• Title/Summary/Keyword: game industry policy

Search Result 118, Processing Time 0.03 seconds

Analysis on Dynamic Trend of Online Gamers -based on the White Paper (게임 이용자의 추세 경향 분석 - 게임백서 자료를 중심으로 -)

  • Choi, Seong-Rak;Kwon, O-Young
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.67-80
    • /
    • 2010
  • Investigating the trend of online gamers plays an important role in forecasting, marketing and making policy decision in gaming industry. In this regards, various studies on gamers' trend and characteristics have been conducted. However, these precedent studies show limitation that they're static analysis since they are usually based on the surveys at a certain point. Therefore, this paper aims to identify some implications on forthcoming directions of gaming industry by analyzing dynamic trend of gamers based on the 8 years(from 2002 to 2009) of data from White Paper on Korean Games. Major implications found in this paper are as follows. Negative perception of games increases as the number of gamers increases. Among juveniles, games became a substitute for TV and the amount of time they play games depends on the existence and type of popular games of that time. Also, most item trading is intensively done by a small number of gamers.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
    • /
    • v.20 no.2
    • /
    • pp.77-90
    • /
    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.565-570
    • /
    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.431-438
    • /
    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

Research on the Attributions of Digital Game Using AHP (AHP를 활용한 디지털 게임의 속성에 관한 연구)

  • Kwon, Yong-Man
    • Journal of Digital Convergence
    • /
    • v.14 no.7
    • /
    • pp.431-437
    • /
    • 2016
  • Since the game is industrialized in the 1970s, efforts to study attributions throughout the definition of the game has been continued. This study analyzed the importance of 7 attributions including rule, goal, conflict, activity, decision-making, voluntary, art that were collectively organized by Katie Salen & Eric Zimmerman using AHP. For this, we analyzed the data after subjected to pair-wise comparison survey through the gaming industry experts, and the result was confirmed that match the analysis model comparing with the survey of game players. In this analysis of the importance, Goal(24%) is the greatest important in the seven factors mentioned above. Art(16%),Voluntary(15%), Rule(13%) followed after it. So, We can find out which attributes are considered important in the game development process through this Research.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
    • /
    • v.20 no.3
    • /
    • pp.431-438
    • /
    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

A Study on humanistic Imagination of Games using Oral Literature (구비문학을 활용한 게임의 인문학적 상상력에 관한 고찰)

  • Lee, Jae-Hong
    • Journal of Digital Convergence
    • /
    • v.10 no.2
    • /
    • pp.279-286
    • /
    • 2012
  • Game contents are the driving force of the digital media era. As the gaming industry grows bigger, contents technologies are also rapidly developing in both their quality and quantity, while the story sources of the contents are depleting. Accordingly, digging out new stories that can support development of the cultural contents industry is emerging as an urgent issue. Since games took roots as a form of contents in our society, negative images have outweighed positive aspects. This study aims at finding cures for the side effects from storytelling. Important factors here are how to converge the technical nature of engineering imagination and the epic nature of humanities imagination. Recently, The excavations of the story is very important. This article demonstrates cases where the oral literature, an archetypical cultural genre, provides the sources of game storytelling.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
    • /
    • v.20 no.1
    • /
    • pp.257-263
    • /
    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.

Service Innovation in Digital Contents Industry: A Case of Korean Online Games (디지털컨텐츠산업의 서비스혁신 패턴 분석: 온라인게임 사례를 중심으로)

  • Nam, Young-Ho
    • Journal of Technology Innovation
    • /
    • v.17 no.1
    • /
    • pp.119-148
    • /
    • 2009
  • The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.

  • PDF

Innovative Capabilities of NCsoft, the Leading Firm in the Korean Online Games Industry (게임산업 선도기업의 혁신역량 분석과 시사점 : 엔씨소프트를 사례로)

  • Choi, Ji-Sun;Kim, Hyung-Jin
    • Journal of Korea Game Society
    • /
    • v.10 no.5
    • /
    • pp.51-63
    • /
    • 2010
  • This paper investigates the innovative capabilities of the leading company in the Korean online games industry, 'NCsoft'. The company is analyzed with the three types of innovation capabilities such as the capability to manage core competencies, the capability to integrate internal and external knowledge source, and the capability to build innovation policy/strategy. This paper concludes with suggesting the future strategies of the NCsoft by each capability.