版權說明:本文檔由用戶提供并上傳,收益歸屬內容提供方,若內容存在侵權,請進行舉報或認領
文檔簡介
1、H. Kim et al.: Current Status and Implications of Mobile Game Development Using Intellectual Property Rights 24 Current Status and Implications of Mobile Game Development Using Existing Intellectual Property Rights Hyu
2、nju KIM 1and Takhoon Kim*, 2 1 Ewha Women's University / Seoul, Korea 2 Graduate School of Advanced Imaging Science, and Film Chung-Ang University / Seoul, Korea * Corresponding Author (takhoonkim@naver.com) Abst
3、ract: In recent years, there have been many cases in which a company succeeds in the mobile game business by using intellectual property rights. Therefore, it is necessary to identify the current status of mobile games
4、 that use popular intellectual property rights. Based on the implications, game developers and content developers should aware of the global market in the early stages of game development. Keywords: Intellectual propert
5、y rights, game market, online PC games, mobile games Received May. 24, 2018; accepted for publication Aug. 06, 2018; published online Aug. 31, 2018. DOI: 10.15323/techart.2018.08.5.3.24/ ISSN: 2288-9248. 1. Introductio
6、n Because of the added value and economic impact resulting from the game industry, recently, the mobile game industry has risen as a new intellectual property-based industry and has taken an important position in the c
7、ontent based industry. In many places in the world, as the trend in the game market shifted from online PC games to mobile games, many game development companies have been founded solely to develop and service mobile
8、 games. These are less expensive and require shorter development periods than online PC games. In the case of the Korean mobile game industry in particular, since the market opened in 1999 (17 years), the scale of the
9、 domestic game market has rapidly grown to a global industry with sales of ?10.89 trillion [1]. Mobile games have attracted a variety of users by expanding the gender/age range of players with the convenience of the wi
10、reless internet technology of smartphones. There is some research regarding the growth and economic impact of mobile games, but insufficient research has been done for mobile games that have been successfully develop
11、ed and serviced using famous intellectual property (IP). This article, in addition to providing a general overview of the game industry markets, will examine and investigate cases and various stages (such as planning,
12、developing, marketing, and user service) of mobile game development using famous IP, along with their strengths and weaknesses. This article applies not only to the game industry, but also applies to other content ar
13、eas as well, such as animation and movies. 2. Current Game Industry and Mobile Game Industry According to the ‘2017 Korean Game Report’ of the Korea Creative Content Agency (KOCCA), which analyzed the data and trends
14、 of the Korean domestic and global game industry in 2016 and early 2017, the growth of the global game market grew 6.4% year-on-year to reach $142.8 billion in 2016. Currently, Korea accounts for 8.2% of the global ga
15、me market, which is 4th place in the world online/mobile game market. The scale of the domestic market was ?10.89 trillion in 2016, and is expected reach ?11 trillion in 2017, which is 1.6% growth over the previous ye
16、ar. Sales (KRW 100 million)Growth rate (%) Fig. 1. The scale and growth of the Korean game market 2006-2016 Dong-A Games article To break through 1 trillion won domestic game market for this year’ 14, Dec 2017. In 2016,
17、the rapid growth of the mobile game industry led to growth of the overall Korean domestic game market by 7.2% year-on-year and occupied 39.7% of the overall game market. The overall sales from the mobile game market w
18、ere ?4.331 trillion, which was very close to the sales of the declining PC game industry [2]. H. Kim et al.: Current Status and Implications of Mobile Game Development Using Intellectual Property Rights 26 Desert Mobil
19、e> successfully entered service in Japan, but have been especially successful in China, where the tendencies and expectations of game players are similar to those in Korea. A. Netmarble Games Netmarble Games create
20、d based on the popular board game, . From the success of , Netmarble was able to use a popular well-known IP to reduce the cost of production and marketing, but also to lower the barrier to entry for the users. Netm
21、arble was one of the game companies that realized the merits of using popular IP, and continuously made games based on existing IP, such as , , , and . In addition to those popular IPs, Netmarble used the IP of glob
