• Title/Summary/Keyword: Game Business Model

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A Study on the Improvement of Battle Pass Business Model in Games (게임에서의 배틀패스 비즈니스 모델 개선에 관한 연구)

  • Choi, Kyu-hyun;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.163-166
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    • 2021
  • 현재 게임 비즈니스 모델의 흐름은 패키지에서 정액제, 정액제에서 부분유료화, 부분유료화에서 배틀패스로 변화하고 있다. 본 논문에서는 장르, 플랫폼 상관없이 배틀패스 비즈니스 모델을 채택하는 게임이 늘어가고 있는 추세에 배틀패스는 무엇이며 타 비즈니스 모델과는 달리 어떤 특징이 존재하기에 현재 비즈니스 모델의 변화를 주도하는지에 대해 설명한다. 또한 배틀패스 비즈니스 모델의 단점과 앞으로 우려되는 문제점을 설명함과 동시에 이에 따른 해결 방안을 제시한다.

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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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The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

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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The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

Analysis of user interface access method focused on immersion elements of in-game-advertisement (게임 내 광고(In-game-Advertisement)의 몰입요소 중심의 사용자 인터페이스 접근방법 연구)

  • Jung, Won-Joe;Lee, Dong-Lyeor;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.299-304
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    • 2012
  • In this study, immersion elements of game fields were classified and analysis by dividing them into the steps of design, interface and fun element, after classifying in-game-advertisement by its purpose. In-game-advertisement business model analyzed by that and the direction that develops based on user immersion elements of in-game-advertisement was studied accordingly. The advertisement access to various immersion elements could be checked in the recent in-game-advertisement by that.

Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game (모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로)

  • Park, Jong-Won;Yoo, Chang-Sok;Yang, Sung-Byung
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.141-160
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    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

A Study on Usage and Demand of the Business Simulation Game, and Design of the Course Model (경영시뮬레이션게임의 활용실태와 교과모형)

  • Lee, Jae-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.1
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    • pp.73-86
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    • 2012
  • This study has the purpose to increase the suitability for the introduction and operation of the curriculum utilizing business simulation games from university education. So we investigated about the usage in management education department of domestic and foreign universities, institutions target for enterprise level education, and giant companies such as Samsung and LG. We surveyed about the demand of it from college students at the management and engineering departments and then designed two basic course models. As research methods, literature research, on-site experts and operators interview on domestic enterprises and institutions of representative companies was conducted. We analysed the course syllabi of some domestic and about 50 foreign universities utilizing it with the literature review. Then we analysed the result of usage investigation and demand survey. According to the results, the relatively small number of universities and corporate institutions compared to U.S. were utilizing it for their training courses in short-term and partial Lab. Results are expected to be used in the training courses of business administration in universities and corporate.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.