Innovation And Strategy Of Online Games.

Other records:
Wi, Jong Hyun.
Singapore : World Scientific Publishing Company, 2009.
Series On Technology Management
Series On Technology Management ; v.14
1 online resource (241 pages)
Electronic games industry.
Technological innovations.
Electronic books.
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.
About the Author
Chapter 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
1) Revenue model
2) Product attributes
3) Development process
4) Distribution channel
5) Communication
6) Game style
7) Immersion
Chapter 2 Business Models and Corporate Strategy
1. Revenue models of online games
1) Individual Set-Amount plan ()
2) Individual Set-Volume plan ()
3) Partial pay plan (③)
4) Set-Amount plan for Internet cafes (④)
5) Set-Volume plan for Internet cafes (⑤)
(1) World of Warcraft
(2) NCsoft (Lineage/Lineage 2/Guild Wars)
(3) Nexon (including Kart Rider, Maple Story and Mabinogi)
6) Combined price plans
2. Pricing plans of various online games
1) ROSE Online
2) Lineage, Lineage 2
3) Mabinogi (Nexon)
4) World of Warcraft (WoW)
5) Kart Rider
6) Freestyle
7) Goonzu
3. The feasibility of item sales in the U.S.
1) Gender
2) Ethnicity
3) Type of Internet connection
4) Primary purpose of Internet use
5) Preferred game genres
6) Game selection criteria
7) Information channels
8) Primary times of Gameplay
9) Reason for playing online games
10) MMORPG genres played
11) Degree of LAN party participation
12) Payment status
Chapter 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
1) Item ownership
2) Credibility in item trades.
3) Game system and item trade
6. Conclusion
Chapter 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
Chapter 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
1) Spread of Internet cafés
2) Spread of ADSL
3) Mobile small-amount billing system
4. The support of governmental policy
(1) High-speed communication network policy (Ministry of Information and Communication)
(2) Adapted military service system (Ministry of Culture and Tourism)
Chapter 6 Global Development and Marketing Strategies of Korean Online Games
1. Factors affecting global online gaming growth
1) Server operations
2) Publishing method
3) Distribution method
2. The Chinese market and its distinguishing characteristics
1) Growth potential
2) Risk factors
3) Internet cafés as online gaming strongholds
4) The expansion of Korean gaming in China
5) Cases of Korean expansion into China
3. The Japanese market and its distinguishing characteristics
1) Distinguishing attributes of the Japanese online game market
2) Development efforts of Japanese game firms
3) The strategies of Japanese game developers
4) Strategies for approaching the Japanese market
5) The Japanese market and its distinguishing characteristics
(1) Primarily MMORPG-based expansion
(2) Introduction of the partial pay revenue model.
(3) Types of publishing and distribution for Korean online games in Japan
4. The U.S. market and its distinguishing characteristics
1) Purpose of Internet use
2) U.S. market penetration of Korean game developers
(1) Yedang online (Global server - direct publishing - online download)
(2) NCsoft (Local server - direct publishing package sales)
3) Gravity (Local server - direct publishing - online download)
(4) MGame (Local server - outsourced publishing - online download)
Chapter 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
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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2021. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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Print version: Wi, Jong Hyun Innovation And Strategy Of Online Games
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