• Title/Summary/Keyword: Mobile Entertainment

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Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

A Comparative Study on the Factors Affecting the Acceptance Intention for Mobile Ads.: Cases of Korea and U.S.A. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 비교 연구: 한국, 미국 중심으로)

  • Yoo, Sang-Jin;Lee, Dong-Man;Kim, Hyo-Jung
    • Information Systems Review
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    • v.8 no.3
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    • pp.135-152
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    • 2006
  • This study has been performed to analyze and identify some factors which has impact on the level of consumers' acceptance for the mobile ads. For better results and more reasonable generalization of the results, this study targets consumers in two such countries as Korea and U.S.A. This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a survey was conducted by collecting research data from students and consumers of mobile ads in Korea, and U.S.A. This data was analyzed based on using AMOS, the structural equation modeling and a second-generation multi variant technique, and has gained distinct advantages over other technique.

A Guidelines for Establishing Mobile App Management System in Military Environment - focus on military App store and verification system - (국방환경에서 모바일 앱 관리체계 구축방안 제시 - 국방 앱스토어 및 검증시스템 중심으로 -)

  • Lee, Gab-Jin;Goh, Sung-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.3
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    • pp.525-532
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    • 2013
  • Recently. smartphones have been popularized rapidly and now located deep in our daily life, providing a variety of services from banking, SNS (Social Network Service), and entertainment to smart-work mobile office through apps. Such smartphone apps can be easily downloaded from what is known as app store which, however, bears many security issues as software developers can just as easily upload to it. Military apps will be exposed to a myriad of security threats if distributed through internet-basis commercial app store. In order to mitigate such security concerns, this paper suggests a security guidelines for establishing a military-excusive app store and security verification system which prevent the security hazards that can occur during the process of development and distribution of military-use mobile apps.

Change of Usage Behavior According to Advance of Mobile Phone Capability -Focused on Female University Students- (모바일 기기의 사용 행태 변화에 대한 탐색 연구 -20대 전반 여대생을 중심으로-)

  • Choi, Yoo-Me;Yu, Hyun-Jung;Lee, Hye-Sun;Kim, Eun-Jung;Jang, Ha-Ri
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.92-102
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    • 2013
  • The definition of mobile phone was a device that can make and receive telephone calls or messages for communication but it has rapidly developed from communication tool into multi-function device. Especially since release of smart phone, Korea is one of the highest country in the world and the statistics can be interpreted into people positively accept new technology. Therefore it's time to study on usage behavior according to different generation of mobile phone. Based on media richness theory and elaboration likelihood model, we analyzed factors affecting usage behavior of mobile phone. Case study methodology were constructed a survey to female university students from 20-24 years of age.

Gratification Obtained from Telephone Use and Characteristics of Telephone as Interpersonal Communication Medium (전화의 이용과 충족 그리고 대인매체로서의 전화의 속성: 이동전화, 면대면 채널과의 비교를 중심으로)

  • Bae, Jin-Han
    • Korean journal of communication and information
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    • v.18
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    • pp.131-164
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    • 2002
  • Despite the ubiquity of telephone, the medium has received far less scholarly attention than it should deserve. This study begin with the purpose of fair appraisement of telephone in Korean social communication. To accomplish this purpose, the gratification obtained from telephone, the appropriateness of it as interpersonal communication medium and communication network through telephone were studied. The related raw data were collected from on-line survey process, and statistically analyzed. The result showed sociability, information, transaction, entertainment, emergency, and reassurance are gratifications obtained from telephone use. Younger persons tend to have more positive attitude to mobile phone as interpersonal communication medium. Particularly when the seniors are interpersonal communication partner and impending task is advice or request, younger persons tend to perceive mobile phone more appropriate than the elder persons do. And mobile phone deepens 'communication endogamy' of our society, especially in the youth. Thus, it is plausible to predict that mobile phone will be more important in social communication of our society when the youth become the mainstream of our society.

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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.

