• Title/Summary/Keyword: Game Company

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The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

The Inter Industrial Competency Analysis of Game Industry and Character Industry (국내 문화콘텐츠산업의 연관산업 역량분석 -게임산업과 캐릭터산업을 중심으로-)

  • Kim, YeonJeong
    • Journal of Korea Technology Innovation Society
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    • v.16 no.4
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    • pp.1187-1204
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    • 2013
  • The purpose of this study is to analyze the industry infra competence status between game and character industry and to investigate relational industry cluster by LQ index. Applying to relative LQ index was no. of company, the no. of employee and the amount of revenue of 2012 years between game industry and character industry. The regional cluster block composed of metropolitan block (Seoul, incheon & Kyunggi area) and regional blocks(kangwon, chungchung, daekung, honam, dongnam and jeju region). The results of this research are as follows. First, the competency level of the quantity estimation of game industry and character industry highly concentrated to Seoul, Incheon & Kyunggi block. In case of the inter industrial competency analysis including metropolitan block, the high competency level indicated among metropolitan block, kangwon, dongnam and jeju region. In case of except metropolitan, dongnam and jeju region indicated high OSMU possibility between two industry. The contribution of this research was assessment of regional game and character culture contents' industry competences. And this research suggested fact based quantitative analysis of OSMU accessibility and validity of game and character industry's competence.

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Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

A Study on the Improvement of Mobile Game Payment using Blockchain (블록체인을 활용한 모바일 게임결제 개선방안 연구)

  • Park, Hong-Seok;Kim, Tae-Gyu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.163-171
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    • 2020
  • Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.

Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry (게임산업 선도기업의 혁신역량 분석과 시사점 : 엔씨소프트를 사례로)

  • Choi, Ji-Sun;Kim, Hyung-Jin
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.51-63
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    • 2010
  • This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

Development of a Mobile App Combining React Native and Unity3D for Chromakey-based Image Composition (React Native와 Unity3D를 활용한 크로마키 기반 이미지 합성 모바일 앱 개발)

  • Kim, Seung-Jun;Seo, Beom-Joo;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.11-20
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    • 2020
  • In the rapidly changing mobile app market, it is crucial to develop a good idea quickly and receive its market evaluation. For a small-sized company, however, it is very challenging to rapidly develop and deploy their products in response to highly fragmented mobile environments. This article demonstrates that our integrated development environment using both React Native and Unity3D when developing a mobile app achieves a high level of functionality and performance requirements successfully. Moreover, this integrated environment helps reduce development costs and shorten development time.

A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

Design and Implementation of a RPG edugame for Learning of History in Elementary School (초등학교 역사학습을 위한 RPG 에듀게임의 설계 및 구현)

  • Hong, Ki-Cheon;Chin, Sang-Deok
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.327-340
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    • 2006
  • EduGame is suitable to create interesting and self-directed education environment. This paper develops edugame applicable to learning of History centered on Goguryeo history in elementary school. It is named to 'Bukbeol'. The main theme is that we must let elementary students to have a correct understanding about Goguryeo history. It is time to consider that China distorts Goguryeo history. To implement this game we have to consider the interesting elements in contexts and technology in order to overcome the formal combination of education and amusement. Bukbeol is developed with RPG making 2003(RPGツワ一ル2003) made by Enterbrain company in Japan. And this edugame is applied to students to investigate the degree of satisfaction. Results show the possibility for the study of history and necessity of graphic interface.

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Competition between Mobile Pay and Credit Card Systems (모바일페이사와 신용카드사의 경쟁)

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
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    • v.9 no.4
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    • pp.49-65
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    • 2018
  • This paper illustrates the competition between the mobile pay and credit card systems by utilizing the theory of two-sided markets. Two firms, as platforms, maximize the profit collecting fees from consumers on one side and from retailers on the other side. Consumers pay to buy goods and services with mobile pay, credit card, or cash. The basic model is one that each platform maximizes its profit. We show that the fees for credit card holders and retailers are higher than the respective costs. The fee for retailers of the mobile payment is higher than its cost, while the buyer's fee may be higher or lower than its cost. Applied model is the one that employs the delegation game model. The total profit of the mobile pay system is composed of its profit and the weighted demand for the mobile pay. It is shown that buyers' fee under the applied model is lower than that under the basic model, resulting in an increase of the demand for the mobile pay. The fee for the retailers rises, albeit the sum of fees for the buyers and retailers falls. The profit for the mobile pay system is increased, while that for the credit card company stays the same.