[雙語(yǔ)翻譯]移動(dòng)游戲外文翻譯—利用現(xiàn)有知識(shí)產(chǎn)權(quán)(ip)開發(fā)手機(jī)游戲的現(xiàn)狀與啟示(原文)_第1頁(yè)
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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

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