Growth of Gameday and Strategy in Changing Mobile Environment (게임데이의 성장과 모바일 환경 변화에 따른 대응 전략)

  • Yoo, Byung-Joon;Ahn, Dae-Hwan;Rhee, Cheul
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.7 no.3
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    • pp.143-149
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    • 2012
  • With the increasing use of mobile phones, mobile game is emerging as an entertainment for move. Furthermore, smart phone is widely spread, so mobile game market is rapidly growing. According to "Republic of Korea 2010 Games White Paper" mobile game market is growing annual average 10% or more, and is expected to reach $ 9.8 billion in 2011. It is almost doubled compared to 2007. It became possible to realize complicated high-capacity game with mobile phone developed to smart phone. And at the same time, mobile game is associated with Social Network Services (SNS) and is worldwide growing as a part of 'mobile life'. Apple launched an application open market, App Store, in 2008, and mobile game industry welcomed an innovative turning point. Global smart phone application market (App Store) is opened, so Gameday is able to launch mobile games easily to the global market getting out of the domestic market. In addition, Apple App Store has the structure of sharing their revenue with the developer with 7 to 3 which is more favorable terms for the developer compared to supply mobile contents to the mobile carrier who monopolized the market in the past. The largest proportion of the current App Store application is game, and Gameday has the opportunity to make a significant leap forward by keeping pace with the new environment changes.

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Examining the Functions of Attributes of Mobile Applications to Build Brand Community

  • Yi, Kyonghwa;Ruddock, Mullykar;Kim, HJ Maria
    • Journal of Fashion Business
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    • v.19 no.6
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    • pp.82-100
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    • 2015
  • Mobile fashion apps present much opportunity for marketers to engage consumers, however not all apps provide enough functions for their targeted audience. This study aims to determine how mobile fashion apps can be used to build brand community with consumer engagement. Qualitative data on fashion mobile apps were collected from the Apple app store and Android market during the spring and summer of 2015. A total of 110 fashion mobile apps were collected;, 50 apps were identified as apparel brands that either manufacture or sell apparel to consumers, which we categorized as "brand" fashion apps, and the remaining 60 were categorized as "non-brand" fashion apps. The result of the study can be summarized as below. The 60 non-brand fashion apps were grouped into 5 app types: shopping, searching, sharing, organizational, and informational. The main functions are for informational use and shopping needs, since at least half (31 apps) are used for either retrieving information or for shopping. However, in contrast, social networking and location were infrequent and not commonly utilized by these apps. The most common type of non-brand fashion apps available were shopping apps;, many shopping apps enable users to shop from several different websites and save their items into one universal shopping cart so that they only check out once. Most of these apps are informational and help consumers make more informed decisions on purchases;, in addition many offer location services to help consumers find these items in store. While these apps perform several functions, they do not link to social media. The 50 brand apps were grouped into 5 brand types: athletic, casual, fast fashion, luxury, and retailer. These apps were also checked for attributes to determine their functionality. The result shows that the main functions of brand fashion apps are for information (82% of the 50 apps) as well as location searching (72% of 50 apps). Conversely, these apps do not offer any photo sharing, and very few have organizational or community functions. Fashion mobile apps and m-marketing elements: To build brand community, mobile apps can be designed to motivate consumer's engagement with brands. The motivations of fashion mobile apps are useful in developing fashion mobile apps. Entertainment motives can be fulfilled with multimedia attributes, functionality motives are satisfied with organizational and location-based features, information motives with informational service, socialization with community and social network, learning and intellectual stimulation from informational attributes, and trend following through photo sharing. The 8 key attributes of mobile apps can correspond to the 4 m-marketing elements (i.e., Informative content, multimedia, interactions, and product promotions) that are further intertwined with m-branding elements. App Attributes and M-Marketing aim to Build Brand Community;, the eight key attributes can impact on 4 m-branding elements, which further contribute to building brand community by affecting consumers' perceptions of brands preference and advocacy, and their likelihood to be loyal.

A Comparison of User Search Behavior on PC and Mobile Phone: A Log Analysis of 1300K Site (이용자들의 PC 검색 행태와 모바일 검색 행태 비교: 1300K 로그 분석을 중심으로)

  • Park, Soyeon;Cho, Kihun;Choi, Kirin
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.89-107
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    • 2017
  • This study aims to compare information seeking behavior of 1300K users on PC and mobile phone. Transaction logs of 1300K, a major Korean shopping search engine, were analyzed. These transaction logs were collected over 1 month period, from April 1 to April 31, 2016. The results of this study show that there are a little more mobile sessions than PC sessions. Users conducted slightly more browsing on PCs than mobile phones, whereas users submitted queries more than two times on mobile phones than on PCs. Users clicked more search results on PCs than mobile phones, whereas users made important decision makings such as product purchases more on mobile phones than PCs. Top queries and categories were similar between PCs and mobile phones. Queries and categories on mobile phones were more focused than queries on PCs. Overall, mobile search behavior is more simple, passive, and focused than PC search behavior. The results of this study can be implemented to the effective improvement and development of search services for different devices.

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.