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A Study on the Functions and Typology of Loyalty Programs in Mobile Games
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제4호 2025.08 pp.1-9
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4,000원
This study aims to systematically analyze and categorize the types of loyalty programs utilized in the domestic mobile game market. As of June 2025, loyalty programs actually implemented in the top 50 grossing mobile games in Korea were examined. Building upon Barry Berman’s four-stage loyalty program model (instant discounts, frequency rewards, point-based programs, and personalized rewards), this research proposes an expanded classification system of seven types by adding three categories that reflect the characteristics of mobile games: subscription/season-based (Type 5), stepwise purchase (Type 6), and gamification-based (Type 7). This study is significant in that it offers a systematic classification framework in a field where academic analyses of loyalty programs in the mobile game industry remain scarce, and provides foundational data for future research and practical application of loyalty programs in the gaming sector.
한국컴퓨터게임학회 컴퓨터게임및콘텐츠논문지(구 한국컴퓨터게임학회논문지) 제38권 제4호 2025.08 pp.10-19
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4,000원
This study maps domestic versus international trajectories in metaverse‑game research via text mining of 203 papers published in 2020–2024 (Korean text: 125; international: 78). We applied structural-equivalence (CONCOR) analysis and estimated topics via latent Dirichlet allocation (LDA). The top‑100 terms are visualized using word clouds. International keywords are led by systematic, technology, and rehabilitation/treatment, reflecting a strong emphasis on technological trends and clinical applications, whereas Korean studies foreground content and development alongside education and UX/immersion. Topic modeling yields four overseas themes (therapy/rehabilitation; mental health; digital accessibility; and education–entertainment convergence) and five Korean themes (technology & systems; UX/interface; healthcare & welfare; content; and platform). International work is dominated by literature studies (61/78; 78.2%), whereas Korean research centers on surveys and development (44 each; 35% apiece), with several case studies (20%). On the basis of these findings, we recommend more controlled experiments and meta‑analyses for Korean papers, and greater prototyping and field testing for international ones, in addition to stronger multidisciplinary collaboration.
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