• Title/Summary/Keyword: Korea and Chinese Online Game Market

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South Korea and China's Online Game Community System of Comparative Analysis (한국과 중국 온라인게임의 커뮤니티 시스템 비교 분석)

  • Liu, Xiao-Zhong;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.77-82
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    • 2010
  • The game industry is growing most rapidly for a last 10 years. However, these days korean online game is not developed in chinese market any more quickly because there must be many significant problems. One of the most important problems can be a misunderstanding a chinese online game user. For instance, the Game community system shows an important position to choose an online game of chinese users. In this paper, We choose a three kinds of online game community systems and make a comparative analysis. We can expect a certain way through this research because we can see that most succesful online games in chinese market have a more expandable community systems. In order to make a succesful game contents in foreign country's game market, we must understand foreign gamers what they like or dislike. We think a next research will be about a specific relation between a foreign gamer and culture.

Determinants of Effecting Customer Loyalty : Comparison among Korean, Japanese and Chinese Online Game Market (온라인게임 사용자의 충성도에 영향을 미치는 요인에 관한 연구 : 한국, 일본, 중국 온라인게임 시장 비교)

  • Lee, Sang-Chul;Xiang, Jun-Yong;Gu, Ja-Chul;Suh, Yung-Ho
    • Korean Management Science Review
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    • v.23 no.2
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    • pp.41-57
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    • 2006
  • The purposes of this research are to identify causalities among flow and customer loyalty In Chinese online games, and to identify the factors by which flow are influenced. This research tests the model with Chinese on-line game users and compare this result with Korea and Japanese results which were conducted by Lee's research. These implications are thought to be helpful for Korean online game companies to understand the Chinese online game user and to develop the penetration strategies. The results indicated that significant Path coefficients to flow were the convenience of operator, the provision of information, the reality of design. The results indicated that significant path coefficients to customer loyalty were the involvement of virtual community and flow. The involvement of virtual community to flow was not significant but to customer loyalty was significant. The provision of information was negatively influenced on flow. The result of comparison indicated that the path coefficients were different among nations. Korea online game companies need to develop the indigenized online game and to Provide the information to their Chinese partner correctly and quickly.

A Study on the Current Status and Forecast on Chinese Game in Relation to Game Platform-Focus on SNG (게임플랫폼의 다양화에 따른 중국 게임의 동향 및 전망 - SNG를 중심으로 -)

  • Kim, Yun-Kyung
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.81-88
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    • 2010
  • This study will explore the current status and forecast on Chinese game in relation to game platform. Chinese market has recently developed increasing game platform in the Chinese Market. This paper presents an analysis of Korean game industry's competitive strategy in the Chinese market on the basis of SNG. It explores the new platform such as Webgame and SNS service develops implications for Korean game industry. A new strategy responding to Chinese market and needs is more likely to be successful than a global integration strategy.

An Analysis of determinant on Repurchase Behavior of Game User in Chinese online game industry: moderation effect of online review (중국 온라인게임 산업의 게임사용자 재구매 행위 결정요인에 관한 연구: 온라인평가의 조절효과 분석)

  • Lee, Young-Duck
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.41-54
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    • 2015
  • Despite a great performance of Korean online game in Chinese online game market, Korean companies were faced with decreasing market positions in China from 2006. To overcome this problem, I will suggest a research model about determinant of repurchase behavior of on-line game user and moderation effect of online review. Data collected from questionnaire survey were used in empirical analysis on research hypothesis through moderated multiple regression method. There are several conclusions as such; first, perceived value and loyalty of consumer have great positive relationships with repurchase behavior. Second, online review has positive direct influence on repurchase behavior and moderation effect of relationships among them. Third, game company has great efforts to develop online games and game contents which were guaranteed before in price, quality, information, and accurate consideration of online review.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

The successful advance strategy through chinese online game market pertinent data analysis (중국 온라인게임시장 관련 자료 분석을 통한 '성공적인 진출 전략'에 관한 연굴)

  • Lee, Ji-Won;Seo, Mi-Ra;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.41-49
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    • 2004
  • Domestic On-line game market becomes keen competition gradually. So, work which advance into the new market is very important work which it takes future of Korean on-line industry. Recently, Chinese on-line game population is soaring by development of on-line infrastructure and elevation of the Intern et speed. Also, growth of China economy improved purchasing power. So, international market is desiring China market. Because China on-line game market has High potential energy, no one is opposed to truth that China market's advance gives opportunity of great success. So, this China market's charm advanced many domestic companies to China market. Also, many domestic companies are preparing for China advance. However, we did not understand perfectly circumstance of China market, and advanced impatiently without thorough preparation. So, occasion that the latest domestic companies fail greatly is increasing. Finally, we can know that China market's advance is difficulty. Therefore, we must analyze circumstance of China game market systematically, and do thoroughpreparation and preparatory audit that is enough with wider visual field. So, we must think investment about the future more than that think in a short time profit.

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A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design (중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구)

  • Jin, Chun-Ji;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.119-130
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    • 2013
  • The purpose of this study is to analyze the characteristics of traditional art expressions in recent Chinese online games, which are now most popular in Chinese game market. Designing the MMORPG game character reflecting users' psychological preferences for aesthetic characteristic of the traditional Chinese culture allows the users to feel more visual satisfaction while they are enjoying a game. The selected characters for this analysis were chosen from the traditional myth chivalry game to utilize the traditional art expressions that are peculiar in Chinese MMORPG. The analysis was conducted within the context of an ideal character figure and operation, and social nature reflecting a personal user. This analysis suggested the representation technique reflecting traditional clothing, color, and life style, and the reconstruction of subject matter, and the development of the characteristics of ideal group character. Even though Chinese MMORPG history is short, this study will help the user understand more effectively the identity of the myth martial MMORPG game in connection with the Chinese traditional culture and art. And this study will also increase the user's satisfaction of the Chinese online-game.

The Influence of Internet Word of Mouth Information on Consumers' Purchase Intention in E-Commerce Live Broadcast (인터넷 구전 정보가 전자상거래 생방송에서 소비자 구매 의도에 미치는 영향)

  • Zou, ChangYun;Wang, ShuYi;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.335-344
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    • 2022
  • In recent years, Internet Word of Mouth (IWOM) as an important way for internet consumers to obtain product information, it has become a key factor influencing consumers purchase intention. However, does IWOM also affect consumers' willingness to buy in the E-commerce live broadcast environment? What online IWOM can make a difference? And how? This study establishes a theoretical model of the impact of IWOM on consumer purchase intention in Chinese E-commerce live broadcast. Questionnaire data were collected from 204 people through the internet, with the model and the hypotheses are tested by SPSS 21.0 software. The research results show that: Firstly, the influencing factors of IWOM in the E-commerce live broadcast are different from those in general E-commerce. Secondly, anchor traits, word of mouth quantity, and product involvement have a positive impact on consumers purchase intentions, but the strength of relationship, word of mouth quality and Word of mouth timeliness do not have significantly direct effect on consumers' purchase intentions. Finally, conclusion with theoretical references and practical suggestions for E-commerce live broadcast merchants that may enter the Chinese market.