DC Field | Value | Language |
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dc.contributor.advisor | Ahn, Jae-Hyeon | - |
dc.contributor.advisor | 안재현 | - |
dc.contributor.author | Park, Bong-Won | - |
dc.contributor.author | 박봉원 | - |
dc.date.accessioned | 2011-12-27T04:21:35Z | - |
dc.date.available | 2011-12-27T04:21:35Z | - |
dc.date.issued | 2009 | - |
dc.identifier.uri | http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=329642&flag=dissertation | - |
dc.identifier.uri | http://hdl.handle.net/10203/53511 | - |
dc.description | 학위논문(박사) - 한국과학기술원 : 경영공학전공, 2009. 8., [ x, 104 p. ] | - |
dc.description.abstract | In 2006, the revenue from the motion picture industry in the U.S were $9.66 billion which modestly increased in 2007 and music industry sales fell about 10%, whereas the total sales in 2007 of the gaming industry significantly increased compared to the total sales of 2006. In Korea, the revenue of the movie industry remained stable and the revenues of the gaming industry were reduced due to eliminated illegal arcade games in 2007. However, revenue from the online and digital content industry sustained growth over years, of which mainly consists of sales of digital content industry. With the increasing revenue of the online gaming industry, problems result as people spend too much time playing online games. One significant problem is online game addiction. Parents who have children worry about it. On the other hand, to grow the entertainment industry, new content (products) is needed at a low risk for investors to invest in this industry. This is why customers want new things and the industry requires large investment. Transmedia storytelling gives low risk to the entertainment industry by building upon previous success in different media and various new ideas from various content. In this dissertation, first, I discuss how to reduce online game addiction without regression of revenue of the online gaming industry. Next I discuss how to analyze customer behavior in transmedia storytelling with an emphasis on customer satisfaction and loyalty. Much of the content generated by the entertainment industry comes with some degree of addiction. However, game addiction has become a serious problem with the appearance of online games because users can play games without discontinuation. Indeed, several tragic deaths of young people in recent years have been associated with online gaming or online game addiction, raising concerns regarding online games. In fact, parents have started regulating the time spent playing online games and think twice before purchasing onli... | eng |
dc.language | eng | - |
dc.publisher | 한국과학기술원 | - |
dc.subject | game addiction | - |
dc.subject | tax and rebate | - |
dc.subject | transmedia storytelling | - |
dc.subject | customer satisfaction | - |
dc.subject | 게임중독 | - |
dc.subject | 세금부과와 리베이트 | - |
dc.subject | 트랜스미디어 스토리텔링 | - |
dc.subject | 고객만족 | - |
dc.title | Policy analysis on online game addiction and business analysis on transmedia storytelling | - |
dc.title.alternative | 온라인 게임 중독에 대한 정책 분석 및 트랜스미디어 스토리텔링에 대한 비즈니스 분석 : 시스템 다이내믹스와 구조방정식모형의 적용 | - |
dc.type | Thesis(Ph.D) | - |
dc.identifier.CNRN | 329642/325007 | - |
dc.description.department | 한국과학기술원 : 경영공학전공, | - |
dc.identifier.uid | 020035114 | - |
dc.contributor.localauthor | Ahn, Jae-Hyeon | - |
dc.contributor.localauthor | 안재현 | - |
dc.title.subtitle | System dynamics and structural equation modeling approach | - |
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