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Ȩ Ȩ > ¿¬±¸¹®Çå > ±¹³» ³í¹®Áö > Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Çѱ¹Á¤º¸Åë½ÅÇÐȸ ³í¹®Áö (Journal of the Korea Institute of Information and Communication Engineering)

Current Result Document : 4 / 10 ÀÌÀü°Ç ÀÌÀü°Ç   ´ÙÀ½°Ç ´ÙÀ½°Ç

ÇѱÛÁ¦¸ñ(Korean Title) Áß±¹ ¸ð¹ÙÀÏ °ÔÀÓÀÇ Çѱ¹ ¼ÒºñÀÚ ÃëÇ⠺м®
¿µ¹®Á¦¸ñ(English Title) Analysis of Korean Gamers' Preferences on Chinese Mobile Games
ÀúÀÚ(Author) ¼ÛµÎÇå   Doo Heon Song  
¿ø¹®¼ö·Ïó(Citation) VOL 22 NO. 07 PP. 0970 ~ 0977 (2018. 07)
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(Korean Abstract)
2017³â ¿ì¸® °ÔÀÓ ½ÃÀåÀÇ Æ¯Â¡ Áß Çϳª°¡ Áß±¹»ê ¸ð¹ÙÀÏ °ÔÀÓÀÇ ±¹³» ÈïÇà ¼º°øÀÌ´Ù. ±¹³» ÆÛºí¸®¼Å¿ÍÀÇ Çù¾÷ °­È­ ¹× ÁßÈ­±Ç »öä ´ú¾î³»±â´Â ¿ÜÇüÀûÀÎ ¸é¿¡¼­ÀÇ ºñÁî´Ï½º ¼º°ø ¿äÀÎÀ̶ó ÇÏ°ÚÀ¸³ª Çѱ¹ ¸ð¹ÙÀÏ °ÔÀ̸ӵéÀÌ Áß±¹»ê °ÔÀÓÀ» ¿¹Àüº¸´Ù ½±°Ô ¹Þ¾ÆµéÀÌ´Â µ¥¿¡´Â »ó´çÇÑ ´Ù¸¥ ÀÌÀ¯µµ ÀÖ´Ù°í »ý°¢µÈ´Ù. º» ³í¹®Àº µû¶ó¼­ 2017³â¿¡ Áß±¹ ¸ð¹ÙÀÏ °ÔÀÓÀ» Ç÷¹ÀÌ ÇÑ ±¹³» »ç¿ëÀÚµéÀÇ Æò¼Ò À帣Àû ÃëÇâ°ú Áß±¹ °ÔÀÓ »çÀü ÀÎÁö ¿©ºÎ, ¶Ç ¾î¶² ¸é¿¡¼­ ±¹³» °ÔÀÓº¸´Ù ´õ ¼±È£µÇ¾ú´ÂÁö µîÀ» ¼³¹®À» ÅëÇØ ¹àÈ÷°íÀÚ ÇÏ¿´´Ù. ¼³¹®Àº ÁַΠû³â »ç¿ëÀÚµéÀÌ ¸ô¸®´Â ¿©·¯ ¸ð¹ÙÀÏ °ÔÀÓ »çÀÌÆ®¸¦ ´ë»óÀ¸·Î ÇÏ¿´À¸¸ç ÃÑ 201¸íÀÌ ÀÀ´äÇÏ¿´´Ù. ÀÀ´äÀÚµéÀº 79%°¡ ³²¼ºÀÌ°í ´ëºÎºÐÀÌ 20´ë ÀÌÇÏ¿´À¸¸ç ºÐ¼® °á°ú À帣 º° ¼ºÂ÷°¡ ÀÖ¾ú´Âµ¥ ³²¼ºÀº ¹Ì¼Ò³à ÇÔ¼± °ÔÀÓÀ» ÁÖ·Î ÇÏÁö¸¸ ¿©¼ºÀº ¼öÁýÇü °ÔÀÓÀ» ´õ ÁÁ¾ÆÇÏ´Â °ÍÀ¸·Î ³ªÅ¸³µÀ¸¸ç, ¼ºº°À» ºÒ¹®ÇÏ°í Çѱ¹ °ÔÀ̸ӵéÀÌ Áß±¹ ¸ð¹ÙÀÏ °ÔÀÓÀÇ ¿ÀÅä¸ÞÀû ȤÀº ¿¡·Î Ä«¿ÍÀÌÀû ¼±Á¤¼ºÀÌ °­È­µÈ ÀÏ·¯½ºÆ®¿Í Çѱ¹ °ÔÀÓ°ú´Â ´Ù¸¥ °ú±ÝÁ¤Ã¥ ¹× ¿î¿µÁ¤Ã¥¿¡ ³ôÀº Á¡¼ö¸¦ ÁÖ¾ú´Ù.
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(English Abstract)
Chinese mobile games enjoyed big success in Korean game market in 2017. On the surface, such success owes to their effort to strengthen the collaboration with Korean publishers and to relieve Chinese style in the game structure such as user interface. However, there seems to be other reasons for Korean mobile gamers to accept Chinese games more easily than before. In this paper, we analyze the preferences of Korean gamers playing chinese mobile games in 2017 by survey through many community sites. Among 201 subjects of our survey, 79% were males and most of them were under 20's. We found gender difference of game genre they played such that most young males played Moe-fied Fleet games but females played casual fashion collection games. Other than that, regardless of gender, Korean gamers preferred Chinese games¡¯ charging policy and management policy as well as the character illustrations that emphasized fantasy-style sexism (autome or ero-kawai).
Å°¿öµå(Keyword) ¸ð¿¡   ÇÔ¼± °ÔÀÓ   ¸ð¹ÙÀÏ °ÔÀÓ   Áß±¹ °ÔÀÓ   °ú±Ý Á¤Ã¥   Moe   Fleet Game   Mobile Game   Chinese Game   Charging Policy  
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