• Title/Summary/Keyword: 넷마블

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The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

특집 / '게임 퍼블리셔' 온라인 게임 8,000억 시장 주도

  • Kim, Jin-Gyeong
    • Digital Contents
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    • no.9 s.124
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    • pp.38-40
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    • 2003
  • 최근 네오위즈는 세이게임을 '피망'으로 독립시키며, 마케팅비용으로 100억원을 쓰겠다고 밝혀 업계를 긴장시키고 있다. 네이트닷컴도 13게 게임업체와 제휴해 10월 게임포탈을 오픈한다. 후발주자로 뛰어드는 만큼 공격적 마케팅을 펼칠 것이라는 건 불 보듯 뻔한 일. 한게임, 넷마블, 엠게임 등은 게임포탈 자리를 '수성'하기 위해, 그리고 네오위즈, 네이트닷컴 등은 공격적 마케팅으로 1위를 '탈환'하기 위해 치열한 경쟁을 벌이고 있다.

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The Analysis on Corporate Image of Korean Game Companies (게임사의 기업 이미지에 대한 분석적 고찰)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.89-98
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    • 2016
  • 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.

이슈-게임포털" 올해 결판낸다"

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.2 s.141
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    • pp.38-45
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    • 2005
  • 게임포털 시장경쟁이 예사롭지 않다. 기존 강자인 한게임, 넷마블, 피망에 넥슨닷컴의 급부상으로 4강체제가 형성된 게임포털 시장은 여기에 엠게임이 옛 명성을 되찾고자 호시탐탐 노리고 있고 엠파스 등 후발주자들도 사운을 걸고 게임사업에 달려들고 있다. 뿐만이 아니다. 엔씨소프트, 한빛소프트가 게임포털 시장참여를 추진하는 것으로 알려지면서 긴장감은 정점에 다다른 상태다. 웹보드게임의 성장세가 둔화되면서 새로운 동력을 찾아야 하는 이들에게 있어 2005년은 최고의 승부처가 될 전망이다. 게임포털 시장을 살펴봤다.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.