• Title/Summary/Keyword: Game promotion animation

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Export Promotion Plans of Digital Culture Contents based on the OSMU Strategy - Focused on Game, Animation & Character Industry - (문화콘텐츠의 원소스 멀티유즈를 통한 수출활성화방안 - 게임.애니메이션.캐릭터산업을 중심으로 -)

  • Won, Min-Kwan;Lee, Ho-Gun
    • International Commerce and Information Review
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    • v.6 no.3
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    • pp.297-318
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    • 2004
  • This paper examines export promotion plans of digital content industries, particularly of game, animation & character industry based on the OSMU(One-source Multi-Use) strategy. As the digital content industry is one of the newest industries as a source of strategic export, we must promote the export of digital contents that hold so much international competitiveness and through that promotion, we have to strengthen the international competitive power. The game, animation & character contents are very easy to adapt each other for creating new contents by omnidirectional OSMU. Therefore, it is intended to present some primary factor for export promotion of game, animation & character contents through the OSMU strategy.

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Analysis of success factors for games using animation IP - Focusing on <Digimon story cyber sleuth>

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.388-395
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    • 2024
  • The current state of the domestic game industry is that most of the sales generated in the domestic game industry occur on PC and mobile, and the genre is limited to RPG, so games of similar genres are repeatedly released to increase sales. To solve this situation, games using IP are being discussed, and games based on webtoon and animation IP are being released. In this way, we would like to analyze and consider ways to utilize IP well and success factors focusing on "Digimon Story Cyber Sleuth."

A case study on the promotional animation of the mobile game 'Honour Of Kings' (모바일 게임 <왕자영요>의 홍보 애니메이션 사례연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.293-299
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    • 2021
  • With the development of OSMU mode in the game industry, the most popular 3D mobile game 'Honour Of Kings' in China, in addition to the entertainment effects of the game itself, has paid more attention to the production of promotional animation video contents in recent years. The huge animation market is generating abundant game revenue for 'Honour Of Kings'. This paper selected the most popular game promotional animations 'MU BIAO' and 'Bu Ye Chang'an' through a survey of 30 CG promotional animation in the official story station of 'Honour of Kings'. Important elements such as rich stories and the special effects of the gorgeous scenes, etc are summarized. Through the research of this paper, grasped the importance of promotional animation content in the game industry, and can expect the common growth of the game industry and the animation industry, which is one of the ways to create high profits in the game market.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.423-428
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    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Analysis of Technical Review for Domestic Arcade Game in perspective of Global Standard : Towards Rated M Game (국제표준 측면에서 국내 아케이드 게임에 대한 기술심의 분석 : 청소년이용불가 게임을 중심으로)

  • Song, Seong-Keun;Choi, Hun
    • Cartoon and Animation Studies
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    • s.33
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    • pp.551-578
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    • 2013
  • Since October 2006, number of deliberations of arcade game in Game Rating Board (GRB) annually was more than 1,000 cases except 2007 and 2010. However, these cases excessively handle to deliberate the game rating. Especially, the rating is manually performed thus, hindering the consistency and objectivity of the deliberation. To resolve this problems, we think that the automation of technical deliberation is necessary for arcade game which is needed to have much time for deliberation. The purpose of this study is to identify what the possibility part of automation or what obviously part of automation in the deliberation of game rating. To achieve our research purposes, we conducted in-depth interview with GLI standardization expert in BMM Korea and person in charge for deliberation in game rating board. The interview results show that 12 standardization and 14 automation factors for deliberation in game rating of arcade game. This study will expect bases in game development and promotion in game industry.

Directional Research on 5G Networks and Game Streaming Services

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.30-35
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    • 2024
  • With the recent commercialization of the 5th generation mobile communication technology (5G), interest is focused on full-fledged wireless communication service products in related industries that apply the technology. In this paper, "the problems of the cloud-based video game streaming service market, which has been stagnant for a long time due to the existing 4G-based transmission delay, processing delay, and price issues, and the problems of 5G mobile communication, which began commercialization in 2019." We contains information about what type of positive changes a cloud-based video game streaming service incorporating technology will bring.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

The Proposal of Alternative Regulatory Considering Game Mechanism for Game at Game Providers : Focusing on The Reward Ratio for Betting (게임제공업소용 게임물에 대한 게임 메커니즘을 고려한 대안적 규제 제언 : 베팅에 대한 보상 비율을 중심으로)

  • Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.49
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    • pp.493-519
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    • 2017
  • Looking back at the last 10 years of the enactment of the Game Industry Act, the law was revised as a regulation rather than a promotion of the game. The objective of this study is to investigate where game regulation originated and derived through the history of those, and to find out what areas were missed, and to solve the tangled threads by regulation. For this purpose, we reviewed the implications of 10,000 won per hour, and discussed alternatives. Data were collected and analyzed on the basis of a review of regulatory literature and in - depth interviews with experts. When regulating games, we found that the side effects were further amplified by simply regulating the amount. Especially, we found that the vicious cycle in which functions such as indication, hit repeatedly, and automatic progress are made and immediately following prohibited is repeated. The point at which there is a sharp interest between the game user and the game operator in the game progression is the 'reward ratio for betting'. This is the key to protecting users. This could be a regulation considering the mechanism of the game. If the regulatory paradigm shifts in the future due to game regulations that take into account the 'reward ratio for betting' in the future, it is expected to minimize the side effects of price regulation and create a sound game ecosystem.

Research on the Direction of Blockchain Game Platform using AI

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.417-422
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    • 2023
  • AI blockchain technology, which is attracting attention as a core technology of the 4th Industrial Revolution, is a technology that can be used as an important means of innovation not only in the current gaming industry but also in various industrial fields. This paper extracts the platforms and types of blockchain games currently ranked within the top 100 on the blockchain app (DApp) sites State Of The DApps, DApp.com, and Dapp Rader and introduces the top games on major platforms. As a result of extracting platforms and types, the top games were mainly based on Ethereum, EOS, and Steam. However, the results showed that there are significantly more games based on the Ethereum platform, which are stable, easy to apply, and have a low barrier to entry due to the large number of users and DApps. We plan to improve awareness of blockchain games by studying the characteristics that only blockchain games have.