game advertisements)에는 9200만 달러를 투자하고, 광고와 게임이 결합된 애드버 게이밍(Adverdagming)에는 1억6800만 달러를 투자 할 것이라고 전망했다. 또한 2007년 e-Marketer에 의하면, 게임 광고 시장의 규모는 2006년부터 20011년까지 매년 22.9%정도 규모로 빠르게 성장할 것으로 예측했다. 게임을 통해 가능한 부가
game advertisements)에는 9200만 달러를 투자하고, 광고와 게임이 결합된 애드버 게이밍(Adverdagming)에는 1억6800만 달러를 투자 할 것이라고 전망했다. 또한 2007년 e-Marketer에 의하면, 게임 광고 시장의 규모는 2006년부터 20011년까지 매년 22.9%정도 규모로 빠르게 성장할 것으로 예측했다. 게임을 통해 가능한 부가
game play rather than increasing knowledge of the game play.
2. Brief Description about SMG and its traits
Initially introduced in 2007, Social Media Game has brought on profound impact on its users over the past few years. Unlike traditional arcade games, which had more emphasis on the completing and/or competition within the game, social media games have more emphasis on inter relationshi
arcade, Mabinogi, Maple Story and Kartrider
Profit model: Partly Paying Model
Strength: Brand power, various customer ages, stable overseas sales
Weakness: major product, Casual games, has short lifecycle
User characteristics
More professional approach; core users
Average age is higher than Korea
Payment System
Flat-rate is commonly used
Distribution Structure
Package selling: R
game industry relatively later than the others. To analyze Nintendo's competitors, it is better to understand the history of home console industry.
II . 4. History of video game console industry
1st Generation
The history of game console industry, which started in 1970s, can be divided into seven generations till now based on technology and trends. The birth of home console happened in