games requires users to sign in and play, regardless of the inconvenience and time away from other online or offline responsibilities. With built-in loyalty created by the rules of the game, users find themselves spending considerable time maintaining their role in the game to prevent virtual failures. Furthermore, this real/unreal connection creates a sense of responsibility for virtual good and
for a place to date. Although, she is not a big fan of baseball, but in the stadium, they could get rid of their stress by cheering with shout and enjoying the game.
3. Decision making processes
In this part, we're going to handle the way of decision consumers make, the information they use, different brand consumers consider. And the course of usage from acquiring to disposal.
game industry is potentially 160 billion dollar market. It is 3 times bigger than semi-conductor market which is only 30 billion dollar.” As he mentioned, game is a gigantic industry with rapid and stable growth. People buy games when the economy is in recession because they want to save money for entertainment by playing game at home rather than going out. On the other hands, they also buy gam
- Gamevil
Gamevil has been frontier in the mobile game industry by adopting various ‘World firt’s mobile game to rotate the handset during game play and the first game to send messages to outer space ‘NOM2’ ‘June Three Kingdoms’ is first LBS Simulation mobile game. Gamevil has developed the Battle Baseball’ series which is the first real-time based network baseball game.
Abstract
Due to the rapid development of internet society, Korean society in economic, cultural, social aspects is influenced by internet, instead of former mainstream media. The internet utilization on politics, however, was trivial. Despite its underdevelopment of internet usage on politics, with world trends of expansion of internet use, South Korea’s internet society on politics started t
times in 2 years. it is expected to reach 826 million U.S. dollars in 2010. and it represented to increase about 30% than last year.
I-2. Research Subject
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 o
Characteristic
Online game
a game played over computer network
Charging system: Stable income
Impossible to copy
Long lifecycle
History
Founded in March, 1997
1998: Launched Lineage
2000: Registered in KOSDAQ
2001: created US subsidiary NC Interactive
2008: Launched Aion in Korea
The competition in Korea market has been worse
NC soft and other companies have been enter overse
Online은 online game을 주류(main stream)로 가져가는 최초 상품이 되었다.
Company Background
소프트웨어게임 개발회사인 Electronics Arts(EA)는 Trip Hawkins에 의해 1982년에 창립되었고 수백 명의 독립적으로 일하는 프로그래머들로 구성되었다. 이 산업은 마케팅적인 지식이나 매력은 많지 않은 산업이다. 만약에
out potential of local employees through various career development courses.
Foreign companies that were successful in entering into Chinese market choose the Joint venture.
It is advantageous for a Joint venture to transfer technology and management skills to Chinese local enterprises. Shortening the time for developing the distribution channel through a joint-venture with state-operated com
Games, prepared extensive advertising campaign based on nation’s largest Olympic issue. Instead of existing mobile campaign ‘How to live smart’, they make follow-up campaign ‘GoldRush[How to play smart]’ during Olympic period. The purpose of campaign is make integration in all product category including mobile and association with Olympic and brand, finally derive a consumer’s partici