한국경영과학회:학술대회논문집 (Proceedings of the Korean Operations and Management Science Society Conference)
- 대한산업공학회/한국경영과학회 2004년도 춘계공동학술대회 논문집
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- Pages.343-346
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- 2004
Segmentation of Online Game Market Using a Two-Phase Approach
- Lee, Sang-Chul (School of Business Administration, Kyung Hee University) ;
- Kim, Jae-Kyeong (School of Business Administration, Kyung Hee University) ;
- Suh, Yung-Ho (School of Business Administration, Kyung Hee University)
- 발행 : 2004.05.21
초록
The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.
키워드