이미 많은 논문이나 게임 장르에 관한 연구사례를 통하여 확인할 수 있다. 팬데믹을 계기로 급성장한 하이퍼 캐주얼 게임 시장은 최근 경쟁 심화로 수익성이 저하되면서, 그 대안으로 하이브리드 캐주얼 게임이라는 새로운 변형 장르가 주목받고 있으며 새로운 장르로 부상한 하이브리드 캐주얼 게임 장르의 정의와 이해를 돕고자 하며 향후 게임 장르의 동향 및 전망을 제시하고자 한다.

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A Machine Learning-based Popularity Prediction Model for YouTube Mukbang Content (머신러닝 기반의 유튜브 먹방 콘텐츠 인기 예측 모델)

  • Beomgeun Seo;Hanjun Lee
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.49-55
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    • 2023
  • In this study, models for predicting the popularity of mukbang content on YouTube were proposed, and factors influencing the popularity of mukbang content were identified through post-analysis. To accomplish this, information on 22,223 pieces of content was collected from top mukbang channels in terms of subscribers using APIs and Pretty Scale. Machine learning algorithms such as Random Forest, XGBoost, and LGBM were used to build models for predicting views and likes. The results of SHAP analysis showed that subscriber count had the most significant impact on view prediction models, while the attractiveness of a creator emerged as the most important variable in the likes prediction model. This confirmed that the precursor factors for content views and likes reactions differ. This study holds academic significance in analyzing a large amount of online content and conducting empirical analysis. It also has practical significance as it informs mukbang creators about viewer content consumption trends and provides guidance for producing high-quality, marketable content.

A Study on Determinants of VR Video Content Popularity (VR 영상 조회수 결정요인 연구)

  • Soojeong Kim;Chanhee Kwak;Minhyung Lee;Junyeong Lee;Heeseok Lee
    • Information Systems Review
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    • v.22 no.2
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    • pp.25-41
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    • 2020
  • Along with the expectation about 5G network commercialization, interests in realistic and immersive media industries such as virtual reality (VR) are increasing. However, most of studies on VR still focus on video technologies instead of factors for popularity and consumption. Thus, the main objective of this research is to identify meaningful factors, which affect the view counts of VR videos and to provide business implications of the content strategies for VR video creators and service providers. Using a regression analysis with 700 VR videos, this study tries to find major factors that affect the view counts of VR videos. As a result, user assessment factors such as number of likes and sicknesses have a strong influence on the view counts. In addition, the result shows that both general information factors (video length and age) and content characteristic factors (series, one source multi use (OSMU), and category) are all influential factors. The findings suggest that it is necessary to support recommendation and curation based on user assessments for increasing popularity and diffusion of VR video streaming.

Fun Factors of a Reality Show Program (리얼리티 쇼 프로그램의 재미에 관한 연구 - '슈퍼스타 K' 프로그램을 중심으로)

  • Joo, Chungmin;Bae, Yunjeong
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.97-108
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    • 2014
  • The purpose of this study was to investigate the factors behind the popularity of Superstar K, a reality show, among the viewers. For that purpose, the study conducted an in-depth interview with six viewers that watched the show in the first round and eight more in the second round. The interview results show that the show's fun elements include program "formation," "organization," "edition," "hosting style," and "appeal factors," which differentiated it from other shows. Superstar K made the viewers enjoy the show by thoroughly planning and providing a range of fun elements from program planning to edition and transmission.

Comparison of Baseball Merchandising Licensing Activation Status of the Baseball Team in South Korea and Japan -South Korea's Lotte Giants and Japan's Toyo Carp- (한일 야구 구단 판매 상품 활성화 실태 비교 -한국 롯데자이언츠와 일본 도요카프를 중심으로-)

  • Lee, Hyunji;Oh, Chi-Gyu
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.608-616
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    • 2018
  • The significance of leisure activities is highlighted, and professional baseball games, which featured the 2008 Beijing Olympics gold medal, are very popular. In recent years, along with the revenue from broadcasting, the club has been trying to gain revenue by developing various licensing products and merchandising products. However, sports related products are more advanced than Japanese professional baseball teams in Korea, and there is a lot of revenue from product sales. We want to compare the difference between the two countries sales of their products.

