LEADER 02920nam 22006254a 450 001 9910456496703321 005 20200520144314.0 010 $a1-282-44133-7 010 $a9786612441332 010 $a1-84816-357-6 035 $a(CKB)2550000000001234 035 $a(EBL)477267 035 $a(OCoLC)647851924 035 $a(SSID)ssj0000339051 035 $a(PQKBManifestationID)11297371 035 $a(PQKBTitleCode)TC0000339051 035 $a(PQKBWorkID)10323980 035 $a(PQKB)11057060 035 $a(MiAaPQ)EBC477267 035 $a(WSP)00001716 035 $a(Au-PeEL)EBL477267 035 $a(CaPaEBR)ebr10361863 035 $a(CaONFJC)MIL244133 035 $a(EXLCZ)992550000000001234 100 $a20090121d2009 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aInnovation and strategy of online games$b[electronic resource] /$fJong H. Wi 205 $a1st ed. 210 $aLondon $cImperial College Press ;$aSingapore ;$aHackensack, NJ $cDistributed by World Scientific$dc2009 215 $a1 online resource (241 p.) 225 1 $aSeries on technology management ;$vv. 14 300 $aDescription based upon print version of record. 311 $a1-84816-356-8 320 $aIncludes bibliographical references (p. 211-214) and index. 327 $aInnovations in the game industry : online games versus offline games -- Business models and corporate strategy -- Virtual societies and economics of online games -- The formation process of the Korean online game industry -- Factors promoting growth of the online game industry -- Global development and marketing strategies of Korean online games -- International comparison of online game users. 330 $aThis book is the first study to survey, over a ten-year period, innovations and the industrial formation process of online game business, and global strategies of major Korean online game companies. It focuses on the innovative factors which made the Korean online game industry grow tremendously and successfully to gain competitiveness in the global game industry. These include: the main factors stimulating online game business; virtual business created by online games as well as an examination of the role of the Korean government at the beginning and developmental period of the online gaming 410 0$aSeries on technology management ;$vv. 14. 606 $aElectronic games industry 606 $aTechnological innovations 608 $aElectronic books. 615 0$aElectronic games industry. 615 0$aTechnological innovations. 676 $a338.4/77948 700 $aJong$b H. Wi$0877446 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910456496703321 996 $aInnovation and strategy of online games$91959383 997 $aUNINA