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