• Title/Summary/Keyword: Developer and User

Search Result 170, Processing Time 0.025 seconds

A Case Study on Proprietary Standard Success : Lessons from Strategic Approaches of Apple's iPhone (독자적 기술 표준의 성공 사례 연구 : 애플의 아이폰에 관한 전략적 측면을 중심으로)

  • Chung, Do Bum;Kwak, Jooyoung;Lee, Heejin
    • Knowledge Management Research
    • /
    • v.14 no.3
    • /
    • pp.37-54
    • /
    • 2013
  • Technology standards have gained importance as global market becomes more competitive. Since a technology acknowledged as a standard brings significant benefits to the developer firm, firms in the IT industry tend to pursue standardization for the technology, being it proprietary or open. However, the paths or strategic implications are seldom discussed in academia. Therefore, our study uses iPhone of Apple, one of the proprietary standards successes, to further understand corporate strategies over two standard choices. Our case study suggests that iPhone's entry timing was optimal for creating a new mobile environment. Design excellence and user-friendly interface increased networking effects and switching costs among consumers. Apple developed independent mobile operating system (iOS) through improvement on the existing operating system. During the process, Apple chose proprietary standard and, by installing the same UX on its sibling products such as iPod Touch or iPad, overcame the subsequent problems that might arise from the limited use of iOS. Based on the capability of concurrently developing both hardware and software, Apple connected operating system, machine, and contents, which deems to contribute to its proprietary standards success. We argue that this strategy should be considered for firms which plan proprietary standard strategy.

  • PDF

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

Development of Casual MMORPG for Pre-Teenagers -Focus on UI- (유소년층 타깃의 캐주얼 MMORPG 개발 -UI를 중심으로-)

  • Yoo, Wang-Yun
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.2
    • /
    • pp.125-131
    • /
    • 2008
  • When developing MMORPG targeting pre-teenagers, developer has to consider the users' psychology and physiology characteristics. In the product of endless decision making in the game play, pre-teenagers make improvised choice and make intuitional decision. Therefore, based on users understanding, the Alpha version of online game has been shown and examined its usability through FGI. In conclusion, the game interface integrating with story-telling based leads the users more into the game. Also, it is more important to post in game screen layout by importance of the information or frequency in using In addition, it is inspected that when users control the interface mentioned above, the response had to be quick and precise.

Exploiting Friend's Username to De-anonymize Users across Heterogeneous Social Networking Sites (이종 소셜 네트워크 상에서 친구계정의 이름을 이용한 사용자 식별 기법)

  • Kim, Dongkyu;Park, Seog
    • Journal of KIISE
    • /
    • v.41 no.12
    • /
    • pp.1110-1116
    • /
    • 2014
  • Nowadays, social networking sites (SNSs), such as Twitter, LinkedIn, and Tumblr, are coming into the forefront, due to the growth in the number of users. While users voluntarily provide their information in SNSs, privacy leakages resulting from the use of SNSs is becoming a problem owing to the evolution of large data processing techniques and the raising awareness of privacy. In order to solve this problem, the studies on protecting privacy on SNSs, based on graph and machine learning, have been conducted. However, examples of privacy leakages resulting from the advent of a new SNS are consistently being uncovered. In this paper, we propose a technique enabling a user to detect privacy leakages beforehand in the case where the service provider or third-party application developer threatens the SNS user's privacy maliciously.

A Study on the Effect of Personal Innovativeness on a Combined Book Store's Service Design Factor & User's Word of Mouth (개인의 혁신성이 복합서점의 서비스 디자인 요인과 이용자의 구전에 미치는 영향요인 연구)

  • Park, Sang-Byong;Kwon, Man-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.7
    • /
    • pp.193-206
    • /
    • 2020
  • Despite recent changes in life style, the content called bookstore has steadily stood by our side, changing its shape. In this environment, This manuscript is a quantitatively empirical study that individual innovation affects a combined bookstore's service design factors and the user's intention to word of mouth. Researchers believed that individual innovation would affect a combined bookstore's service design factors. It was also assumed that there would be considerable causality between the combined bookstore's service design factors deduced through prior study. Furthermore, the assumption that these parameters would affect internal variables, perceived ease of use, perceived usefulness and satisfaction, word of mouth intentions was presented, and verified using An Integrated Model of Extended Technology Acceptance Model and Post Acceptance Model. Researchers expect that this research will contribute significantly in that it is a developer's approach to the combined bookstore that are seen as major tenants in large retail facilities.

