• Title/Summary/Keyword: 캐주얼게이머

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An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.37-44
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    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

게임리뷰- 요구르팅

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.9 s.136
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    • pp.114-117
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    • 2004
  • 천편일률적인 노가다(?)성 MMORPG에 식상한 한 게이머, 캐주얼게임에 접속해본다. 하지만 뭔가 아쉽다. 이런 게이머에겐‘요구르팅’이 제격이다. 엔틱스소프트가 제작하고 네오위즈가 배급을 맡은 3D 온라인게임인 요구르팅은 학원을 배경으로 한 코믹한 설정과 콘솔게임 같은 연출효과에 커뮤니티성까지 더했다. 개발기간 2년에 개발비 100억원, 개발인력이 50여명 넘게 투입돼 공개 전부터 화제가 되기도 했던 이 게임을 소개한다.

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다섯가지 닭의 덕목이 실현되는 성공적인 한해 이루길

  • Yun, Seok-Ho
    • Digital Contents
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    • no.1 s.140
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    • pp.19-19
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    • 2005
  • 어느덧 2005년의 숫자가 선명한 달력이 자리를 차지했다. 개인적으로 2004년을 돌아볼때, 그 어느해 보다 뜻 깊은 한해였다. 5년간 심혈을 기울여 준비했던 SF MMORPG RF온라인을 선보여 게이머를 비롯해 업계 관계자들의 성원이래 성공적으로 서비스를 진행했기 때문이다. 이와 같은 RF온라인의 성공은 2004년 계획을 수립하는데 있어 더욱 큰 기대와 긴장을 느끼게 한다.2005년 을유년을 상징하는 닭은 다섯 가지 덕이 있다고 했다. 머리에 있는 볏은 문을 상징하고, 발은 내치기를 잘한다 하여 무라했으며, 적과 맹렬히 싸우는 용이 있다고 했고, 먹이가 있으면 자식과 무리를 불러 먹인다하여 인이 있고, 하루도 거르지 않고 시간을 알려주니 신이 있다고 평가했다. 이와 같은 닭의 특징은 창으로 인상적이다. 앞서 언급했던 RF온라인은 캐주얼 게임으로 국민 게임이라 불릴만큼 기세를 떨쳤던 포트리스 2 블루가 정점을 달릴때 시작됐다. 한달 37억원까지 달했던 매출로 성공에 대한 기쁨에 취하기도 잠시, 바로 차기작 개발에 착수 했던 것이다.

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Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
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    • v.19 no.1
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    • pp.45-73
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    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

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