• Title/Summary/Keyword: Online paper

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Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.4
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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Designing an Integrated Online-guide for Overseas Applicants Seeking to Teach English in Korea: Focus on Job and Visa Application

  • Ryu, JaeYoul
    • International Journal of Contents
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    • v.10 no.4
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    • pp.83-89
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    • 2014
  • This study suggests an effective online guide for foreign teachers who want to teach English in Korean schools. When designing this guide for overseas applicants, there should be a consistent analysis to reflect the process of the system. Thus, this paper provides an analysis and results for an integrated online guide to increase the efficiency based on the pedagogical framework for analysis of the 'ADDIE' model (Analyze, Design, Development, Implementation, and Evaluation). The number of job applicants who wish to teach English in Korea is growing rapidly because Korea is one of the fastest growing economies in the world and the 'Korean Wave' has especially been experiencing significant changes with the development of social network services and digital technologies. As a result, overseas applicants' expectations regarding Korea when they are seeking information and applying is very high, but the aspects of the procedure provided by the government are somewhat disappointing. The paper presents customer needs and specific recommendation for each step of the application process to improve the guide's effectiveness.

A study on Emotion Structure of Online Game Character (온라인 게임 내 캐릭터의 정서구조 연구)

  • Park, Yiseul;Ko, Ilju;Park, Junhyoung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.3
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    • pp.167-179
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    • 2016
  • Online games, by a massive influx of many players, it has diverse situations in which emotion is generated. Emotion plays an important role that helps players to interact and immerse in game. In the previous games, simple structures are used to express emotion. By increasing the user's needs of emotion in the game, it is necessary to structure a various type of emotion. In this paper, the game components were classified as background, object, and character in order to analyze emotion structurally in game. We defined how to use the rule of emotion, and applied to League of legend, Cyphers and World of Warcraft which belong to the AOS genre. The AOS game is well-suited for analyzing emotion structure, because a various emotional changes and situations can arise in the game. Through this paper, it was discovered similarities emotion to be used in online games. It is expected to generalize the emotion in the game by analyzing the emotional structure of more games in future.

Enhancement of User Understanding and Service Value Using Online Reviews (온라인 리뷰를 활용한 사용자 이해 및 서비스 가치 증대)

  • Kim, Jin-Hwa;Byeon, Hyeon-Su;Lee, Seung-Hun
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.21-36
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    • 2011
  • The Web has become an excellent source for gathering consumer opinions. There are now numerous Web sites containing such opinions, e.g., customer reviews of products, forums, discussion groups, and blogs. This paper focuses on online customer reviews of products. It makes some contributions. Especially it proposes minimalism and chunking framework for analyzing and comparing consumer opinions of competing products. Users are able to clearly see the strengths and weaknesses of each product in the minds of consumers in terms of various product features. This comparison is useful to both potential customers and product manufacturers. For a product manufacturer, the comparison enables it to easily gather marketing intelligence and product benchmarking information. In this paper, we only focus on mining opinion/product features that the reviewers have commented on. Five types of online review presentations are presented to mine such features. Our experimental results show that these techniques are useful to identify customers' opinions and trends.

Development and Application of Evaluation Model for Online Baduk Game (온라인 바둑게임 평가모형 개발 및 적용에 관한 연구)

  • Lee, Kook-Chul;Kim, So-Yun;Lee, Sung-Hyun
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.56-66
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    • 2003
  • As internet populations are growing very fast, online computer game has been extensively propagated in the internet community. Currently online Baduk game haws id attention as one of the most popular games in Korea. Therefore, the game industry has developed a variety of Baduk games and internet services providers and portal sites have competitively provided Baduk game services. Considering this trend, this paper attempts to develop an evaluation model for online Baduk games, which can serve as a guideline for selecting the appropriate game by game users. In addition, this evaluation has been applied to the 2 best known Baduk games and compared each other based on the model factors. Finally, this paper suggest some practical guidelines for game developers in order to increase user acceptance.

