• Title/Summary/Keyword: Mobile content

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

The Effect of Mobile MMORPG Characteristics on Flow Experience and Performance

  • LEE, Jeonghoon
    • Journal of Distribution Science
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    • v.17 no.8
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    • pp.35-44
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    • 2019
  • Purpose - This study examines the changes in the mobile MMORPG market in recent years and the factors affecting the performance of mobile games through flow experience according to the characteristics of game content. Research design, data, and methodology - This study focuses on the fact that the cause of game use behavior changes is the flow experience which influences the duration of mobile game continuation. The flow experience and the influencing factors are divided into the relationship between first, second-leading factors, and lagged factors. Results - The user's sense of challenge, skillfulness, concentration, and reality influenced the flow experience as a leading factor influencing the performance of MMORPG games. On the other hand, fun and preference were found to be the outcomes of the flow experience. This is because the game content is experienced not through passive enjoyment but by intentionally enjoying the game content. The flow experience has a positive effect on the intention of continuous use as in the previous study. Conclusions - This study found that the flow experience of game users is necessary for continuous use by organizing relationships of flow experience in mobile MMORPG users' gaming behavior.

Development of a mobile application focusing on developmental support care for Korean infants born prematurely: a methodological study

  • Park, Ji Hyeon;Cho, Haeryun
    • Child Health Nursing Research
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    • v.28 no.2
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    • pp.112-123
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    • 2022
  • Purpose: This study aimed to develop and evaluate a mobile application focusing on developmental support care for infants born prematurely. Methods: An application was developed using the analysis, design, development, implementation, and evaluation model. In the analysis phase, previous research was evaluated through big data text-mining and a literature review. In the design phase, the preliminary content of the application was designed, and the content validity and comprehension were verified. A hybrid application was developed and used by eight experts and ten users, who evaluated the layout of the mobile application and their satisfaction with it. Results: The content of the designed application comprised a diary, customized information, developmental play, and community. The mean scores for layout were 3.73±0.47 and 3.43±0.68 out of 4 points among the experts and users, respectively. Users' mean satisfaction score was 3.70±0.70 out of 5 points. Conclusion: The information provided by the mobile application was evaluated as consistent and systematic. The application was also found to be satisfactory by infants' parents. The mobile application developed through this study is expected to be effective in supporting the development of children born prematurely.

Cooperative Content Caching and Distribution in Dense Networks

  • Kabir, Asif
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.11
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    • pp.5323-5343
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    • 2018
  • Mobile applications and social networks tend to enhance the need for high-quality content access. To address the rapid growing demand for data services in mobile networks, it is necessary to develop efficient content caching and distribution techniques, aiming at significantly reduction of redundant content transmission and thus improve content delivery efficiency. In this article, we develop optimal cooperative content cache and distribution policy, where a geographical cluster model is designed for content retrieval across the collaborative small cell base stations (SBSs) and replacement of cache framework. Furthermore, we divide the SBS storage space into two equal parts: the first is local, the other is global content cache. We propose an algorithm to minimize the content caching delay, transmission cost and backhaul bottleneck at the edge of networks. Simulation results indicates that the proposed neighbor SBSs cooperative caching scheme brings a substantial improvement regarding content availability and cache storage capacity at the edge of networks in comparison with the current conventional cache placement approaches.

Efficient Content Sharing in Ad Hoc Networks (애드 혹 네트워크에서의 효율적인 콘텐츠 공유 방법)

  • Kang, Seung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.209-220
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    • 2007
  • Mobile devices become a pak of our daily life due to their versatility, such as the wireless phone calls, the wireless accessibility to Internet, the display of multimedia content, and the communication with nearby mobile devices. Third generation telecommunication service provides an easy access to the Internet for nubile devices. Mobile users pay a fee charged by the telecommunication provider based on the amount of data transferred. This paper introduces a special ad hoc network in which mobile devices cooperate each other to download an interesting content from the Internet in order to reduce the telecommunication cost. The mobile devices, called the peers, in the ad hoc network are assigned a portion of the target file, and are responsible for downloading the portion using their 3G connection. Then, the peers exchange their downloaded portion with other participating peers using their cost-free ad hoc connection in order to reconstruct the whole content. According to the simulation results, large number of participating peers saves the telecommunication cost up to 90% with as few as 10 peers, although it slightly increase the overall content reconstruction time.