22、al K-Pop star, BTS, to make , and still continues to acquire IPs from businesses in various areas. The big success of , which used NC Soft’s IP, resulted in Netmarble becoming a listed company. Nowadays, under orders f
23、rom the CEO, they have created an IP business sector to actively buy and use existing IP. B. Nexon Nexton mainly re-used their own IP to make mobile games, including , , , and . C. NC Soft NC Soft does not use the IP
24、of other companies; instead it used their Lineage IP to make and . 6. Current Chinese IP Mobile Game Market Recently, a mobile game became the center of the Chinese game market. Development of mobile games with famous
25、online PC game IPs became a trend. In particular, included WEZEN’s IP for MU, and the , used WeMade Entertainment’s IP for the Legend of Mir. The latter became one of the most popular mobile games in China. Both games
26、 used the IP of Korean companies. A mobile game with popular Japanese animation, such as Onepiece, Naruto, and Dragon ball, also showed successful results. Because the success of mobile games with popular IP is clear,
27、the acquisition of popular IP from content areas such as drama, novels, movies, webtoons, etc., have become competitive. Due to the rapid use of the popular Chinese domestic IP, many companies are trying to acquire va
28、rious types of IP from Japan, Korea, and other countries. According to , which is published by KOCCA, mobile games occupy 37% of the entire Chinese game market. Of all the games, only 10% of games are created by offici
29、al contract. For mobile games, there is an even lower percentage of game development through official purchase contracts. A. Tencent This is the biggest game company in China, and it has been investing in popular IPs f
30、rom Korea and Japan. Current games in service, and games for which development is in progress, have used famous IP from various other countries. Examples of those games include , , , and . B. NetEase Games NetEase is s
31、econd biggest game company in China, and is well known for its success with using their own IP. Currently, they have contracted to acquire . However, they are not very active in acquiring the IP of others. C. LONGTU G
32、ame LONGTU is third biggest game company in China, and they are well known for creating , which is a mobile version of . The original online PC game, , is a FPS game of Smile Gate, which is a game company in Korea. i
33、s one of the most popular online games in China, which has a record of 6 million global concurrent players and annual sales of ?1.5 trillion. Other smaller companies have also focused on developing mobile games based o
34、n the IP of others. For example, Perfect World acquired and Giant Games acquired . 7. Current Japanese IP Mobile Game Market Japan is well known for having various animation IPs, and they are continuously creating co
35、ntent with new IPs. IP related to animation, in particular, has been used successfully in many online PC games and mobile games for a long time. Recently, they have focused on developing next generation game platforms
36、that will use Virtual Reality (VR) and Augmented Reality (AR) technologies. In addition, mobile games made re-using old IP have shown great success too. As the success of Nintendo switches shows, IP from old parts of th
溫馨提示
- 1. 本站所有資源如無特殊說明,都需要本地電腦安裝OFFICE2007和PDF閱讀器。圖紙軟件為CAD,CAXA,PROE,UG,SolidWorks等.壓縮文件請下載最新的WinRAR軟件解壓。
- 2. 本站的文檔不包含任何第三方提供的附件圖紙等,如果需要附件,請聯系上傳者。文件的所有權益歸上傳用戶所有。
- 3. 本站RAR壓縮包中若帶圖紙,網頁內容里面會有圖紙預覽,若沒有圖紙預覽就沒有圖紙。
- 4. 未經權益所有人同意不得將文件中的內容挪作商業(yè)或盈利用途。
- 5. 眾賞文庫僅提供信息存儲空間,僅對用戶上傳內容的表現方式做保護處理,對用戶上傳分享的文檔內容本身不做任何修改或編輯,并不能對任何下載內容負責。
- 6. 下載文件中如有侵權或不適當內容,請與我們聯系,我們立即糾正。
- 7. 本站不保證下載資源的準確性、安全性和完整性, 同時也不承擔用戶因使用這些下載資源對自己和他人造成任何形式的傷害或損失。
最新文檔
- [雙語翻譯]移動游戲外文翻譯—利用現有知識產權(ip)開發(fā)手機游戲的現狀與啟示
- [雙語翻譯]--外文翻譯--知識產權侵權對經濟增長的影響(原文)
- [雙語翻譯]--游戲外文翻譯--游戲認同,或游戲文化(原文)
- [雙語翻譯]網絡游戲外文翻譯--網絡和移動游戲開發(fā)的未來
- [雙語翻譯]網絡游戲外文翻譯--網絡和移動游戲開發(fā)的未來(英文)
- [雙語翻譯]網絡游戲外文翻譯--網絡和移動游戲開發(fā)的未來中英全
- [雙語翻譯]手機游戲外文翻譯--手機游戲:行業(yè)挑戰(zhàn)和政策影響
- [雙語翻譯]--外文翻譯--知識產權侵權對經濟增長的影響
- [雙語翻譯]--外文翻譯--知識產權侵權對經濟增長的影響
- [雙語翻譯]手機游戲外文翻譯--手機游戲行業(yè)挑戰(zhàn)和政策影響
- [雙語翻譯]手機游戲外文翻譯--手機游戲行業(yè)挑戰(zhàn)和政策影響(英文)
- [雙語翻譯]手機游戲外文翻譯--手機游戲行業(yè)挑戰(zhàn)和政策影響中英全
- 知識產權相關外文翻譯--互補貿易結構與中美知識產權談判
- [雙語翻譯]--游戲外文翻譯--游戲認同,或游戲文化(節(jié)選)
- 知識產權案例和分析外文翻譯
- 外文翻譯--知識產權和獎勵的謬誤
- [雙語翻譯]vi視覺識別外文翻譯--企業(yè)品牌管理中的視覺識別和知識產權
- 2006年--游戲外文翻譯--游戲認同,或游戲文化(原文).PDF
- [雙語翻譯]vi視覺識別外文翻譯--企業(yè)品牌管理中的視覺識別和知識產權(英文)
- [雙語翻譯]vi視覺識別外文翻譯--企業(yè)品牌管理中的視覺識別和知識產權中英全
評論
0/150
提交評論