A study on the Factors of Success and Failure of Remake Games (리메이크 게임의 성공과 실패 요인 연구)

  • Kwon, Min-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.175-177
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    • 2021
  • 최근 게임 시장에서는 과거에 인기를 끌었던 게임들이 리메이크되어 다시 출시되는 것이 주요한 트렌드로 자리 잡고 있다. 본 논문에서는 리메이크가 게임 시장에서 주요한 트렌드로 자리잡게 된 이유와 본 논문에서는 리메이크가 게임 시장에서 주요한 트렌드로 자리잡게 된 이유와 해당 방식으로 제작된 게임들의 사례를 파악하여, 앞으로 게임을 리메이크 할 때 고려해야할 사항을 제시한다.

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Factors associated with Cognitive Decline in the Elderly in Community (일 지역사회 노인의 인지기능저하 요인)

  • Kwon, Young-Sook;Paek, Kyung-Shin
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.587-594
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    • 2014
  • This study was carried out to look into the cognitive function of the elderly in community and investigate the factors affecting their cognitive decline provide preliminary data so as to help develop a program to maintain and promote cognitive function. With 481 senior citizens aged over 65 in J. city, a survey was conducted on their demographic characteristics, health-related characteristics and depression using structured questionnaires from September 1 through 7, 2011. The collected data were analyzed by descriptive statistics, Chi-square test and logistic regression analysis using IBM SPSS Statistics V. 20. As a result of this study, 40.1% of the subjects showed cognitive decline and the factors related to their cognitive decline turned out to be the level of education (p<.001), age (p=.000), depression and exercise (p<.05). Therefore, intervention programs on depression or exercise should be implemented intensively and in particular, various programs and educations should be provided considering individual differences according to the level of education and age.

Research of the reason why people subscribe charged mobile applications - With popularity on the series of Analog Film City (소비자의 유료 모바일 애플리케이션 구매 원인에 대한 탐구 - 아날로그 필름 시티 시리즈의 유행을 중심으로)

  • Han, Su-jin;Choi, Hee-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.213-214
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    • 2016
  • 현재 앱 스토어 인기 차트 1위에서 7위까지의 순위를 3주째 차지하고 있는 Ordinary Factory의 Analog Film City 시리즈는 각 테마별 도시의 느낌을 입혀주는 사진 보정 애플리케이션이다. 이 애플리케이션은 트위터 등 Social Network Services 이용자들의 입소문을 타고 지속적인 판매 실적을 올리고 있다. 사진 보정 애플리케이션은 현재 무료 버전으로 출시된 툴만 수십 종에 이른다. 그 외에도 SNS에 기본 옵션으로 탑재된 보정 기능 또한 전문 애플리케이션 못지않은 훌륭한 성능을 자랑한다. 이런 때에 Analog Film City 시리즈가 SNS 유저 사이에서 선풍적인 인기몰이를 하는 이유는 레트로 콘텐츠가 트렌드의 중심에 자리한 요즘 시기에 별다른 전문성을 요하지 않는 간편한 조작으로 일반 이용자들의 감성을 표현해낸다는 점에서 기인한 것으로 여겨진다.

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A Study on Localization in the Korean MMORPG - Focusing on the Quest of the Goonzu Online - (한국MMORPG의 현지화에 관한 연구 - 군주온라인의 Quest를 중심으로 -)

  • Kim, Ji-Sun;Park, Jin-Wan;Seo, Dong-Su
    • The Journal of the Korea Contents Association
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    • v.7 no.5
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    • pp.55-62
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    • 2007
  • The game industry of the Republic of Korea is being firmly located with great benefit and value. As internet developing quickly, the online game of the Republic of Korea boosted up to the level of the best in the world. Online Game has been developed with various types to make the user satisfy. Among those, MMORPG(Massively Multiplayer Online Role Playing Game) is the most popular game type. MMORPG games have getting more popularity in many foreign market but some have failed. Therefore this essay analyzes the MMORPG which has most popular through out the 4 kinds dividing in "Play and Human" by Roger Caillois. Moreover I try to analyze and experiment. Also through out the accomplishing Quest from the Goonzu which is developed and serviced in China, it experimented and it analyzed. With the help of information technology.