Hypothesis
SNG has several problem in present and would happen to change their business model.
- What is the problem in present SNG
- What is the directions of social network game for future?
- What is the new business model of SNG in the future.
I-3. Research methodology
present
- Current Problem
Positive Case
Negative case
↓Analysis
future
- Opinion
- Suggestion
PS2 전세계 발매 2년 – 선풍적 인기
PS2 한국시장 진출 10개월 – 판매량 부진
X-box & Game-cube의 한국시장 진출
First mover로서 한국시장에 성공적인 시장점유율이 목표.
한국소비자들의 PC방 게임문화를 선호.(ON-LINE)
비디오 게임기 선택의 가장 중요한 요소는 소프트웨어의 다양성이다.
PS2의 온라
PS2 전세계 발매 2년 – 선풍적 인기
PS2 한국시장 진출 10개월 – 판매량 부진
X-box & Game-cube의 한국시장 진출
First mover로서 한국시장에 성공적인 시장점유율이 목표.
한국소비자들의 PC방 게임문화를 선호.(ON-LINE)
비디오 게임기 선택의 가장 중요한 요소는 소프트웨어의 다양성이다.
PS2의 온라
→ partially applicable
Considering these examples which shows
the exercise of power and mobilization of biases about games.
Weak theoretical connection
unable to prove gov.–media connection
failed to get answers of the interview
Suggestion
proper research method
Participant observation of related officials
∵ further approach to inside materials
games that are popular among people in diverse ages and find out how these games influence language learning. Carefully chosen games are called ‘Hanjamaru’, ‘Nintendo DS TOEIC’ and ‘Audition English’. We can find various kinds of learning effects from the research, but we are going to focus on the concepts from Chapter 6 of a book ‘Principles of Language Learning and Teaching ’, w