독립형 VR기기가 활발히 개발되기 전 스마트폰을 HMD로 만들려는 움직임이 있었고 구글의 카드보드와 삼 성의 기어 VR이 그 예이다. 하지만 독립형 VR기기의 출시와 모바일 기기의 한계로 현재는 대부분 AR로 전 환되어 사용되었다. 그렇지만 지난 10년간 모바일 VR과 AR의 기술도 발달했지만, 그동안 모바일 기기의 성 능도 향상되었다. 따라서 발달한 기술들을 바탕으로 손 추적을 뛰어넘어 손동작 분류를 모바일 기기에서 기 존의 VR과 AR 콘텐츠와의 상호작용에 활용할 수 있다. 본 논문에서는 Manomotion을 이용하여 2D 또는 3D 의 골격을 추적하고 손동작 분류를 구현했으며 게임을 사용하여 검증하였다.
Physical activity and exercise is an important step in the journey of a healthy lifestyle. It reduces the risk of developing many diseases like diabetes, cardiovascular diseases, and even cancer. In today’s world, we spend most of our time sitting in front of a computer or mobile phones for work and entertainment. This is one of the leading factors in a lack of physical activities and thus a decrease in the fitness level of many individuals. In this paper, we design a mobile 2D platformer game where progress inside the game world is dependent on physical activity in the real world. The game has two modes namely adventure and story mode. This design can motivate people to lead an active and healthy lifestyle. The physical activity monitoring is done solely through the pedometer of a smartphone held by the user while playing the game. The number of steps walked by the user determines the number of revives inside the adventure mode of the game. There are three levels in the story mode which are unlocked by walking more than a certain number of steps in the real world.
최근 중국을 비롯하여 전세계적으로 모바일 게임의 사용자 수와 시장 규모는 지속적으로 확대되고 있다. 성공적인 모바일 게임 특성은 무엇이며 어떤 요소가 사용자에게 영향을 미치는지를 살펴보기 위해 현재 세계 최대 규모의 게임 시장인 중국 모바일 게임의 대표적 특성을 분석하고 이용자가 게임의 선택과 지속적인 이용에 영향을 미치는 중용한 원인을 찾아봤다. 특히, 게임 방송의 영향력을 감안하여 오피니언 리더로서의 게임 BJ 가 사람들의 게임 선택과 지속적인 이용에 어떠한 영향을 미치는지도 함께 살펴보았다. 기술수용모델(TAM, Technology Acceptance Model)에 기반하여 모바일 게임의 특성과 오피니언 리더에 대한 인식의 외적 변수가 게이머 인식(지각된 유용성, 지각된 용이성, 지각된 오락성)에 미치는 영향을 통해 모바일 게임에 대한 태도와 지속적인 이용 의도를 예측하는 모델을 구축하고, 이를 검증하기 위하여 346 명의 게이머를 대상으로 설문 조사를 실시하였다. 분석 결과, 모바일 특성, 특시 상호작용성과 비용 저렴성, 시공간 편의성이 모바일 게임 이용자의 인식에 큰 영향을 미치는 것으로 나타났으며, 오피니언 리더에 대한 인식이 지각된 오락성에 긍정적인 효과를 보였다. 지각된 오락성과 지각된 유용성은 모바일 게임 태도에 유의한 효과를 보였으며, 게임 태도는 지속적 이용 의도를 유의하게 예측하는 결과를 나타냈다.
본 논문은 모바일 게임과 게임하기의 변화를 통합적으로 살피기 위해 모바일 게임의 시공간적 특성을 미하일 바흐친(Mikhail Bakhtin)의 크로노토프(chronotope) 개념을 통해 고찰하는 것을 목적으로 한다. 소설에서 재현되는 시간과 공간 사이의 내적 연관을 지칭하는 개념인 크로노토프를 바탕으로 모바일 게임 플랫폼에서의 시공간 경험과 모바일 게임 텍스트의 재구성간의 내적 연관을 살펴보았 다. 모바일 게임은 플레이어라는 존재 기반의 혼종적 플랫폼을 통해 게임하기의 행위를 일상의 시 공간과 중첩시키면서 플레이어의 의지를 바탕으로 지금-여기의 세계를 구축한다. 플레이어를 플랫폼으로 하는 모바일 게임의 크로노토프는 가상세계에 접속하는 것이 아닌, 지금-여기라는 현재의 공 간에서 생성되는 것이다. 본고에서는 이와 같은 모바일 게임의 크로노토프 재현 양상을 역할수행 게임과 위치기반 게임을 중심으로 살펴보았다. 모바일 역할수행 게임에서는 자동 전투 시스템을 중심으로 플레이어가 느슨한 거리감을 유지면서 서사적이고 관계적인 경험이 약화된 탈역사적 크로노 토프가 나타난다. 위치기반 게임에서는 가상세계와 실제세계의 중첩을 통해 유희적 의미를 발생시키는 플레이어가 주도하는 생성의 크로노토프가 나타난다.
