• Title/Summary/Keyword: Business Game

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A Study for properties of Spline to 3D game modeling (3D 게임 모델링을 위한 Spline 특성 연구)

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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A Study on the Understanding and Influence of Battle Pass (배틀패스의 이해와 영향력에 관한 연구)

  • Yeo, Seung-June;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.187-189
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    • 2022
  • 게임의 과금 모델 중 하나인 배틀패스가 현재 게임의 비즈모델의 주요 트랜드로 자리 잡고 있다. 본 문서는 배틀패스가 성장하는 이유를 탐구하기 위하여 게임 비즈니스 모델의 종류를 알아보고, 배틀패스의 성공과 실패 사례를 조사한다. 이 결과를 기반으로 배틀패스가 실제 수익에 영향력을 분석하여 배틀패스로 비즈니스 모델을 운영하는 것이 실제 게임 수익에 영향을 미치고 있는지 알아보고자 한다.

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The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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Donation Application using Song Game (노래 게임을 이용한 기부 어플리케이션)

  • Ha, Yan;Ahn, Hyo-Seon;Kim, Sun-Hye;Ko, Min-Hee;Park, So-Ra;Huh, Jinny
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.229-230
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    • 2013
  • 본 논문에서는 기존의 앱 중에서 사회에서 대두되고 있는 기부와 관련된 앱을 조사 비교하며, 이와 관련해서 기부의 확산을 위해 필요한 기능을 알아보고 이를 설계하도록 한다. 기부문화에 대한 인식이 점차 변화하고, 기부문화를 좀 더 확산시키고자 게임을 통해 쉽게 기부에 다가갈 수 있는 앱이 필요하다. 기부와 관련된 앱으로써 기부를 할 수 있게 한다. 더 나아가 기업과 SNS 매체에 연계하여 자연스레 기부에 대한 문화를 일상생활의 일부분으로 만든다.

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The Effect of Population-Level Learning on Entry Likelihood in the Mobile Game Industry

  • Seong, Dusan;Kim, Sahangsoon
    • Asia Marketing Journal
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    • v.21 no.4
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    • pp.77-89
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    • 2020
  • Population-level learning has traditionally been used to provide an explanation for the underlying mechanism of industry change. But it has yet to examine the impact on strategic decisions such as market entry. This conceptual paper aims to provide an insight into how population-level learning affects entry likelihood by acting as a tool for interpreting population-level changes. We study this in the context of the fast-paced mobile gaming industry where population-level information is salient and develop a set of propositions with regard to the likelihood of entry.

MMORPG Development Company's Successful Market Entry Strategy : A Case Study of NHNgames (MMORPG 산업에서의 성공적인 시장 진입 전략 : NHNgames 사례를 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.159-168
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    • 2011
  • Online game industry has achieved remarkable development not only in Korea, but also in the world with support from huge progress in information technology. By the way, there was calm period that top tier MMORPGs had held their ranks in oligopoly situation before Aion's appearance. At that time, NHNgames succeeded to penetrate into the market and settle down as a major player. In this context, this study will identify the factors of successful market entry strategy and draw helpful ideas by analyzing case of NHNgames which succeeded to enter the market of MMORPG through the basic strategic framework of Kalyanaram and Gurumurthy. This discussion will provide several implications for the solution of online game market penetration problem which might be never ended and for the way of industry's development.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.81-93
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    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

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A Study on Success Factors of Online Game Using AHP (AHP를 이용한 온라인게임 성공요인에 관한 연구)

  • Ryu, Gui-Jin;Kwon, Hyeog-In
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.135-145
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    • 2007
  • Recently, the Online Game industry has appeared the various change of the development environment in the rapid growth. So the online game company has been trying to search games able to success and they are performing diversified researching to prepare the judgment ground of success from initial stage of development. The aim of this study is to find success factors which is in the process from development to distribute for the online game through collecting opinions of specialist and taking survey to people employed in online game development field. Consequently, we indicate success factors using Analytic Hierarchy Process (AHP) and make out success factors for the online games. Furthermore, we suggest the way which is able to apply factors objectified so that exceed the limit of using it to the company planning to develop successful games objectively.

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