• Title/Summary/Keyword: Softbank

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The Study on Success Clues of the Firm Affected by Korean-Japanese 3rd Generation Diaspora CEO's Identity and Values - The Case of "Masayoshi Sohn" in "Softbank" (재일 디아스포라 3세 경영자의 정체성과 가치관이 기업의 성공에 미치는 영향 - 손 마사요시(孫正義)의 "소프트뱅크" 사례)

  • Seo, Bo-Yeong;Park, Hyun-Chae
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.8
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    • pp.301-312
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    • 2018
  • This The main objective of the study is to examine success clues of the firm influenced by top manager(Masayoshi Sohn) who belongs to Korean-Japanese third generation diaspora. A company's management style depends greatly on the value of its top manager, who also affects success and failure of the firm. SOFTBANK's management style could be influenced by the identity and values of Masayoshi Sohn. The results of the study are as follows ; firstly, his firm remains born-global firm owing to his global value rooted from his de-ethnification and studying in America. Secondly, the firm has challenge spirit owing to his experience of overcoming discrimination and repression during childhood time. and his role model 'Ryoma". Thirdly, there is a roly poly spirit in his firm because he has overcome complex coming from Korean-Japanese third generation diaspora. Finally, his company has human-oriented management philosophy because he has influenced a lot form his grand mother, Won-Cho Lee who emphasized much on human-beings. His identity and values have infiltrated Softbank's management style, which has led to the success of the company. This study will provide you with different viewpoints on the study for Korean-Japanese third generation diaspora. Especially, this study can be meaningful in which it is a study on the third generation of Korean-Japanese diaspora and the global corporations he is running since there are few such studies up to now.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.