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학술논문

GE 모델을 응용한 게임 플렛폼 평가

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영문명
Evaluating Korea Game Platform by Applying GE Model
발행기관
한국마케팅과학회
저자명
김형길(Kim Hyoung Gil) 이지훈(Ji Hun Lee)
간행물 정보
『한국마케팅과학회 학술발표대회논문집』2005 춘계학술대회 발표 논문집, 443~457쪽, 전체 15쪽
주제분류
경제경영 > 경영학
파일형태
PDF
발행일자
2005.05.30
4,600

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논문 표지

국문 초록

영문 초록

  Ever since an Internet-centered development of the social infrastructure has begun, individualistic life style is also promptly being permeated throughout our society. Such a sociocultural environment is transforming the traditional concept of rest and leisure time into entertainment through computer games. Consequently, the game industry has grown at a remarkably rapid rate, becoming the focal point of the entertainment and multimedia industry. The game industry is a knowledge industry that has its foundation on creative ideas, as well as a higher value-added industry that has demonstrated an unprecedented growth rate worldwide made possible by intensive multimedia technologies, such as cinematic and sound techniques, based on the superhigh speed net.
  The Korean government has consistently supported the development and advancement of the domestic game industry for several years by establishing the legal and systematic foundations for the industry, by fostering the production infrastructure, by educating skillful workforce, by funding the industry"s international marketing, by revitalizing the development and promotion of core game application technology, and by helping create a new general perception toward game culture and expand consumer base. However, in order to maintain the level of the domestic game industry and to ensure the level of the industry"s competitive advantages in the global market, it is indispensable to reconsider the game industry growth as well as convergence strategies based on some of the components of the industry"s competitive advantage. Especially, it would be necessary to provide an effective and practical evaluation structure of the domestic game industry"s promotion policies, systematic collection of suggestions for the policies, and participation system.
  In this study, the GE model, a widely-used measure of portfolio decision making model for resource allocation among strategic business units of a firm, is adopted to examine the impact of game platform, which is a game composition unit, on the setting-up of business strategy plans for the development of the domestic game industry in terms of "the level of attractiveness in the market or the entire industry" and "the competitive advantages of the applicable businesses in the market." As a result, mobile games were analyzed to be distributed through direct investment and selective investment, whereas online games, being an attractive industry that tremendously influenced the total revenue of the Korean game industry as a whole, were found to be distributed through selective investment.
  Despite the fact that there might some limits in terms of the research methodology since this paper only provides a general and tentative observation, the GE Model as shown in this study clearly demonstrates the potential applicability of the policy decision making process through the evaluation of game platform and game enterprise. However, it is necessary to come up with a more sophisticated and defined version of the GE application model to objectify the factors that constitute the strengths of each enterprise in the game industry and the level of attractiveness of the industry.

목차

Ⅰ. 서론
Ⅱ. GE모델의 이론적 고찰
Ⅲ. 국내 게임산업 플랫폼 별 시장과 업체 현황
Ⅳ. 연구모형
Ⅴ. 분석결과
Ⅵ. 결론
참고문헌
〈Abstract〉

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APA

김형길(Kim Hyoung Gil),이지훈(Ji Hun Lee). (2005).GE 모델을 응용한 게임 플렛폼 평가. 한국마케팅과학회 학술발표대회논문집, 2005 (1), 443-457

MLA

김형길(Kim Hyoung Gil),이지훈(Ji Hun Lee). "GE 모델을 응용한 게임 플렛폼 평가." 한국마케팅과학회 학술발표대회논문집, 2005.1(2005): 443-457

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