• Title/Summary/Keyword: Game Market

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Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

A Study on Common Module Modeling Method of Game Software based on DirectX/C++ (DirectX/C++ 기반 게임 소프트웨어의 공통 모듈 모형화 기법에 관한 연구)

  • Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.95-104
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    • 2009
  • The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.

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The Ramp-Rate Constraint Effects on the Generators' Equilibrium Strategy in Electricity Markets

  • Joung, Man-Ho;Kim, Jin-Ho
    • Journal of Electrical Engineering and Technology
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    • v.3 no.4
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    • pp.509-513
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    • 2008
  • In this paper, we investigate how generators' ramp-rate constraints may influence their equilibrium strategy formulation. In the market model proposed in this study, the generators' ramp-rate constraints are explicitly represented. In order to fully characterize the inter-temporal nature of the ramp-rate constraints, a dynamic game model is presented. The subgame perfect Nash equilibrium is adopted as the solution of the game and the backward induction procedure for the solution of the game is designed in this paper. The inter-temporal nature of the ramp-rate constraints results in the Markov property of the game, and we have found that the Markov property of the game significantly simplifies the subgame perfect Nash equilibrium characterization. Finally, a simple electricity market numerical illustration is presented for the successful application of the approach proposed.

An Exploratory Study of Product Design Strategy in Console Games: Comparison of Emotional Design between Nintendo & Sony (게임기의 제품디자인 전략에 관한 탐색적 연구 -감성경험을 중심으로)

  • Ahn, Ho-Sung;Kim, Jai-Beom;Seo, Heung-Kyo;Oh, Hye-Won
    • Proceedings of the Korea Database Society Conference
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    • 2008.05a
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    • pp.467-476
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    • 2008
  • The success of Nintendo's Wii has changed the paradigm of console game. Existing games and consoles set up the game-playing system of complicated commands, narratives, and significantly advanced the degree of difficulty by the device's excellent capacity and the superiority of graphic in order to draw so called "Game Manias", while Nintendo established the easy game-playing system for not only game manias but women and elderly people. Such an innovation has carried out the most important role for Nintendo to dominate the market all over the world by 47.4% market share of consoles. In addition, it provided the users with unique interaction and emotional experience. In this study, we analyze the case above in terms of product design strategy, particularly emotional design strategy between Nintendo & Sony.

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Research of the difference between the east and west of the point of view of the background design of the game (게임 배경디자인의 동서양 관점의 차이 연구)

  • Hwang, Yi-seul;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.933-936
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    • 2014
  • Game design, has grown by adding to the development speed of the game market. When appeal a game to overseas users including the domestic market, the effect of design gives also large. Therefore, understanding of the background elements of design and design during the localization process is very important. In this paper, I will research the differences between the design of the game background of Eastern and Western design and various backgrounds.

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A prospect analysis of next generation console game machines : with a XBOX ONE and PLAY STATION 4 (차세대 콘솔 게임기 전망 분석 (XBOX ONE과 PLAY STATION4를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.529-532
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    • 2013
  • Today, Game console on the market share of the game are very large. As technology advances, console game machines have developed the abilities, and more amazing graphics and great game play has provided. In this Electronic Entertainment Expo (E3), Microsoft and Sony, The two prominent company known for console game, announced the company's next-generation console game machines which is the XBOX-ONE & PLAY STATION4. They hint at a prelude for the next console game machines This paper will analyze merits and demerits of each console game machines, I will suggest the result of analyses about the fact that which machine will succeed in the market.

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A Study on the Selection of a Bidding Parameter at the Bidding Function Model in an Electricity Market (공급함수 입찰모형에서 입찰파라미터 선택에 관한 연구)

  • Cho Cheol Hee;Choi Seok Keun;Lee Kwang Ho
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.710-712
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    • 2004
  • Generation companies(Genco) submit the supply functions as a bidding function to a bid market in a competitive electricity market. The profits of Gencos vary in accordance with the bid functions, so the selection of a bidding function plays a key role in increasing their profits. This paper presents an analysis of the selection of the supply function from the viewpoint of Nash equilibrium(NE). Four types of bidding function parameters are used for analizing the electricity market. The competition of selecting bidding parameters is modeled as subgame and overall game in this research. The NEs in both game are computed by using analytic method and payoff matrix method. It is verified in case studies for the NE of overall game to satisfy the equilibrium condition.

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A Research on Effective Combination of Elementary Math and Game (초등수학과 게임의 효과적인 접목을 위한 연구)

  • Kim, Ge-won
    • Cartoon and Animation Studies
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    • s.37
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    • pp.393-411
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    • 2014
  • The volume of world market for serious game in year 2015 is expected to be about 9.6 trillion, and the volume of educational serious game market is expected to surpass half of the whole serious game market. In Korea, the development of game for educational purpose has dominated around the education enterprises since late 90s. In 2008, 'Serious Game Forum' was founded led by the Ministry of Culture, Sports, and Tourism with experts from many fields in the society and there were progressing of making policies and plans for potential development of the serious game industry, but the effects were not successful than expected. In 2012, the Ministry of Education, Science, and Technology announced commercialization policy of digital textbook by 2015 and the serious game for educational purpose got attention again. Then, the serious game market became more vigorous with the dispersion of smart devices.13) As a result, the serious games on the smart devices or interlocking between the online and smart devices became an important issue in development rather than the online only serious games. Math field has international competitive power through export in the educational serious game market which takes more than half of the serious game market. Therefore, developing serious game for math education is a good area to raise competitiveness in domestic and international game industries. Moreover, it has no received preferences from students and parents although it has high potential for positive change of individuals and society. The reason is that students recognize it as educational content rather than a game and they avoid it, while parents recognize it as game but not an education. This phenomenon happens because the game elements and educational elements are not properly mixed but focused only on education or emphasized only the fun factors of game when it was developed. Therefore, the purpose of this research is to suggest a direction of developing serious games effectively combining with elementary math for elementary students to get interested in math while playing games. The research will analyze the current elementary math textbooks and find contents which may be combined with the game genre that elementary students enjoy playing these days. This research received advice from serious game developers and math education expert group to reflect the inclination of elementary school students, and respond to the demands from parents and educational institutions, and suggested a direction of developing serious games for effective math education.

Korea-China Game Design Department Education System Status Comparison and Analysis - A Study on Development Plan for Nurturing Game Professionals (한중 게임디자인학과 교육시스템 현황비교 및 분석 - 게임전문인재 양성을 위한 발전 방안 연구)

  • Zheng, Shuai;Lee, Dong Lyeor
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.235-240
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    • 2021
  • Recently, the number of users has risen sharply while the development speed of the Chinese game industry is rapidly developing. The game industry has already become a promising industry in China's cultural industry. With the rapid development of the Chinese game industry, the demand for specialized game designers and game development personnel is urgent. Still, at present, it is difficult for graduates to get a job at a game company every year even if a new game design department is established at a Chinese university. This may be due to a conflict between the education of the game major in the game market. In this paper, we present a customized development strategy while summarizing the problems that existed in the Chinese game design department in the rapidly developing background of the game industry, Try to provide a valuable opinion. and use it as a reference for the future development of education in the Chinese game major.