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A Study on the Importance of Initial Experience of Mobile Game

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초록

Mobile games’ proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games’ lifespan is very short compared to online games, recognizing the user’s needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games’ initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user’s characteristic. I have conducted observation experiment on users of ‘Lineage M’, mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users’ proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.

Abstract

Mobile games’ proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games’ lifespan is very short compared to online games, recognizing the user’s needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games’ initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user’s characteristic. I have conducted observation experiment on users of ‘Lineage M’, mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users’ proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.

참고문헌 (10)

  1. 윤형섭, "온라인 게임 플레이의 재미 평가 모델에 관한 연구", 인문콘텐츠, (22), pp.53~83 (2011), 인문콘텐츠학회
  2. Karapanos, E., "User experience over time: An Initial Framework", CHI Conference, (2), pp.729~738 (2009)
  3. Hyun K. Kim, "A Longitudinal Study on the Importance of User Experience Elements in Mobile Service", Journal of Korea Institute of Industrial Engineers, 21, pp.397~403 (2010)
  4. 권용만, "게임 속성의 중요도 연구", 한국컴퓨터게임학회논문지, 29(4), pp.49~55 (2016), (사)한국컴퓨터게임학회
  5. 박찬일, "게임의 장르별 재미 요소", 한국콘텐츠학회 논문지, 7(12), pp.20~29 (2007), 한국콘텐츠학회
  6. White Paper on Korean Games, "KOCCA", ~ (2016)
  7. Cho Geun Tae, "The Analytic Hierarchy Process" (2003)
  8. "2016 Google Play Game Category Annual Report by IGAW"[URL]
  9. "From Casual to Core: A Statistical Mechanism for Studying Gamer Dedication"[URL]
  10. "I MAKE IT"[URL]

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