Casual mobile games (CMG) is one of the three types of game genres with the highest market share in turnover. This type of games can be distinguished from hardcore games in that their play sessions are usually shorter, the rules are simpler and required commitments are less (Engl & Nacke, 2013). Some of the most popular games with these features are, for example, Angry Birds, Candy Crush Saga, and Hearthstone. The retention rate of players is one of the subjects that sparks most interest to the industry since many players abandon the games only a few hours after downloading them. Companies are very interested in knowing what factors influence a player's decision to continue playing and recommending a game to other players, because it is the loyal players who could potentially pay for upgrades, make in-app purchases or attract indirect revenue through advertising (Hsu & Lin, 2016). Although previous research has extensively studied the antecedents of the continuance intention to use online games on PC and video game consoles, few works have tried to understand the factors that drive loyalty in mobile games (MG) (Hamari, Keronen, & Alha, 2015; Shaikh & Karjaluoto, 2015). MG differ from those developed for PCs and game consoles not only because of hardware limitations but also due to software limitations (Kuittinen, Jultima, Niemelä, & Paavilainen, 2007). The technical characteristics of a game influence perceived value (Choe & Schumacher, 2015) and, consequently, loyalty (Chang, 2013, Su, Chiang, Lee, & Chang, 2016). This study examines the antecedents of loyalty towards CMG from the perspectives of perceived value (i.e. hedonic and utilitarian values) (Babin, Darden, & Griffin, 1994; Chang, 2013; Chang et al., 2014; Davis, Lang, & Gautam, 2013). In addition, it explores the moderating effect of intensity of playing, because intensity can mitigate the impact of satisfaction on loyalty (Lu & Wang, 2008). Based on the literature review a research model was proposed and evaluated using survey data of 372 respondents with structural equation modelling (SEM) approach. The results reveal that hedonic value (i.e. perceived enjoyment and perceived attractiveness) and, to a lesser extent, utilitarian value (i.e. effort expectancy and perceived usefulness) are crucial to the player’s loyalty towards a mobile game. Intensity of playing weakens the relationship between perceived usefulness, perceived enjoyment and loyalty intention. Based on the findings, this research has important theoretical and practical implications in understanding the motivations of players to remain loyal to a mobile game and how these motivations vary depending on the intensity of playing.
Using a theoretical framework of cultural capital, the present study analyzed a collecting system in AbyssRium, a mobile healing game. AbyssRium provides users with emotional satisfaction by allowing them to decorate a virtual aquarium using fishes and other sea creatures. We conducted a content analysis using contents generated in online communities and focus group interview with heavy users of AbyssRium. Results suggest that game players feel superiority by possessing rare fishes over others. These rare items were also utilized to distinguish users who collected the items from others not possessing such fishes. Also, the game operator of AbyssRium maintains the game balance by imposing greater costs for experienced users than for novice users in collecting fishes and decorate the aquarium. Such a strategy contributes to sustaining the social ecosystem of Abyssrium by encouraging new users to start to play the game. The current study suggests that a simple mobile game can afford a social interaction and a social system allowing users to constructs social meaning of artifacts presented in the virtual environments. Future research may broaden the generalizability of the cultural capital framework by replicating these findings in different video games.
Through the development of the media, boundaries between different media have become more fluid than before. Among such media, webtoon got credited from other global societies by it’s own literary value to be made as not only as drama or movie, but as the mobile game also. This research aimed to study cases of mobile game which utilized webtoon as the source to find out how the original webtoon influenced the awareness of game. Secondly, this study focused on find out the webtoon’s narrative adapted range under the type of the mobile game. Last of all, this study aimed to discuss about the development direction under specific RPG mobile game "With God" which based it’s contents under the webtoon.
Mobile games’ proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games’ lifespan is very short compared to online games, recognizing the user’s needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games’ initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user’s characteristic. I have conducted observation experiment on users of ‘Lineage M’, mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users’ proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.
This paper introduces the implementation of runtime synchronization method when mobile network is broken during the game play. In case of network failure, the game is restored using the saved play record. Before the network failure, the previous game play is recorded in the server. The runtime synchronization is performed using the recorded game play in 2-times, 4-times, 8-times and 12-times according to the paused time and the game is played continuously. Using the proposed method, the user can play the mobile game uninterrupted. The project mobile game is implemented, and shows the effectiveness of the proposed method.
This study was conducted to analyze the effect of message frame on Exercise Interest and User Experience including Fitness App Fun, Fitness App Satisfaction, and Fitness App Use Intention in the mobile fitness app game. ‘Enjoy Your Fitness’, a fitness app game developed by Healthcare Media Research Institute, was used for this study and Repeated Measure Design and Playtest methodologies were used for the experiment. The results showed that the persuasive effect of gain messages were higher than loss messages in all factors. This results implies that exercise, as a preventive health behavior, can be promoted more effectively when messages are presented in the frame of gain message rather than loss message. Therefore, messages in the fitness app game need to be presented by emphasizing the positive outcome and benefit of exercise.
