• Title/Summary/Keyword: Korean Game Industry

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Analysis of Innovation Patterns of Korean Online Game Industry (한국 온라인게임 산업의 서비스 혁신패턴 분석)

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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Social and Cultural Issues in Game Industry in the Fourth Industrial Revolution (제 4차 산업혁명 시대에서 게임 산업의 사회 및 문화적 쟁점)

  • Rhee, Chang Seop;Rhee, Hyunjung
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.73-82
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    • 2018
  • Game industry is one of the most marketable area in the age of the $4^{th}$ industrial revolution. However, game industry in Korea is restricted by social and cultural issues. This study investigates biased image of game players and sexual commercialization of game contents as obstacles of Korean game industry invigoration. We find that the biased image of game players is still existed, and the commercialization of sex is considered as disincentive to develop modern game industry. Most of the respondents reports that sexual commercialization of game contents should be regulated as a factor that would harm Korean game industry.

Development Direction for Game Industry Development (게임산업 발전을 위한 개발방향 제안)

  • Han, Sang-Beom;Oh, Hyoun-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.89-92
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    • 2017
  • This study critically analyzes the present situation of the domestic game industry that infringes game nature or diversity, which is the essence of game contents such as copycat, auto play, excessive billing inducement, indiscriminate advertisement developed by focusing on commercial aspect, It suggests the necessity of creative and various game development environment. It suggests development direction for the development of domestic game industry through game case analysis which shows the possibility of game media out of existing success formula and does not concentrate only on commerciality and makes effort to give new fun to users.

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An Impact Analysis of Policy Change in the Game Industry -the Arcade Game Industry approach- (게임산업의 정책 변화에 따른 영향 분석 -아케이드게임 산업을 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.59-70
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    • 2013
  • The arcade game market is 2nd big market in the world following console game market. It is a driving force of growth for game industry but its Korean case was decreasing growth of game industry by various kinds of factors. Therefore, it is placed too much emphasis on online game industry and it lost industry growth power. The characteristics of arcade game are spatiality, expandability of device, rewardability, amusemenability. The importance of arcade game are development of new device and freedom of application it but it is restricted by prior deliberation and regulation of industry in korea. Many problems arise from classifying speculation device to arcade game and relaxation of regulation. In this paper, we analyze effectiveness from policy change in Arcade game industry, especially we focused on regulation policy. Also, we found problems and suggested alternatives by comparision on policy of foreign country.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.289-295
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    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

The 4th Industrial Revolution and Development Direction of Korean Game Industry (4차 산업혁명과 국내 게임산업 발전방향 연구)

  • Choi, JoongBin;Kwon, Taekmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.29-38
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    • 2016
  • The Korean game industry has stopped growing due to internal and external instability. It is the fourth industrial revolution that has been mentioned as a new breakthrough in the domestic game industry in front of these internal and external instabilities. The fourth industrial revolution is changing the paradigm of the existing industrial structure, and has brought ecological changes not only to the manufacturing industry but also to the contents industry as a whole. In this paper, we will explore the development direction of domestic game industry through the 4th industrial revolution and study the relation between development of AI and AR / VR and game industry which will be the main core of the fourth industrial revolution in the future.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

A study on the meaning of game policy through the amendment of game law (게임 법률의 제·개정을 통해 본 게임정책이 지향하는 의미 탐구)

  • Kim, Min Kyu
    • Review of Culture and Economy
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    • v.21 no.2
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    • pp.53-88
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    • 2018
  • Among the cultural industries, the game industry is the most economically valuable industry. It has been about twenty years since the game policy has been implemented and the game laws have been enacted. If the law is a willing expression for the realization of the policy, the orientation of the game policy can be grasped through revision of the game laws. SOUND RECORDS, VIDEO PRODUCTS, AND GAME SOFTWARE ACT, established in 1999, and GAME INDUSTRY PROMOTION ACT, which was enacted in 2006, are regulated by many revisions. In this paper, I try to understand the direction and meaning of Korean game policy(classification, game dysfunction, gambling, industry growth) through the contents of the revision of the game law for 20 years. The game policy shown through the amendment of the game law is intended to protect the game by regulating the game, and to protect the game user by preventing the gambling and preventing the game dysfunction, and to increase autonomy of users and choice of producers by switching to self rating system, and based on this, an environment for continuous industrial growth is created. In the future, game policies should consider cooperation with social areas beyond game-specific areas. On the other hand, it needs to respond to new agendas such as polarization of industrial structure, fair environment, employment environment.

A Case Study on the Development of Curriculum for Dept. of Game Programming in University Customized to Online Game Industry (대학(게임 프로그래밍 계약학과)의 게임산업계 맞춤형 교육과정 개발을 위한 사례 연구1))

  • Yoon, Hyung-Sup;WhangBo, Taeg-Keun
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.89-97
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    • 2010
  • Still there is a quality mismatch between required manpower of game companies and supplied one from universities in Korean game industry. The demand-oriented workforce training project is being implemented by KOCCA(Korea Creative Content Agency) for reducing the gap. This paper is focused on the development of training course for students of the game programming department in K University. This paper derived a education training course customized to online game industry by surveying 35 companies to find their needs for recruiting. Additionally some advice is suggested for successful education training. This paper not only will contribute to verify the required competence of people force in game industry but also offer a guideline for designing curriculum for game programmer.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.2
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    • pp.138-150
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    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.