원문정보
Analysis of Innovation Patterns of Korean Online Game Industry
초록
영어
Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users’ needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government’s policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.
목차
1. 서론
1.1 연구의 배경
1.2 한국의 온라인게임의 급성장
1.3 기존 연구
2. 온라인 게임의 특성
2.1 기술적 특성
2.2 경제적 특성
3. 사례 연구의 틀
3.1 서비스 혁신 시스템
3.2 모형의 수정:온라인게임에 적용
4. 우리나라 온라인게임산업의 사례
4.1 태동기
4.2 성장기
4.3 성숙기(2004~ )
5. 온라인게임의 서비스혁신 분석
5.1 기간별 혁신 형태분석
5.2 킬러 게임과 서비스혁신의 선순환
5.3 네트워크 외부효과
5.4 정부의 정책과 지속적 산업발전
6. 정책적 시사점과 결론
참고문헌
