JOURNAL BROWSE
Search
Advanced SearchSearch Tips
A Study on the Free-to-Play Model for Digital Games
facebook(new window)  Pirnt(new window) E-mail(new window) Excel Download
  • Journal title : Journal of Korea Game Society
  • Volume 15, Issue 6,  2015, pp.107-120
  • Publisher : Korea Game Society
  • DOI : 10.7583/JKGS.2015.15.6.107
 Title & Authors
A Study on the Free-to-Play Model for Digital Games
Lee, Dong-Eun; Lee, You-Ho;
  PDF(new window)
 Abstract
Free-to-Play of Digital Game became to be one of the largest profit business models because of its stable profit and ability to attract new players. However as the services that are provided gets diversified, some problem come up with mass imbalance in the gameplay experience. Therefore in this process to organize the concepts and features of the Free-to-Play and typing research depending on the acquisition method, durability, and function of revelation target. It was able to derive the three problems, which are inequality in the gameplay experience, economic imbalance in the game world, and player's breakaway. The goal of study is to explain by giving specific examples with these three problems and offer rational solutions. These kinds of study will give a lead on how the Free-to-Play model should be applied to the Korean game market.
 Keywords
Free-to-Play;Digital Game;Business Model;Game play;
 Language
Korean
 Cited by
 References
1.
Korea creative content agency, "2014 Korea industry statistics" p.22, 2015

2.
http://www.gamemeca.com/news/view.php?gid=534570

3.
http://blog.naver.com/tltbdoobi/220462694204

4.
http://blog.naver.com/kkh1617/120130485161

5.
Tae Young Seo and Gyu Hwan Oh and Dong Hyun Min, "Game Design on Game Money Sales Model based on Marketing Mix strategy in MMORPG", Korea Computer Game Society, Volume25, NO.2, p.72, 2012.

6.
Park Sun Ju and Ryu Sun Gil, "Econormic issue in Online Game Management : a case of Qplay", Venture Business Research, Volume9, No.3, p.6, 2006.

7.
Kim Jin Gyu, "The global success factors of Korean games", The Journal of Global Cultural Contents, Vol.6, 2011

8.
Gyhwan Oh, TaiYoung Ryu, "Game Design on Item-selling Based Payment Model in Korean Online Games", DiGRA, 2007.

9.
Nojima, M. (2007). Pricing models and Motivations for MMO play. In Proceedings of DiGRA 2007: Situated Play (pp. 672-681). Tokyo, Japan.

10.
Alistair Walls, "Q&A: Nexon America talks M aple Story", 2007.

11.
Chang Sok Yoo and Jae Ki Jung and Sachiko Lee," The Boundary Conditions of Free-to-Play Business Model in the Economic Perspective: a case study", The Korea contents Society, Volume14, No.11, p.3, 2014.

12.
Hye Won Han and Kyung Eun Park, "A Study on Correlation between MMORPG Narrative Strunture and Fatigue Degree System", Korea Computer Game Society, Volume22, p.113, 2010.

13.
Jung Hae Sang, "A Critical Review of Inclination to Gambling on Game-items obtained by Random Logic", Chosun law journal, Vol21, No.2, p.144, 2014.

14.
Waskul, Dennis D., "The Role-playing game and the game of role-playing:the Ludic self and everyday life", Williams, Patrick & Hendricks, Q. Sean edit, Gaming as Culture, North Carolina:McFarland & Company, 2006.

15.
Dong Eun Lee, "A Study of the mythology in Digital Gameplay", Ewah Womans University, p.13, 2012.

16.
http://www.inven.co.kr/webzine/news/?news=126571&site=black

17.
http://blog.naver.com/wkdalsgurdle/220221472486

18.
http://www.inven.co.kr/webzine/news/?news=124832&sw=+1%EC%9B%94+1%EC%A3%BC%EC%B0%A8

19.
http://kaheeyah.blog.me/70188173530

20.
http://www.thisisgame.com/webzine/news/nboard/4/?n=32629

21.
http://www.inven.co.kr/webzine/news/?news=133968&site=df

22.
https://namu.wiki/w/%EB%A7%88%EB%B9%84%EB%85%B8%EA%B8%B0%20%EC%98%81%EC%9B%85%EC%A0%84/%EB%AC%B8%EC%A0%9C%EC%A0%90

23.
http://www.gamemeca.com/news/view.php?gid=872922

24.
http://www.gamemeca.com/news/view.php?gid=872922

25.
Dong Eun Lee, "The Persona of Digital Space for Avatar Design", Korea Game Society, Vol. 8, No. 1, p.8, p.15, 2008.