• Title/Summary/Keyword: Mobile game

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The Determinants of Usefulness and Intention In Mobile Game Service (모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구)

  • Han, Hui-Seon;Park, Gi-Ho;Jo, Jae-Wan
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.41-49
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    • 2006
  • This study tried to find the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobile phone, perceived price. The data was analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result shows that the perceived usefulness have significant effects on the mobile game service acceptance.

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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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Collective Sentiments and Users' Feedback to Game Contents : Analysis of Mobile Game UX based on Social Big Data Mining (집단 감성과 모바일 게임 사용경험 : 카카오게임 사례연구)

  • Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.145-156
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    • 2015
  • Existing researches have been limited to one-dimensional analysis of game experience (enjoyment, addictive user, usability). However, we considered to analyze complex sentiments of mobile game users due to diffusion of multitasking in these days. In this study, We focused on 'collective sentiments' of mobile game users and studied 'connected emotions and mental model' of them. To support theoretical assumption, we analyzed social data which reflect intention and unintended behavior of users. As a result, multiple consumption of service, diversified patterns of information recommendation and quest experience based on networking were critical to mobile game UX.

The Study on Packet Communication Scheduling Scheme for Mobile 3D Bluetooth Game Engine (모바일 3D 블루투스 게임 엔진을 위한 패킷통신 스케줄링 기법에 관한 연구)

  • Cho, Jong-Keun;Kim, Hyung-Il
    • The KIPS Transactions:PartA
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    • v.14A no.4
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    • pp.197-202
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    • 2007
  • This study focused on design and implementation of Mobile 3D Bluetooth Game Engine based on OpenGL-ES. In Mobile 3D network game so far, there is a form the mainstream of wireless inter-net game using WAP and VM. But, VM game we popular because of an excessive communication expense problem for this mobile network game that occur when connect to wireless internet as point out to problem by it, that is, stand-alone game are very popular. This study introduce a mobile 3D Bluetooth Game Engine which is based on mobile 3D standard using OpenGL-ES to solve a problem like mobile network game generally that occur when connect to take pleasure a wireless internet from some people into a short distance. When the number of concurrent packet datum by Bluetooth terminal transfers to each other, we shows that the proposed scheduling scheme for enhancing the process speed up on Bluetooth.

Design and Implementation of the Mobile Flash for Flash Game on Mobile Terminals (휴대 단말기에서 플래시 게임을 위한 Mobile Flash의 설계 및 구현)

  • Oh, Hwang-Seok;Lee, Jae-Young;Kim, Man-Soo;Lee, Chung-Hwan
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.11-16
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    • 2005
  • As an improvement of the CPU performance of mobile terminals and an increase of user requirements for multimedia services, various multimedia services and applications have been developed and served over mobile platforms. In this paper, we describe the design and implementation of the Mobile Flash which is one of the famous services in mobile platforms with the limitation of hardware resources. The Mobile flash is an optimized solution for mobile terminals of the Flash, which has been used in the Internet browsers not less than 95% in the world for playing various types of contents such as animations, games, contents for education, e-commerce.

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A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.3 no.2
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    • pp.19-26
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    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

The Determinants of Usefulness and Intention in Mobile Game Service (모바일 게임 서비스에서 유용성과 수용의도 결정요인에 관한 연구)

  • Han, Hui-Seon;Park, Gi-Ho;Jo, Jae-Wan
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.399-407
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    • 2006
  • This study tried to fine the determine of intention to mobile game service acceptance. Our research proposes the theoretical model consisting of factors such as perceived usefulness, perceived ease of using the mobiliphone, perceived price. The data were analyzed using LISREL based on th structural equation modeling, a second-generation multivariate technique. The result show that the perceived usefulness have significant effects on the mobile game service acceptance.

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Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.