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Changing the Business Model of Collection Mobile Games

수집형 모바일 게임의 비즈니스모델 변화

  • Received : 2021.01.11
  • Accepted : 2021.03.28
  • Published : 2021.04.20

Abstract

Since the release of and in 2017, business models for collection mobile games have been changing. Collection Mobile games are composed mainly of characters, and the business model is also highly related to user preference factors. The Delphi method and the AHP analysis were used on ten experts in each field of game production to identify preference factors, and five collection mobile games were selected for business model analysis. The result shows that 'moe' characters are a major preference factor, and accordingly, business models are also changing to focus on the completion of character collection and products such as character skins.

2017년 <벽람항로>와 <소녀전선>의 출시 이후 수집형 모바일 게임들의 비즈니스모델이 변화하고 있다. 수집형 모바일 게임들은 캐릭터 중심으로 구성되어 있으며 비즈니스모델 또한 사용자의 선호요인과 연관성이 높다. 본 연구에서는 게임 제작의 각 분야에 종사하고 있는 전문가 10인을 대상으로 델파이 기법과 AHP 분석을 진행하여 선호요인을 확인하고, 수집형 모바일게임 5편을 선정하여 비즈니스모델을 분석해 보았다. 그 결과 '모에'로 표현된 캐릭터들이 주요 선호요인으로 파악되었으며 그에 따라 비즈니스모델 또한 캐릭터 수집을 위한 컬렉션의 완성과 캐릭터 스킨 위주의 상품으로 변화되고 있다는 것을 확인하였다.

Keywords

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