An Efficient Mixnet for Electronic Voting Systems (공통평가기준 3.1 기반 스마트폰 운영체제 보호프로파일 개발)

  • Jeon, Woong-Ryul;Kim, Jee-Yeon;Lee, Young-Sook;Won, Dong-Ho
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.22 no.1
    • /
    • pp.117-130
    • /
    • 2012
  • Recently, smartphone has being most popular mobile device in mobile market, not around the world, but in domestic. In Korea, there are about 710 million people are using smartphone in 2010, and it is expected that about 1 billion people will use smartphone in next year. However, with exponential growth of smartphone, several security issues come to the fore. Because, the smartphone store various private information to provide user customized services, smartphone security can be regarded most critical issues than security of other devices. However, leak of awareness for security may cause many security accidents in present. Therefore, in this paper, we analyze security features of smartphone and propose a protection profile based on Common Criteria v3.1. Our work can be distributed for developer and user of smartphone to estimate security of smartphone.

A Study on the Data Linkage Method of Online Game Server (온라인 게임 서버의 데이터연동 방식에 대한 연구)

  • Kang, Min-Seok;Kim, KyungSik
    • Journal of Korea Game Society
    • /
    • v.15 no.2
    • /
    • pp.83-94
    • /
    • 2015
  • Methodology of server development is so important for the development of online game because the client where the users play the online game depends on the server. In this research, we have studied data linkage methods of the online game server which permits the server to save and retrieve the user data on the database. The data linkage method of the server is critical to make the users continue their games anywhere online. In this paper, several data linkage methods have been proposed and classified with their definitions. The proposed methods have been evaluated with the experimental data. It will contribute for the developer of online game server to choose a good data linkage method for the features of the game.

A Study on the New-Product Development Strategy for the Game Market using Conjoint Analysis (컨조인트 분석을 이용한 게임시장의 신제품 개발 전략에 관한 연구)

  • Lee, Ji-Hun;Jung, Heon-Soo
    • Journal of Korea Game Society
    • /
    • v.3 no.1
    • /
    • pp.37-48
    • /
    • 2003
  • Although the user needs for computer game have been complicated and fragmented, new game development of Korean computer game developers are carried out from the developer's perspective. In the light of this limitation. This study introduces conjoint that designs an optimal new product for game users. We applied the conjoint analysis to Koran game market and found several important issues regarding Koran game users. Our results show that, regardless of game types, Korean game useis' preference mainly center on "variety of game."

  • PDF

A Study on Perceptions of Developers on Information Systems Success (정보시스템 성공에 대한 개발자 가치구조에 관한 연구)

  • Kim, Joong Han
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.27 no.3
    • /
    • pp.47-58
    • /
    • 2022
  • As firms increase their operations in the international arena, there is a growing need for managers to understand cross-cultural issues in adopting information systems(IS). The present study surveyed IS developers with respect to their perceptions on the importance of various criteria for successful development of information systems. The results indicated that developers perceive criteria related to the organizational and systems level to be more important than criteria on the strategic and user level. In addition, the developers perceive immediate/direct criteria as more important that indirect/long term criteria. The current study found little differences between developers working for innovative versus those working for non-innovative companies with respect to their views on the importance of various success criteria. There were also very little differences in the perceptions of IS developers at different hierarchical ranks.

An Enhanced Function Point Model for Software Size Estimation: Micro-FP Model (소프트웨어 규모산정을 위한 기능점수 개선 Micro-FP 모형의 제안)

  • Ahn, Yeon-S.
    • Journal of the Korea Society of Computer and Information
    • /
    • v.14 no.12
    • /
    • pp.225-232
    • /
    • 2009
  • Function Point Method have been applied to measure software size estimation in industry because it supports to estimate the software's size by user's view not developer's. However, the current function point method has some problems for example complexity's upper limit etc. So, In this paper, an enhanced function point model. Micro FP model, was suggested. Using this model, software effort estimation can be more efficiently because this model has some regression equation. This model specially can be applied to estimate in detail the large application system's size Analysis results show that measured software size by this Micro FP model has the advantage with more correlative between the one of LOC, as of 10 applications operated in an large organization.