• Title/Summary/Keyword: Mobile Content Purchase

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The Development and The Usability Evaluation of the Game using the Physical Interface of the Mobile Phone (모바일폰의 물리적 인터페이스를 활용한 게임개발 및 사용성 평가)

  • Kim, Mi-Jin;Song, Seung-Keun;Kim, Ki-Il
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.13-22
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    • 2009
  • Recently, mobile games are developed as the various genre and form with the hardware performance improvement and communication network speed increase of the mobile phone. But it shows the limit of the game material to be developed, because the mobile game has to play by using only the keypad handing of the mobile phone. In this research, 'Flip On / Off interface' and 'Microphone interface' were developed in order to utilize the physical device of the mobile phone as the game interface. 'Flip On / Off interface' and 'Microphone interface' have the advantage that there is no need to purchase a device as an additional interface with utilizing the hardware of the mobile phone itself and the progressing of a game is smooth in comparison with the keypad method of the pre-existence mobile game because the interface waiting time for a call response is short. Moreover, by applying to a commercializing game, the developed interface tests, we confirmed an availability at the commercialization inspection standards on mobile phone without the heap memory deficiency phenomenon to be smooth of an operation. Furthermore, in the result of usability evaluation accessability, reliability, and aesthetics were rated as 'high'. The results of this research reveal that the interface environment of the mobile game limited to a keypad will be able to be made with diversification.

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Development of Game management system suitable for mobile games (모바일 게임에 적합한 게임운영 시스템 개발)

  • Lee, Dong-Seong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Dong-Yeop;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.371-377
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    • 2016
  • In the area of mobile game, the job of data analysis is very important. As the mobile game market is being expanded, the characteristics of the market have been so much changed, that the contents updating and marketing strategy should be built on thorough understanding and analysis result of the gamers' needs and their play pattern. Thus the importance of the mobile game management system can not be overemphasized. However, in practice, most of the mobile game companies are small scale, and they have intrinsic problem to provide successful game service to user with a dedicated operating team. To overcome these problems, this paper suggests an efficient mobile game management system based on our already developed mobile game. And the effectiveness of our system is illustrated by our case examples such as prompt response to user question or refund request. Our proposed system also played an important role to plan additional contents update, providing scientific data analysis result on user's play pattern and purchase trend.

A Study on the Opt-in Marketing

  • OH, Won-Kyo;LEE, Won-Jun
    • The Journal of Industrial Distribution & Business
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    • v.11 no.2
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    • pp.49-59
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    • 2020
  • Purpose: Online and social media and mobile shopping are increasing and companies are required to provide personal information in order to supplement the non-invasive characteristics of the channels. With the increased provision of personal information, consumers' personal and social concerns about the prevention of personal information infringement are also increasing, and in response, personal or opt-in marketing has emerged to compensate for reckless information abuse. Despite the background of this emergence, the existing prior studies are limited to ignoring the negative feelings of consumers in the real world, including only the net function and positive effect of the opt-in mail. Research design, data and methodology: The research framework was intended to utilize the impact of human marketing activities on consumer attitudes combined with positive and negative factors. Factors that positively affect attitudes toward permation marketing were presented, such as informality, and perceived risks were presented as negative impact factors. Also, based on previous prior research, the prior factors of opt-in marketing were to present the effect on purchase intent through the medium of attitude toward opt-in marketing. Results: In this study, we used the framework of a two factor theory to address positive and negative factors as a leading factor in the customer attitude toward opt-in mail advertising, and as a result, functionality and personalization have a positive effect on customer attitude and perceived risk have a negative impact on customer attitude. In addition, it was confirmed that the customer attitude formed this way affects the intention to purchase again. Conclusions: This study suggests that we have demonstrated that marketing, an opt-in marketing that has been recognized as part of marketing that is deployed after obtaining customer consent, has been applied without any other marketing methodology. E-mail advertising at this point also provides practical implications that the system safeguards are in place under an opt-in protocol or system, and that even if an e-mail advertisement is carried out, customers will need to look at the level of awareness about the risks, and suggests that they need to consider the customer's journey that could lead to purchase at the content level.

Brand Marketing Strategy of Live Streaming in Mobile Era : A Case Study of Tmall Platform

  • Liu, Lin;Aremu, Emmanuel Olugbemisola;Yoo, Dongwoo
    • Journal of East Asia Management
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    • v.1 no.1
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    • pp.65-87
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    • 2020
  • In recent years, with the rapid development of network live streaming, with the popularization of mobile Internet and mobile terminal equipment, the live streaming industry has ushered in great development. A sudden outbreak of the COVID-19 makes the PC end live streaming which has been developed for many years enter a new era, giving birth to the rapid development of mobile end live streaming. Not only because of the expansion of the live streaming industry market, the rise of the trend of the national live streaming, but also because the mobile live streaming is more and more valued by the brand, becoming an important tool for brand communication and product promotion. It is because of its unique communication characteristics that some scholars believe that the era of precision marketing has been opened by live network. Mobile live from the initial fans to reward and promote the brand, to now in the form of live marketing, consumers can "buy while watching". The time period from the understanding of the goods to the final completion of the purchase behavior has been greatly shortened. It is conducive to improving sales volume and brand awareness. Marketing communication through mobile live platform has become a popular way of brand marketing. This paper mainly studies the current situation, methods, problems and development strategies of brand marketing activities with the help of live streaming platform under the background of mobile internet. Taking Tmall live streaming platform as an example, this paper analyzes several ways of brand marketing with the help of live streaming and some universal characteristics of live streaming marketing by using the relevant theories of marketing. In view of the problems existing in live streaming brand marketing, it puts forward relevant Improvement measures. First of all, the paper puts forward the innovation in content and form. Second, the paper suggests that we should make full use of new technologies such as AR and VR to effectively combine with mobile live broadcasting. Third, the paper explores the integration of multiple channels to create intelligent marketing, and further optimize the live interface of mobile terminals. Finally, the paper emphasizes that the government departments and the platform itself should jointly supervise the mobile network live streaming platform and establish a good live broadcasting environment for mobile terminals. With the help of mobile live streaming, the marketing mode has an important impact on the promotion of brand marketing. How to make better use of this business mode and accurately use mobile live broadcast to promote brand marketing, so that enterprises can create greater profits, is also of profound research significance.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Cloud-Based DRM Service Model for Secure Contents Service (안전한 콘텐츠 서비스를 위한 클라우드 기반 DRM 서비스 모델)

