The purpose of this study is to derive efficient measures for revitalizing the online game market through prior studies related to existing online games, and to provide basic data for follow-up research related to the online game industry based on the current status of online games in Korea and empirical analysis. The literature analysis of previous studies suggested the following activation measures. First, user churn is one of the important problems in the online game industry, and it is necessary to develop and apply a new churn prediction model to prevent it. Second, since the number of cases of using game bots to obtain economic benefits is increasing, a detection technique using motivation-based ERG theory is needed as a strategy to detect and prevent them. Third, the government should create an environment that provides opportunities to solve various online game-related problems autonomously. Fourth, Efforts should be made to leverage the OSMU strategy to provide new experiences. Fifth, gaming companies need to create new business opportunities to expand the market, such as developing the amateur e-sports market.
Read full abstract