DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Park, Myeong-Cheol | - |
dc.contributor.advisor | 박명철 | - |
dc.contributor.author | Jang, Won-Mi | - |
dc.contributor.author | 장원미 | - |
dc.date.accessioned | 2011-12-28T02:38:28Z | - |
dc.date.available | 2011-12-28T02:38:28Z | - |
dc.date.issued | 2006 | - |
dc.identifier.uri | http://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=392688&flag=dissertation | - |
dc.identifier.uri | http://hdl.handle.net/10203/54466 | - |
dc.description | 학위논문(석사) - 한국정보통신대학교 : 경영학부, 2006.6, [ v, 48 p. ] | - |
dc.description.abstract | Online game industry is one of the top lucrative industries in Korea now. The market has become so competitive and companies try to find new market. They already entered the US. and East Asian market and made big success. At this moment, Europe starts to attract attention of many companies. This study aims to analyze European Online Game industry for Korean company who wants to enter European market. Understanding overall IT penetration status of Europe, this research tries to figure out fundamental infrastructure of online game industry in Europe. And then, the study on game industry, business model, and game related organization and media. Based on the data gathered by interviewing with European game companies, academies, players and organizations, this paper evaluates the possibilities of European game industry, and tries to extract effective strategy for Korean companies. Based on these findings, this study suggests guidelines for Korean company which is interested in European game market. But, the key contribution of this study is providing knowledge for European game market not only for Korean companies but also the other companies who are interested in new market. Especially in e-entertainment field which is very promising area for near future, the physical boundary between nations is losing its own meaning. Regarding this situation, the European market which is considered as a new potential market for many companies will be more important. And this paper would be fundamental guideline for further research. | eng |
dc.language | eng | - |
dc.publisher | 한국정보통신대학교 | - |
dc.subject | European online game market | - |
dc.subject | Online game industry | - |
dc.subject | Korean game company | - |
dc.subject | 한국기업 | - |
dc.subject | 유럽 온라인 게임시장 | - |
dc.subject | 온라인 게임산업 | - |
dc.title | Strategic implications for Korean game companies in European market | - |
dc.title.alternative | 유럽게임시장에 관한 긍정적 고찰 | - |
dc.type | Thesis(Master) | - |
dc.identifier.CNRN | 392688/225023 | - |
dc.description.department | 한국정보통신대학교 : 경영학부, | - |
dc.identifier.uid | 020034569 | - |
dc.contributor.localauthor | Park, Myeong-Cheol | - |
dc.contributor.localauthor | 박명철 | - |
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