A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry

2021 ◽  
Vol 15 (3) ◽  
pp. 297-309
Author(s):  
Tae-Wook Kang
Author(s):  
Pitsanu Chaichitwanidchakol ◽  
Witcha Feungchan

The mobile game industry has been growing rapidly in both the number of games and revenues. Choosing the right interactions for a game has become a major challenge for developers. Some developers use inappropriate interactions in their games which causes them to be less fun than they should be. This research focuses on gathering and defining possible mobile game interactions so as to guide and enable designers and developers to choose the right interactions for their games. The researchers have extensively reviewed and explored various mobile game interactions both through research studies and through existing mobile games. Subsequent to observations, mobile game interactions were then categorized as follows: 1) Touch interaction 2) Motion/Movement interaction 3) Video interaction 4) Sound interaction 5) Special purpose interaction 6) Location interaction 7) Electroencep-halography (EEG) interaction 8) Date/Time interaction 9) Weather interaction 10) Light interaction 11) Proximity interaction 12) Network interaction 13) Social interaction and 14) Bioinformatics interaction. These 14 interactions can be used to support gameplay, ideas, and innovation of mobile games.


2011 ◽  
pp. 48-65
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2010 ◽  
Vol 6 (1) ◽  
pp. 85-105
Author(s):  
Hang Bae Chang ◽  
Hyuk Jun Kwon ◽  
Jong Gu Kang

The commensurate number of the attacks and infringement targeting a vulnerability of the game service has been increasing constantly, due to the dramatic growth and expansion of the impact of the game industry. However, there exist no subsequent researches for the differentiated technology, which is to prevent the reverse function of the game service. Therefore, in this study, we examined the current status of infringement toward online game services which are provided in the market currently and designed the proper technical measures ('Software Tamper Resistance') for a manipulation of the game service which is the most vulnerable part. In detail, we have encrypted an execution file and decrypted it in real time process. After that we implemented antibebugging, disassemble, and antidump technology.


Author(s):  
Abdallah Qusef ◽  
Abdallah Ayasreh ◽  
Adnan Shaout ◽  
Muhanna Muhanna

The objective of this research was to discuss the processes and challenges encountered in the creation of mobile games for both Android and iOS platforms, which would help the novice game developers to enter the big world of mobile game industry. We highlighted each phase of the mobile game development. These involved suggestions on efficient brainstorming of ideas, proper selection of game engine, game design, number and type of pages, creation of levels, and distribution of complexity across the game level. In addition, other factors were considered such as the creation of User Interface and User Experience (UI/UX) as well as definition of the screen object’s sizes and positions that would be suitable in all mobile devices. The importance of agile cycles of alpha and beta testing was also discussed, particularly its influence on the enhancement of game features. However, a successful game is recognized based on its earnings. Hence, a guide on how to properly market the game was also included. A model game called “By Two” was used in this study to illustrate and explain the steps in detail.


2019 ◽  
Vol 11 (2) ◽  
pp. 131
Author(s):  
Nur Arif Munadie ◽  
Teguh Widodo

Mobile technology has become something inseparable thing from everyday life. One feature of mobile technology that often used is gaming applications or also called mobile games, this technology using behavior creates opportunities for every business involved in the mobile game industry. The growth of mobile games usage in addition to creating opportunities also creates challenges in the form of competition from other business actors in the same industry. In order to win the competition, a strategy that can be used to meet consumer expectations of value of the product which ultimately leads to the urge to make a purchase is needed. This study aims to measure the influence of values perceived by consumers and loyalty as a mediator of purchase intentions in consumers of mobile games in Indonesia. Structural Equation Modeling (SEM) was used for this study. Tests were carried on 207 players in Indonesia with the characteristics of never having previously purchased in-app purchases. The results showed that the playfulness variable had a positive and significant impact on loyalty. The connectedness variable had a positive and significant impact on good price, loyalty, and in-app purchase intention, and the good price variable had a positive and significant impact on in-app purchase intention.


Author(s):  
Jinju Lee ◽  
Jin Suk Park ◽  
Jeonghwan Lee

Multimarket contact (MMC) refers to the situation in which more than two firms simultaneously compete with each other in multiple products and/or geographical markets. Most studies on MMC have explored how the market overlap creates “mutual forbearance”, which lessens the intensity of rivalry. While prior studies have mainly focused on how reduced rivalry from MMC influences market-related decisions, only a few have paid attention to its impact on innovation activities. The purpose of this research is to explore how multimarket competition influences different stages of innovation. Specifically, we focus on three stages of innovation: Content development, commercialization, and protection of IPs (Intellectual Property). This study is conducted as an exploratory case research based on the in-depth analysis of two leading Korean Mobile game companies. Based on our findings, we explain how mutual forbearance and observability of the rival’s competitive action influence the choice of strategic decisions across different stages of innovation.


2011 ◽  
pp. 386-401
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


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