This study shows the content production of mobile baseball games. In 2013, mobile games accounted for 23.9% of domestic games, and the global mobile game market is expected to grow to $30.3 billion by 2015. This study examines trends and characteristics of the mobile game industry. Also, this study intends to show mobile game rankings, reproduce the enthusiasm of professional baseball games through mobile games, participate in games to utilize leisure, and contribute to the mobile game industry. Currently, there is Magu magu of Netrnarble as a mobile baseball game. By differentiating with mobile Magu magu, this study attempts to produce various and interesting short plays of AI, UI, and FSM from webtoon contents to engage in the realism of mobile baseball games, and to improve the productivity of the mobile game industry. Therefore, we intend to promote the game industry and activate game production contents.
The mobile device users have been increasing significantly because of the development of social network system. Mobile educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation elements for providing useful quality evaluation information about educational serious game to user or developer. This study conducted prioritizing the quality elements of mobile educational serious game contents. Then, these elements are decomposed into sub-elements and resulted into a hierarchical model with three levels. To evaluate the priorities among elements, AHP(Analytic Hierarchy Process) is adopted. Additionally, if the evaluation element of this study would be applied into other game contents, it can provide the fundamental information for quality improvement of total mobile educational serious game contents.
The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of ‘touch and feel’ to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer’s preference for ‘touch and feel’ style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.
All games support the meaningful play, and each mechanism producing meaning is various. In mobile role-playing game, automation of in-game action standardizes movements of avatars and diversify combat challenges. Thereby players reinforce their avatars and make various repertoires so as to cope with different contents. Players predict the result of their own actions based on short-term, juicy feedbacks. In conclusion, mobile role-playing game has 'strategy' as its action mode while the unit time required for meaningful play is highly reduced. This analysis is significant in the sense that it was the first step toward integrated change of game play experiences.
This paper investigates how pricing actions of base and multiple add-on products sequentially offered in the marketplace affect their sales with a consideration of the interactive price relationships between base and add-on products and among multiple add-on products, as well as a moderating role of product characteristics.
South Korea has led the global online game markets successfully in the mobile game platform based social network service with commercialization and showed the potential of the mobile game market. Currently, Korea's game industry is accelerating the global expansion for the mobile game market based on online game technology and mobile infrastructure. However, recently as mobile games attract attention in the mobile business and digital entertainment markets, the competition grows so fast. Cooperation between game developers and publishers have important implications in mobile games as well as online games for competitiveness through selection and concentration. This study was designed to support decision making at the outsourcing for publisher and the development of mobile games with key success factor analysis. The key evaluation factors of the mobile game were extracted through the literature review and expert groups, and then the relative importance between each factor was derived to take advantage of the AHP, Multi-criteria decision method. Differences between the online game and mobile game were analysed in this evaluation process. Also we were able to verify this evaluation model by applying the released mobile game. As a result, accomplishment and gambling in the mobile game was found to be a key factor. Also differentiation factors from online game were social factor, scalability, reliability. Unlike the previous studies which have been focused on online games, this study offers the guideline of the decision making for the business success in the mobile game development and the sourcing, the most important steps in publishing business.
As mobile devices are becoming ubiquitous, more users encompassing different are groups are enjoying mobile games. There are two types of mobile games – games mandating a certain type of learning and games not requiring any sophisticated learning such as casual games. In this paper, we first define th the degree of learning and compare the acceptance of these two types of mobile games on two different ages groups, i.e., 2~30 age group and 40~50 age group. For this experiment, we recruited 20 users, 10 users per each group, and each participant responds to our survey after playing 15 games with different degrees of difficulty. Our survey results show that 1) both age groups are more engaged in popular games, 2) 20~50 age group is less engaged in brain-teasing games and social network games, 3) both age groups feel difficult as more learning is required, and 4) 20~30 age group quickly learns new games if those are similar to the games they played before.
The purpose of the study is to explore the relationship between user satisfaction of mobile social network game and user preference of co-marketing brand with the game. We propose revised UTAUT model(i.e., mobile game effect model) and explore the influence of user habit with game in the model. Total 129 Korean mobile game users were surveyed. The data were analyzed using structural equation model(SEM). The result show that perceived usefulness and hedonic value influence user satisfaction for mobile social network game. Next, user satisfaction has a positive influence on users' brand preference placed on the game. We also identified the moderating effect of the habit on the relationship between user satisfaction and brand preference. This study provide a deeper understanding of Korean consumers' mobile game behavior and trend.
As a macroscopic research for the interaction of mobile game platform, I have analyzed the differentiation & characteristic of interaction for each platform. ‘Game & Watch’ was the first handheld game console released by Nintendo in 1980, the initial model was merely a combination of clock and game consoles to emphasize mobility. However, ‘Game&Watch:DonkeyKong’ which equipped with Yokoi Gunpei’s cross key provided an opportunity for the development of a full-fledged multi-screen gaming. ‘GameBoy’ was the beginning of a portable game machine in the modern sense. It has brought a lot of changes for the gameplay pattern using the contrast of color, smooth animation, as well as interchangeable cartridge system. Also, ‘NDS(Nintendo DS)’, which had several interaction system such as dual screen, voice input and touch input, had contributed to expanding the emergence of innovative game content and women game users. ‘PSP(Playstation Portable)’ by SONY in 2004 materialized 3D games using high performance and progressed to multimedia platform.