  • Lee, Hyejoo;Seo, Changho;Shin, Sang Uk
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.465-473
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    • 2012
  • The mobile devices and cloud computing technology introduced new content services such as N-Screen service. The DRM techniques have been developed to support interoperability and multi-platform for new environment of content service. Nevertheless, it is still inconvenient for the consumers to purchase a new DRM-supported device or to migrate some purchased contents into new device due to the change of the subscription of service. Therefore, in this paper, cloud-based DRM model which is referred as DRMaaS (DRM-as-a-Service) model, is proposed to allow the consumer to freely use and move some DRM-protected contents in various smart devices regardless of subscription of service.

The Impact of TikTok's Short-Form Content Features on Destination Image and Visit Intentions (틱톡의 숏폼 콘텐츠 특성이 관광지 이미지 및 방문의도에 미치는 영향)

  • Wei Song;Chun Ii Park
    • Smart Media Journal
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    • v.12 no.8
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    • pp.37-44
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    • 2023
  • This study investigated the influence of travel-related content on the popular short-form platform TikTok in China on users' intentions to visit travel destinations and purchase travel products. Conducted in July 2023, amidst the rising consumption of short-form content through mobile devices due to the COVID-19 pandemic, the research surveyed 337 participants using an online survey platform in China. The findings revealed that the entertainment factor within TikTok's content did not significantly impact the perception of travel destinations, whereas informativeness and trustworthiness had positive effects. Moreover, expertise and interactivity also had positive effects. The study demonstrated that the image of travel destinations formed through short-form content on TikTok positively and significantly influenced visitors' intentions. These results provide valuable insights for crafting effective strategies in the tourism industry and marketing efforts.

Research on WINC expansion numbers to improve the accessibility of mobile web service (모바일 웹 서비스 접근성 향상을 위한 WINC 확장 번호에 대한 연구)

  • Sim, Keun-Ho;Ko, He-Eae;Kim, Jong-Keun;Zhao, Meihua;Lim, Young-Hwan
    • Journal of Digital Contents Society
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    • v.12 no.1
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    • pp.23-32
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    • 2011
  • For the past few years, unlike wireless widespread United States and Japan, expensive cost and platform of the mobile web carrier underground and self-centered made achievement of domestic mobile web market sluggish. Nowadays, more and more people pay attention to the mobile web service because of the increased quality of wireless internet, development of mobile device and variety of the flat-rate payment system. However, another big problem is that mobile web is too hard to use. Also, the poor content of mobile web service is an extremely serious problem. In this paper, we put forward a new method for easy to access mobile web service which is use WINC expansion numbers and users can use these numbers to shit their own website. Along with the benefits of purchase WINC number general users are able to make website and control their website at less time and energy.

A Study on the User Experience of the Mobile Application of Cultural Contents in Seoul (서울시 문화콘텐츠 모바일 애플리케이션 사용자 경험 연구)

  • Shim, Hyo-Bin;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.9
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    • pp.357-362
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    • 2020
  • The purpose of this study is to propose an efficient user experience of integrated applications by comparing and analyzing the usability of existing cultural content applications in Seoul. The study method was based on seven components of the honeycom model to conduct an interview and analyze for user experience measurements of existing applications. The results of the study summarized them in three ways. First, we need to organize a wide variety of information into categories in an easy-to-understand way. Second, making it easy to purchase tickets within the application. Finally, it is necessary to recommend cultural content that is suitable for me. This research is expected to be used as a basis for the user experience of the Seoul City Cultural Content Integration application.

An Extended Content-based Procedure to Solve a New Item Problem (신상품 추천을 위한 확장된 내용기반 추천방법)

  • Jang, Moon-Kyoung;Kim, Hyea-Kyeong;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.14 no.4
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    • pp.201-216
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    • 2008
  • Nowadays various new items are available, but limitation of searching effort makes it difficult for customers to search new items which they want to purchase. Therefore new item providers and customers need recommendation systems which recommend right items for right customers. In this research, we focus on the new item recommendation issue, and suggest preference boundary- based procedures which extend traditional content-based algorithm. We introduce the concept of preference boundary in a feature space to recommend new items. To find the preference boundary of a target customer, we suggest heuristic algorithms to find the centroid and the radius of preference boundary. To evaluate the performance of suggested procedures, we have conducted several experiments using real mobile transaction data and analyzed their results. Some discussions about our experimental results are also given with a further research area.

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