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수집형 모바일 게임의 비즈니스모델 변화
Changing the Business Model of Collection Mobile Games
- 이규복;
- 김영재
초록
Since the release of <Azur Lane> and <Girls’ frontline> 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.
키워드
Girs’ Frontline; Azur Lane; Moe; Mobile RPG; 소녀전선; 벽람항로; 모에; 모바일 알피지
- 제목
- 수집형 모바일 게임의 비즈니스모델 변화
- 제목 (타언어)
- Changing the Business Model of Collection Mobile Games
- 저자
- 이규복; 김영재
- 발행일
- 2021-04
- 저널명
- 한국게임학회 논문지
- 권
- 21
- 호
- 2
- 페이지
- 67 ~ 78