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Advancement in Mobile Service and Successful Model for Mobile Contents (모바일 서비스의 진화와 성공적인 모바일 콘텐츠 모델)

  • Suh, Byung-Moon
    • Journal of Korea Society of Industrial Information Systems
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    • v.13 no.4
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    • pp.24-34
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    • 2008
  • The study aims to anticipate evolution direction of mobile content business in the future, and derive successful strategies at the same time with multiple and composite analysis of evolution process and environmental change of mobile business. In conclusion, Firstly, it should strengthen customer approach performance, secondly, approaches with sensitively, and needs opened business model. Fourthly, it needs planning and production of contents which reflects the need of customers, and fifthly, it requires development of mobile platform leading contents group and multiplication of CP business model. In the aspect of industrial policy, sustainable and future-oriented policy should be arranged rather than short-term and simple police, for the continual development of mobile content industry. To establish healthy and active mobile contents industry, the government and regulatory institutes are more preferable to devote to the role of circumstance builder rather than the leader of mobile content market. In other words, they are recommended to focus on establishing basic regulation and order for smooth operation of the market and its management.

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Analysis of Success Factors for Mobile Commerce using Text Mining and PLS Regression

  • Kim, Yong-Hwan;Kim, Ja-Hee;Park, Ji hoon;Lee, Seung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.11
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    • pp.127-134
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    • 2016
  • In this paper, we propose factors that influence on the mobile commerce satisfaction conducted by data mining and a PLS regression analysis. We extracted the most frequent words from mobile application reviews in which there are a large number of user's requests. We employed the content analysis to condense the large number of texts. We took a survey with the categories by which data are condensed and specified as factors that influence on the mobile commerce satisfaction. To avoid multicollinearity, we employed a PLS regression analysis instead of using a multiple regression analysis. Discovered factors that are potential consequences of customer satisfaction from direct requests by customers, the result may be an appropriate indicator for the mobile commerce market to improve its services.

An Empirical Study on the Influence of Flow Experience of Mobile Contents on Repurchase Intention (모바일 콘텐츠 FLOW경험이 재 구매 의도에 미치는 영향에 관한 실증 연구)

  • Sun, Chang-Hoon;Moon, Tae-Soo
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.131-141
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    • 2011
  • This study empirically analyze the relationship of user's repurchase intentions directly and indirectly as combining user acceptance and flow experience on mobile content services. 360 users who experienced mobile contents are intended for this study, and results of this study expect to contribute a strategic approach to the mobile content application markets and to help the industries related to mobile contents understand the consumer behavior.

Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park;Changsok Yoo;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • v.30 no.2
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    • pp.420-438
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    • 2020
  • Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

A Case Study of Line Friends Character TransMedia Branding ('라인 프렌즈' 캐릭터의 트랜스미디어 브랜딩 사례연구)

  • Chang, Hyo Jin;Kim, Young Jae
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.11 no.2
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    • pp.153-166
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    • 2015
  • This paper proposes a trans-media branding for the trans-media-based cultural content marketing strategy. Trans-media brand analytical framework is proposed with previous studies. And mobile messenger Character 'Line Friends' is analyzed for the text. Trans-media branding is accessible through a multi-platform in the technological environment. Consumer culture, as well as participate include business models to generate revenue also as brand equity. While the character elements that make up the story from the perspective of cultural content storytelling act as an independent cultural goods. Character is segmented elements. Therefore, trans- media branding of the characters are more meaningful. 'Line Friends' trans-media branding can be summarized as follows: First, it takes advantage of the characteristics of the existing Information-Technology-based mobile. Second, it puts consistently found the content of the attributes of Mobile Messenger 'communication' and 'friendship'. And third, while the content of each platform is constantly linked with other platforms, the brand is positioned inside the window effect.