• Title/Summary/Keyword: In-Game Advertising

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Less than Attractiveness of e-Sports Games for Female Audience - Journalism

  • Oleksandr, Petryk;Natalia, Sydorenko;Anastasia, Volobuieva
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.57-62
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    • 2022
  • The attractiveness of e-sports games1 and the way it is spread has changed in recent years. Instead of conventional approaches, such as advertising campaigns or televised events, spectators are increasingly drawn to online platforms, which offer more opportunities for communication. Besides live streaming services like Twitch. tv, where spectators can watch matches in real-time or via recorded videos, social media platforms like Facebook and Twitter are now adding e-sports related content to their networks [1]. Especially the combination of live streams on Twitch, Twitter, and Facebook opens many possibilities regarding how information is shared. This might be an efficient way of spreading attractiveness among female audiences. This paper focuses on the attractiveness of e-sports events in general for females. It has been hypothesized that there are certain factors that influence this attractiveness. Studying past research papers and online resources, three factors were identified: The players' behavior and charisma, the impact of social media as well as videogames themselves. It is found that females are attracted to e-sport games because they allow them to engage more in the game compared to other videogames. This is because there are no time constraints that require players to accomplish certain tasks within a specific time frame. As such, female gamers can choose how much effort they want to put into the game depending on their personal preferences.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Study on Establishment of Internet ethics expressed through Language convert in computer games (컴퓨터 게임에서의 언어 표현변화를 통한 인터넷 윤리 확립에 관한 연구)

  • Park, Koo Rack
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.47-52
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    • 2012
  • Today the Internet is being used in all areas. However, part of everyday life, the lack of ethics on the Internet, the Internet lies in state. Especially the youth, should exploit the anonymity. As a result, has caused many problems. Fps online game from young people enjoy the use of profanity and slang, and increasing the damage of cyber violence has also increased. The damage type of cyber violence, abusive and slang, and the age, the lower the investigation was to increase the damage. Lot of publicity and public service advertising is in progress in order to prevent problems, but its expected effects is lacking. In addition, using abusive and slang words, This is a fundamental and provide a service to handle deleted or blinds, but if you can not see the solution. In this paper suggests the language convert that can be applied to Fps online games. Language the conversion process, if applicable to the game, the abusive and slang language, helps to purify. Proposed language the conversion process is expected to reduce cyber violence used abusive and slang.

Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.

Development of the Educational Android Application using Location Based Service (위치기반서비스를 활용한 안드로이드 퀴즈 애플리케이션 구현)

  • Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.3
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    • pp.416-423
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    • 2012
  • Smartphone and Tablet PC has become a popular. So, various location-based service applications are being made in the field of advertising, games, and search. However, the location-based services application is lacking in the field of education. Therefore, this study proposes a Location-based service application for Tablet PC, which can be take advantage in school. The application was designed with these considerations in mind. First, the application to increase the participation of the students take the form of play. Second, participating students are influencing each other. Third, through the promotion of the cycle has allowed long-term operations. This application will be used usefully in an environment that students use a individual Tablet PC through the spread of e-textbooks.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Factors Affecting User Satisfaction of Mobile Social Network Games: Focusing on the Quality and Self-determination (모바일 소셜 네트워크 게임 이용만족에 영향을 미치는 요인: 품질과 자기결정성 요인을 중심으로)

  • Youm, Dong-sup;Park, Kyoung-Ha
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.459-467
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    • 2016
  • This study was conducted to evaluate and identify what factors influence the satisfaction of the users for the fast-growing social network game based on the mobile. To this end, we looked around the variable product characteristic factor, quality and the consumer characteristic factor, user self-determination. Also we surveyed 211 male and female college students. The first finding was that all the sub-factors of the quality factor had positive effects on the satisfaction of the mobile social network games. The second finding was that all the sub-factors of the self-determination factor had positive effects on the satisfaction of the mobile social network games. The third finding was that only the sub-factors of quality had positive relative effects on the satisfaction of the mobile social network games, in the order of playfulness, usability, functionality from the most to the least. The findings of this study are expected to offer meaningful and practical suggestions for the development of high quality game contents for the user convenience, as well as the academic significance, the expansion of game-related area of research through the break from the traditional research trends, technology and engineering point of view and from the PC-based online game.

A Game Theoretic Analysis of Social Commerce Ecosystem at the Crossroads (소셜커머스 생태계의 게임 분석)

  • Kim, Dohoon
    • Asia pacific journal of information systems
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    • v.23 no.2
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    • pp.67-86
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    • 2013
  • This study first provides a stylized model that captures the essential features of the SC (Social Commerce) business and the competition process. The model focuses on the relationship between key decision issues such as marketing inputs and market value. As more SCs join the industry, they are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing and advertising expenditure. This type of competition may lead the industry away from its optimal development path, and at worst, toward a disruption of the entire industry ecosystem. Such being the case, another goal of this study is to examine the possibility that the ToC (Tragedy of the Commons) may occur in the SC industry. We build game models, each of which assumes homogeneity and heterogeneity of SC providers, respectively, and derive explicit equilibrium solutions from both models. Our basic analysis presents Nash equilibria in both models and shows that SC providers are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing expenses. We also compare the game outcomes with one with a hypothetical social planner who determines the total marketing level that optimizes the entire market value. Then, ToC can be defined to describe the situation where the total marketing efforts exceed the socially optimal level of marketing efforts. In both models, we examine the possibility of the ecosystem disruption and specify the conditions under which ToC may occur. However, the chance of avoiding ToC is higher with heterogeneous players than with homogeneous players. To supplement our analytical results, we develop a simulation model which incorporates a market dynamics based on the gap between actual marketing efforts and socially optimal marketing level. Simulation experiments present some lessons and insights which also confirm out findings from equilibrium analysis. For example, heterogeneity in SC providers alleviates the severity of ToC and makes it faster for survivors to escape from the ToC trap. As a result, the degree of industrial concentration tends to increase, which also explains the 'rich-get-richer' phenomenon observed in some empirical studies on the SC industry. Lastly, based on our analytical and experimental results, we come up with some measures to avoid ToC and overcome the shortcomings intrinsic to the current business model. And further discussions provide strategic implications and policy directions to overcome the possible trap of ToC in this ecosystem, and eventually help the industry to sustainably develop itself toward the next level. To name a few examples of policy measures, regulations on the marketing activities so that the overall marketing expenses cannot go beyond the socially optimal level; institutional guidelines and rules to straightening up the distortions in the way that SC providers view the marketing costs (the current marketing costs are underestimated, thereby encouraging SC providers to increase marketing expenditure); and so on.

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

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.1-8
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    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.