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Empirical Validation for the Effects of Perceived Characteristics of Online Product Message on Persuasion (온라인 제품정보 특성이 정보의 설득효과에 미치는 영향에 관한 실증적 연구)

  • Lim, Sang-Hyun;Kim, Jeong-Wook
    • Journal of Korean Society for Quality Management
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    • v.37 no.1
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    • pp.40-55
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    • 2009
  • This research is an empirical study to analyze the factors that affect users' acceptance & diffusion of online product message. Today many people use the product message/information on the internet, before they make decision to buy something in online/offline environment. This paper proposes the site design look, enjoyment, and usefulness as message perception factors. And we examine the relationship among the perception factors, message credibility, acceptance & diffusion. The purpose of this paper is threefold. First, we examine the relationship between as perception factors and the credibility assessment of the message by customers. Second, we will show the effect of message credibility on the message acceptance & diffusion. Third, we try to present some theoretical and empirical implication through the result of our studies.

On the Use of Legal Measures to entice Participation in Online Dispute Resolution System (ODR 시스템으로의 사용자 참여유인을 위한 법적 장치의 활용)

  • Kim, Sun-Kwang
    • International Commerce and Information Review
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    • v.10 no.1
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    • pp.279-293
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    • 2008
  • The number of participants in an online dispute resolution(ODR) system is crucial to its survival. Securing participation is nonetheless difficult. Clearly, it is important to offer a system that is fair, transparent and offers an efficient service at low cost. These factors are fundamental to ensure trust and to build a returning customer base to the system, but are not what attracts a party to submit a dispute for settlement. This paper describes and discusses four main categories of legal measures found in the online dispute resolution services offered by SquareTrade and WIPO. In spite of shortcomings in the offered, the legal measures have contributed to attract large numbers of participants. Large participation secures the long-term economic viability of an online dispute resolution system. The four categories of legal measures described and discussed in this paper need to be part of the specifications and the design and development of future ODR system.

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Personalizing Information Using Users' Online Social Networks: A Case Study of CiteULike

  • Lee, Danielle
    • Journal of Information Processing Systems
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    • v.11 no.1
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    • pp.1-21
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    • 2015
  • This paper aims to assess the feasibility of a new and less-focused type of online sociability (the watching network) as a useful information source for personalized recommendations. In this paper, we recommend scientific articles of interests by using the shared interests between target users and their watching connections. Our recommendations are based on one typical social bookmarking system, CiteULike. The watching network-based recommendations, which use a much smaller size of user data, produces suggestions that are as good as the conventional Collaborative Filtering technique. The results demonstrate that the watching network is a useful information source and a feasible foundation for information personalization. Furthermore, the watching network is substitutable for anonymous peers of the Collaborative Filtering recommendations. This study shows the expandability of social network-based recommendations to the new type of online social networks.

Web based Online Real-time Reliability Integrated Information System in Composite Power System Considering Wind Turbine Generators (풍력발전기를 고려한 복합전력계통의 웹기반 온라인 실시간 신뢰도 정보 시스템의 개발)

  • Cho, Kyeong-Hee;Choi, Jae-Seok
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.7
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    • pp.1305-1313
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    • 2011
  • Web based online real-time reliability integrated information system is asked rapidly for more efficiency and demand response in recent. As the utilization of renewable resources has been receiving considerable attention in recent years, the information system requirement is increased. Specially, the reliability information system is more important for implementing the smart grid. This paper describes architecture of the WORRIS(Web based Online Real-time Reliability Integrated Information System) Version 7.0 system that simulates the reliability indices in composite power system considering wind turbine generators(WTG) developed successfully in this paper. And we had simulated the case study using Jeju island power system data.

A Case Study on Quest Engine for Travia Online Game (트라비아 온라인 게임의 퀘스트 엔진 구축 사례)

  • Lee Wan-Bok;Roh Chang-Hyun;Sohn Hyoung-Ryul
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.9-16
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    • 2006
  • This paper introduces the case study of constructing a quest engine system in a commercial online game. The system can help several operations for quests such as modeling and execution with a dedicated script language. Since the many attributes of a quest, including the type or preconditions or execution ordering of quests, could be represented well with the script, game developers can constitute and modify a quest system very easily. Thus it is expected that the quest system introduced in this paper can be a good guideline to the developers of online RPG games.

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