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  1. Innovation and strategy of online games
    Autor*in: Jong, H. Wi
    Erschienen: c2009
    Verlag:  Imperial College Press, London ; Distributed by World Scientific Pub. Co, Singapore

    This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the... mehr

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    Niedersächsische Staats- und Universitätsbibliothek Göttingen
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    This book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming business. This book also contains authentic and accumulated research conducted over five years in the international domain of the online game industry. This research unveils diverse strategies of game companies and presents cognitive differences toward the online game business where various convergences will occur between the online game and other Internet businesses ch. 1. Innovations in the game industry : online games versus offline games. 1. The impact of online games : turnover of Korean game industry against American and Japanese competition. 2. The potential of online games. 3. Innovations of online games -- ch. 2. Business models and corporate strategy. 1. Revenue models of online games. 2. Pricing plans of various online games. 3. The feasibility of item sales in the U.S. -- ch. 3. Virtual societies and economies of online games. 1. Generation of online economic activity. 2. Development and evolution of the item trade industry. 3. Degree of item trades and player conception of Korean users. 4. Cyber economy growth model. 5. Issues to be considered in item transactions. 6. Conclusion -- ch. 4. The formation process of the Korean online game industry. 1. The precursor to the modern online game : text MUDs. 2. MUG (Multi User Graphic) game development and the spread of users. 3. The emergence of lineage and industry expansion. 4. The emergence of game portals. 5. The emergence of casual games. 6. Formation of the innovative human resources : online game development workforce -- ch. 5. Factors promoting growth of the online game industry. 1. User's path dependency : absence of the console game market. 2. Software piracy. 3. Supporting infrastructure. 4. The support of governmental policy -- ch. 6. Global development and marketing strategies of Korean online games. 1. Factors affecting global online gaming growth. 2. The Chinese market and its distinguishing characteristics. 3. The Japanese market and its distinguishing characteristics. 4. The U.S. market and its distinguishing characteristics -- ch. 7. International comparison of online game users. 1. Community identity. 2. Game information acquisition channels. 3. PK preference. 4. Game styles. 5. Online game selection criteria.

     

    Export in Literaturverwaltung   RIS-Format
      BibTeX-Format
    Quelle: Verbundkataloge
    Sprache: Englisch
    Medientyp: Ebook
    Format: Online
    ISBN: 9781848163577
    RVK Klassifikation: QP 210
    Schlagworte: Computerspiel; Technischer Fortschritt; Korea; Welt; Technological innovations; Electronic games industry
    Umfang: 1 Online-Ressource (xx, 220 p), ill. (chiefly col.)
    Bemerkung(en):

    Includes bibliographical references (p. 211-214) and index

    Electronic reproduction; System requirements: Adobe Acrobat Reader

    Preface; Contents; Acknowledgements; About the Author; Chapter 1 Innovations in the Game Industry: Online Games Versus Offline Games; Chapter 2 Business Models and Corporate Strategy; Chapter 3 Virtual Societies and Economies of Online Games; Chapter 4 The Formation Process of the Korean Online Game Industry; Chapter 5 Factors Promoting Growth of the Online Game Industry; Chapter 6 Global Development and Marketing Strategies of Korean Online Games; Chapter 7 International Comparison of Online Game Users; References; Index