• 제목/요약/키워드: Fortnite

검색결과 8건 처리시간 0.028초

성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로 (Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite)

  • 송두헌
    • 한국정보통신학회논문지
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    • 제24권1호
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    • pp.71-76
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    • 2020
  • 배틀 로얄 장르는 다수의 플레이어가 참여하는 전투 모드에서 최후의 1인 혹은 1 유닛이 살아남는 것을 목표로 하는 게임 장르이다. 최근 이 장르의 1인칭 슈팅 게임이 크게 유행했는데 2017년부터 2018년 상반기의 세계적 선두주자는 한국 PUBG의 Player Unknown's Battleground였다. 하지만 2018년 들어 같은 장르의 3인칭 게임인 포트나이트의 추격을 받고 있는데 한국과 중국을 제외한 국제 시장에서 PUBG가 고전 중이다. 본 논문은 이 두 게임의 내부 전투 구조, 무기 체계, 생존 장치 등의 게임 장치를 서로 비교하고, 두 게임을 모두 사용해 보고 현재 포트나이트를 사용하고 있는 플레이어들을 중심으로 어떤 점이 배틀그라운드의 약점이며 무엇이 후발 주자인 포트나이트를 선호하게 했는지를 알아보고자 하였다. 그 결과 전투와 관련된 게임성은 여전히 배틀그라운드가 높았으나 생존 요소와 과금 제도의 창의성과 사용자 친화성에서 배틀그라운드가 보완해야 할 사항들이 있음이 입증되었으며 이것이 2018년에 일어난 두 게임의 흥행 곡선의 차이를 설명하는 요소로 작용한다고 주장한다.

포트나이트 게임의 국내 흥행을 위한 방안 연구 (A Study on the Way to Success of Fortnite Game in Korea)

  • 김경원;이종원
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2020년도 제62차 하계학술대회논문집 28권2호
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    • pp.477-478
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    • 2020
  • 포트나이트는 전 세계적으로 엄청난 흥행을 거두었지만, 한국에서는 해외에 비해 흥행 성적이 좋지 하였다. 그 이유는 한국의 게임 시장이 해외와 다른 특성들이 있었고. 포트나이트는 이런 점들이 제대로 반영되지 않아 한국에서는 흥행이 부진하게 되었다. 본 논문에서는 한국에서 포트나이트가 해외에 비해 성공을 거두지 못한 원인들을 분석하고, 이런 분석결과를 바탕으로 포트나이트가 한국에서 흥행하기 위한 방안을 제시한다.

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기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로 (Comparative analysis of metaverse platform according to function: focusing on industrial applicability)

  • 유승엽
    • 디지털융복합연구
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    • 제20권4호
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    • pp.617-625
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    • 2022
  • 본 연구는 기능에 따른 메타버스 플랫폼을 비교하고 분석하고자 하였다. 전문가 심층면접을 통해 5가지 메타버스 플랫폼을 선정하고 비교 분석하였다. 연구결과, 첫째 로블록스는 나만의 아바타를 커스터마이징하여 생성이 가능하며, 스튜디오 기능을 무료로 제공하며, 친구들과 프라이빗 게임을 즐길 수 있다. 둘째, 제페토는 셀카 한 장으로 아바타 생성이 가능하며, 크리에이티브 스튜디오 기능을 제공한다. 셋째, 포트나이트는 게임내 케릭터 생성이 가능하며, 게임에서 제공하는 아이템 구매 및 의복에 장치부착이 가능하고, 포크리 모드에서 친구들과 게임이 가능하다. 넷째, 게더타운은 가상공간의 유저들과 네트워킹이 가능하며, 나만의 아바타 커스터마이징 및 원하는 가상공간 템플릿이 제공된다. 끝으로, 페이스북 호라이즌은 직접 꾸민 자신만의 아바타로 가상세계 호라이즌에 참가하며, 월드 빌더라는 기능이 가능하고, 가상현실 속 광고판을 세우거나 가상의 매장이 가능하다. 본 연구는 메타버스 플랫폼의 특징을 통해 향후 산업에 적용할 수 있는 이론적 근거를 제공했다는 점에서 그 가치가 인정된다.

