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The Analysis on Corporate Image of Korean Game Companies

게임사의 기업 이미지에 대한 분석적 고찰

  • Received : 2016.09.07
  • Accepted : 2016.10.20
  • Published : 2016.10.20

Abstract

The purpose of this paper is to analyze corporate image of Korean game companies. The questionnaires such as corporate image, gaming playing period, dispute with parents included The lowest score was 2.75 on Han Game which is servicing web board games. Kakao which is a game platform got the highest score. Result through the tests showed that 5 companies were categorized into 3 groups, lower group(Han Game and NEXON), middle (NCSoft and Netmarble), higher (Kakao). Correlation with gender factor showed that only NEXON is significant. NEXON Score by female is higher than that of male. In addition, longer playing period on NEXON games has negative corporate image. Correlation between conflict with parents and negative corporate image of NEXON is also significant.

본 논문에서는 5개 게임사를 대상으로 기업이미지를 분석해 보았다. 질문항목은 기업이미지, 게임이용 유무 및 기간, 부모와의 갈등 여부 등이었다. 기업이미지 평균은 한게임이 2.75로 가장 낮고, 넥슨, 엔씨소프트, 넷마블, 카카오 순이었다. 다만 평균 검정의 결과 한게임/넥슨<엔씨소프트/넷마블<카카오라는 세 그룹으로 분류되었다. 성별에 따른 분석은 넥슨 만이 유의했다. 넥슨은 여성이 남성보다 높았다. 또 넥슨은 이용 기간과 기업이미지가 반비례 관계에 있었다. 게임을 둘러싼 부모와의 갈등 여부와 게임사의 기업이미지와의 관계를 분석한 결과 넥슨 만이 통계적으로 유의한 부의 결과가 나왔다. 게임 이용 경험 유무와 기업이미지의 상관관계를 분석했을 때도 넥슨 만이 부의 관계로 나타났다.

Keywords

References

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