• Title, Summary, Keyword: Online games

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An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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The Intention to Play Online Games in China (중국 게이머의 온라인게임 참여의도에 관한 연구)

  • Yoon, Ki-Chang;Xu, Hasisheng;Lim, Dal-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.4
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    • pp.63-72
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    • 2018
  • Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.

Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

Analysis on How Online Community Affects Game Play of Video Games - Focused on Game 'Animal Crossing: Wild World' - (온라인 커뮤니티가 비디오 게임 플레이에 미치는 영향에 관한 분석 - 게임 '동물의 숲'을 중심으로 -)

  • Jung, He-Ssng
    • The Journal of the Korea Contents Association
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    • v.8 no.6
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    • pp.89-97
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    • 2008
  • Unlike Online Games, Video Games do not require Internet connection. Video Game players have their own game device to play games offline. Yet there are popular online communities based on Video Games that has lots of active, loyal members. The presence of Video Game online community indicates that online community plays an important role in "Game Play" of Video Games. In this research, in order to analyze the impact of online community, Game Play Heuristics were studied. Also, the use and the purpose of Video Game online communities was investigated. Finally, examples of the impact of online community on "Game Play"of Video Games is presented.

Online Games and Cyber Delinquency among Adolescents (청소년의 온라인 게임과 사이버 일탈에 관한 연구)

  • 성윤숙
    • Journal of Korean Home Management Association
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    • v.22 no.2
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    • pp.37-57
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    • 2004
  • Online games are very popular among adolescents in Korea. They sometimes lead to cyber delinquency. An ethnographic analysis was conducted in this study to address the social significance of online games. The results showed that the adolescents who were addicted to or indulged in the games were likely to commit delinquency online and/or offline. Delinquency in an information society is typically individualistic, whereas deviant behaviors in an industrial society are more social and collective, such as group violence. Parenting style, student-teacher relationship, peer pressure, game environment, and recreational facilities for the adolescents were intertwined with such adolescent delinquency. Finally, some implications of the online games from the perspective of social welfare practice were discussed to prevent online game indulgence and addiction and adolescent delinquency.

Game Design of Online Sutda using 3-Tier Structure

  • An, Syungog;An, Sung-Ho;Jung, Jinyoung;Kim, Soo-Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.55-60
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    • 2015
  • This paper introduces a program structure that minimizes the client's business logic by reducing the client's specifications as a way of minimizing the limitations of online game platforms. The objective of this thesis is to design an online game that is based on a 3-tier client/server structure, and thus using this 3-tier structure to ultimately create an online Sutda game that anyone can enjoy. The progression of newly released games is highly based on the mobile market and the number of online games being launched is decreasing. As the mobile game market grows, more and more multi-platform games are being developed and target platforms within online games are greatly diversifying. Through these situations, this thesis minimizes the client's business logic through a 3-tier structure of application-middleware-database, and also proposes an online game client/server that allows three or more users to participate simultaneously through the server.

MMORPG의 Version Up 전략을 통한 이용자 유지 - System Dynamics 기법을 활용한 업데이트(Update)와 CRM전략 분석 -

  • No, Tae-Woo;Baek, Ok-Hui;Lee, Sang-Geun
    • 한국경영정보학회:학술대회논문집
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    • pp.383-393
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    • 2008
  • Online games are the popular topic due to the increased total online game market volume nowadays. And many studies on online games are released. But most studies used the questionnaire method that reveals only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamical changing issues like a product life cycle and changes in customer's mind Because of this, we studied on online games with the system dynamic model which can show dynamic simulations to analysis time series data. We chose MMORPG (Massively Multi-play Online) RPG (Role Playing Game) in sort of online games because it has many absorbing factors and enthusiastic users. We designed the simulation model which analyzes the influences of update and CRM strategy on users. We put the game developer who is ready for updated version game and released that periodically and focused on dormant users who used to be enthusiastic about MMORPG. The simulation results showed that the update has positive influences on new users gathering and hold established users. And CRM strategies help to prevent dormant users from transferring to rivals by offering them re-absorbing factors. Through this study, we confirmed the importance of update on online games and the necessity of introducing CRM strategy in the online game market.

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Comparison of Learning Immersion Experiences According to Cognitive Style in Online Edu-games (온라인 교육용 게임에서의 인지양식에 따른 학습 몰입경험 비교)

  • Kang, Eun-Kyougn;Kim, Han-Il
    • The Journal of Korean Association of Computer Education
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    • v.13 no.4
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    • pp.61-68
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    • 2010
  • One often thinks that those doing any activity on the Internet are likely to be addicted to it so that they tend to rather restrain the educational use of what the Internet can provide. However, the online edu-games deserve a good learning material which can not only provoke learners' interest but also draw out a smoother interaction between teachers and learners. Even the preliminary study on immersion verified that the Internet could work positively for the learners. Considering that online edu-games can be a useful tool for individual learning, more studies on immersion should be conducted focusing on the individualization in the future. This paper shows the differences among the components of learning immersion depending on the different individual cognitive styles in the online edu-games.

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An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.