A study on Metaverse keyword Consumer perception survey after Covid-19 using big Data

  • LEE, JINHO;Byun, Kwang Min;Ryu, Gi Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.52-57
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    • 2022
  • In this study, keywords from representative online portal sites such as Naver, Google, and Youtube were collected based on text mining analysis technique using Textom to check the changes in metqaverse after COVID-19. before Corona, it was confirmed that social media platforms such as Kakao Talk, Facebook, and Twitter were mentioned, and among the four metaverse, consumer awareness was still concentrated in the field of life logging. However, after Corona, keywords from Roblox, Fortnite, and Geppetto appeared, and keywords such as Universe, Space, Meta, and the world appeared, so Metaverse was recognized as a virtual world. As a result, it was confirmed that consumer perception changed from the life logging of Metaverse to the mirror world. Third, keywords such as cryptocurrency, cryptocurrency, coin, and exchange appeared before Corona, and the word frequency ranking for blockchain, which is an underlying technology, was high, but after Corona, the word frequency ranking fell significantly as mentioned above.

메타버스와 NFT 비즈니스 모델현황 및 고려사항 (Metaverse and NFT Business Model Trends and Considerations)

  • 석왕헌
    • 전자통신동향분석
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    • 제38권2호
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    • pp.56-65
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    • 2023
  • The combination between metaverse and non-fungible token (NFT), which opens up new opportunities for the media industry, raised expectations for a new economic system and business model. Of course, last year, various institutions and researchers continuously introduce representative metaverse services and business strategies such as Roblox, Fortnite, and ZEPETO. However, as 2022 progresses, the reaction to the metaverse is tepid than expected. Search volume on Google has been continuously decreasing. Furthermore, skepticism, regarded as one of the special phenomena caused by the coronavirus disease 2019 pandemic, is expanding since December 2021. Nevertheless, analysis or contemplation of a new business model related to the metaverse, which is still ongoing, is essential for those who must prepare for the future. The reason is that even if without being activated now, advanced preparation can help when various problems arise. In this study, we look at the metaverse and NFT biz models and estimate a picture of the future. In other words, the social and economic problems that may arise when the business model is expanded are summarized, and technical and policy measures are derived as solutions.

메타버스 핵심가치에 대한 소비자 기대 수준 조사 (Metaverse Core-value Structure and Consumer Expectations Survey)

  • 석왕헌;안지영;신용희
    • 전자통신동향분석
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    • 제39권3호
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    • pp.13-24
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    • 2024
  • The capabilities of the metaverse have been demonstrated by representative examples such as Roblox, Fortnite, and Zepeto, and it can enable gaming, social networking services, and other applications. Nevertheless, research on the metaverse has been fragmented owing to conflicting definitions, core values, and characteristics. This ambiguity in metaverse conventions has hindered related research, analysis, and policy establishment. As the confusion seems to aggravate, consistent concepts should be established. Although the coronavirus disease pandemic led to a collapse in metaverse usage, it is regaining public interest since 2022. To promote the metaverse development, we structure core values based on existing research and surveys of consumer expectations. We found that consumers perceive the metaverse as a realistic virtual space and a potential economic opportunity. Hence, it seems necessary to track the extent to which the metaverse core values satisfy consumer demands. Such core values should be consistently reflected in policies and technology development.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • 식품보건융합연구
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    • 제8권2호
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

메타버스 플랫폼 서비스의 지속사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Intention to Continuous Use Metaverse Platform Service)

  • 김민지;이승준;최정일
    • 품질경영학회지
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    • 제51권1호
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    • pp.97-117
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    • 2023
  • Purpose: The purpose of this study is to examine the factors affecting the intention to continue using the metaverse platform service from the user's point of view. Methods: The study conducted a survey of experienced people using Zepeto, Ifland, Gather Town, Zep, Roblox, Fortnite, and Minecraft, which are virtual world types among metaverse types, and valid 415 data were analyzed by SPSS (ver 22.0) and R (ver 4.1.0) program packages. Results: As a result of empirical analysis, it was found that interactivity and social presence among the characteristics of metaverse affected expectation confirmation, and sensory affordance and functional affordance affected expectation confirmation as affordance factors. In addition, all four characteristics of metaverse, reliability, playfulness, interactivity, and social presence, were found to have the greatest affect on perceived usefulness, and it was analyzed that playfulness, social presence, and reliability were influenced in order. The affordance factor was also found to have a positive effect on physical affordance, sensory affordance, and functional affordance. This study was found that it had a positive effect on the relationship between expectation confirmation and satisfaction and the relationship between perceived usefulness and satisfaction. satisfaction was analyzed to lead to continuance intention. Conclusion: This study is meaningful in that it examines the perspective of users who can be called customers of metaverse platform services. Based on the results of this study, it is expected to have a significant effect on the development of metaverse platform services not only on platform operators that provide metaverse platform services but also on providers who plan events and education using metaverse platform services.