• Title/Summary/Keyword: moblie game

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Main Factors of Success in Board Games of Digital Media Age Case Analysis of <모두의 마블 for Kakao> - (디지털미디어시대 보드게임의 성공요인 분석 - <모두의 마블 for Kakao> 사례 분석 -)

  • Yun, Seong-hye;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.85-88
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    • 2017
  • In this paper, I analyze the success factors of the mobile game "Marble for Kakao", and propose the factors that should be emphasized when converting the board game to digital. has converted to digital game using board game widely known in Korea. At this time, it differs from the existing , reducing the time required to play the game once, allowing the user to concentrate for a short period of time by giving a visual expression, and to repeatedly play the game several times. It also allows users to experience a variety of maps and character enhancement systems so that they can continue to be interested. Thus, Marble for Kakao has optimized the digital environment, not digitally portraying existing board games.

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GAMEVIL'S GLOBAL STRATEGY : IMPLICATIONS FOR MOBILE GAME INDUSTRY

  • Yoo, Byung-Joon;Jeon, Seong-Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.5 no.4
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    • pp.113-128
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    • 2010
  • Moblie games are getting popular in that more mobile handsets are available. The mobile phone is expected to be the dominant platform the way the PC turned out to be the dominant platform of desktop computing. Ubiquity enables the mobile phone users interact socially with other users. Mobile game developers are now competing globally on the Apple Appstore, where any developers in the world are able to publish their own games easily. This study reviews the case of Gamevil, one of the leading mobile game service providers, from its foundation to the current global competition in order to draw implications for mobile game industry.

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A Study on the Success Factors of Mobile Game Using Original IP (원작IP를 활용한 모바일 게임의 성공 요인에 관한 연구)

  • Choi, Gyu-Ri;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.213-216
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    • 2020
  • 모바일 게임의 시장에서 기존 PC 게임, 애니메이션, 웹툰 등 원작 IP를 활용한 게임들이 늘고 있다. 원작 IP를 활용하면서 기존 팬들과 대중들의 관심을 받을 수 있지만 모든 게임이 성공하지는 못하고 있다. 본 논문에서는 원작 IP를 기반으로 성공한 게임들의 특징을 살펴보고 성공요소에 대한 공통점을 분석한다. 본 논문에서 제시한 성공 요소는 원작 IP를 기반으로 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

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Proposal of popular Profitable Model of Kakaogame (카카오게임의 인기 수익모델 제안)

  • Heo, Tae-In;Jeong, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.455-461
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    • 2015
  • while the mobile game is the publishing of KakaoTalk, mobile game industry, became the opportunity for more growth. However, after two years in service, this time in a number of games has a service Kakaogame, but out Profitable game is out steadily, as compared to the service game was in early Kakaogame many I was reduced. Everyone hurried game of in feature If you get a good game is depending of course also Profitable model. Although domestic mobile game is a lot of publishing of KakaoTalk, in order to the competition between the same kind of game because it is similar to everyone game, profit structure in the game is important. Under the paper to find a direction that can be maximized through the previous study the benefits of typical Profitable model used Kakaogame has been presented in the direction of a new Profitable model.

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
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    • v.13 no.8
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    • pp.431-438
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    • 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.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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