Designing and implementing casual game operations tools
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 정무식 | - |
dc.contributor.author | 김정윤 | - |
dc.date.available | 2021-03-31T00:40:13Z | - |
dc.date.created | 2021-03-31 | - |
dc.date.issued | 2021-03 | - |
dc.identifier.issn | 1976-6513 | - |
dc.identifier.uri | https://scholarworks.bwise.kr/gachon/handle/2020.sw.gachon/80579 | - |
dc.description.abstract | Casual games refer to games that are relatively easy and simple to rule compared to hardcore games where the difficulty of games or rules are difficult. Casual games are more suitable for killing-time plays in short leisure time due to the nature of the game, and based on simple rules, they have the advantage of being easily enjoyed by various users. Since 2016, the size of the mobile game market has surpassed other platforms in terms of the weight of the global game industry, and the advantages and characteristics of casual games have greatly affected the growth and expansion of the mobile game market. Casual games have simple and easy-to-understand configurations, and through sequential difficulty configurations, users can continue to be challenged, enabling stable billing design and profit model construction. Recently, survival has become increasingly difficult after new game services by small and medium developers, which can be inferred as a result of the lack of systematic and efficient operation solutions after the service of games. This study designs and implements operational tools to respond quickly to game users' requirements for global services of mobile games, to reduce development costs and increase work efficiency. | - |
dc.language | 영어 | - |
dc.language.iso | en | - |
dc.publisher | (사)한국컴퓨터게임학회 | - |
dc.relation.isPartOf | 한국컴퓨터게임학회논문지 | - |
dc.title | Designing and implementing casual game operations tools | - |
dc.title.alternative | Designing and implementing casual game operations tools | - |
dc.type | Article | - |
dc.type.rims | ART | - |
dc.description.journalClass | 2 | - |
dc.identifier.bibliographicCitation | 한국컴퓨터게임학회논문지, v.34, no.1, pp.79 - 88 | - |
dc.identifier.kciid | ART002697969 | - |
dc.description.isOpenAccess | N | - |
dc.citation.endPage | 88 | - |
dc.citation.startPage | 79 | - |
dc.citation.title | 한국컴퓨터게임학회논문지 | - |
dc.citation.volume | 34 | - |
dc.citation.number | 1 | - |
dc.contributor.affiliatedAuthor | 김정윤 | - |
dc.subject.keywordAuthor | Casual Game | - |
dc.subject.keywordAuthor | Operations tools | - |
dc.subject.keywordAuthor | Mobile Game | - |
dc.subject.keywordAuthor | Global Service | - |
dc.description.journalRegisteredClass | kci | - |
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