• Title/Summary/Keyword: Nexon

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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.

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.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

INDO-PACIFIC STRATEGY versus BELT AND ROAD INITIATIVE: Implications for hegemony in Asia (인도-태평양 전략 vs. 일대일로 이니셔티브: 아시아 헤게모니에 대한 시사점)

  • Ryou-Ellison, Hayoun Jessie
    • Maritime Security
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    • v.2 no.1
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    • pp.71-123
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    • 2021
  • Seoul is under increasing pressure to choose between the US-led IndoPacific Strategy (IPS) and China's Belt and Road Initiative (BRI). Accordingly, this paper undertakes a detailed appraisal of the IPS and the BRI in the context of Korea's national policy imperatives. Based on a study of network structure by Daniel Nexon and Thomas Wright (2007), the present study seeks to identify a particular network structure within the IPS and the BRI. Through this analysis, the relationship between the core and the participant states will be addressed. Awareness of specific configurations of the IPS and the BRI is important as these reveal what participant states can expect from each network. According to Nexon and Wright, there are four types of network structure: unipolar anarchy, hegemonic order, constitutional order, and imperial order. Based on this, we argue that the IPS has a constitutional order and the BRI has an imperial order. Therefore, we suggest to Seoul that participating in the IPS may make more room for an independent foreign policy than would a BRI partnership with China. South Korea would benefit by participating in the IPS in terms of its national security, striking a favourable regional balance of power.

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Critical Success Factors for Implementing Software Test Automation (SW 테스트 자동화 구현을 위한 핵심성공요인에 관한 연구)

  • Kim, Sungyong;Min, Daihwan;Rim, Seongtaek;Chai, Bong-soo
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.101-116
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    • 2020
  • This study attempts to derive critical success factors and prioritize activities for implementing the automation of software test. Software testing proceeds in five steps of test plan, test case design, test scripting & test environment setup, test execution & evaluation, and test closure. From the literature, twenty influence factors in the five steps were identified. Focus Group Interviews with ten experts in software testing selected fourteen factors on the basis of importance and feasibility. Some factors were further divided to clarify their meanings and the number of influence factors finally became twenty one. A survey on the influence factors was conducted with 75 IT professionals. An importance-feasibility analysis was applied to the survey responses and classified the influence factors into four groups of essential factors, critical factors, low priority factors, and minimal factors. Essential factors include objectives for test automation, strategies for test automation, test automation training, test automation education, setting up test automation environment, setting up test environment, test automation tool selection. Critical factors include management's continued support, management's continued interest, role of automation engineers, and skills of automation engineers. This result suggests that a lot of efforts should be put into SW test plan for the successful SW test automation and SW automation should proceed in consideration with the priorities and resource consumption.

3D Human Shape Estimation from a Silhouette Image by using Statistical Human Shape Spaces (통계적 신체 외형 데이터베이스를 활용한 실루엣으로부터의 3차원 인체 외형 예측)

  • Dasol Ahn;Sang Il Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.1
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    • pp.13-22
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    • 2023
  • In this paper, we present a method for estimating full 3D shapes from given 2D silhouette images of human bodies. Because the silhouette only consists of the partial information on the true shape, it is an ill-posed problem. To address the problem, we use the statistical human shape space obtained from the existing large 3D human shape database. The method consists of three steps. First, we extract the boundary pixels and their appropriate normal vectors from the input silhouette images. Then, we initialize the correspondences of each pixel to the vertex of the statistically-deformable 3D human model. Finally, we numerically optimize the parameters of the statistical model to fit best to the given silhouettes. The viability and the robustness of the method is demonstrated with various experiments.

The effects of Live Commerce Characteristic on Brand image, Trust and Repurchase Intention (라이브 커머스의 특성이 브랜드 이미지, 신뢰 및 재구매의도에 미치는 영향)

  • Jae-Man, Yoon;Hyung-Seog, Lee;Da-Yeon, Choi;In-suk Lee
    • Journal of Industrial Convergence
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    • v.22 no.9
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    • pp.1-15
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    • 2024
  • We examine the studies on the effect of four live commerce characteristics on repurchase intention through brand image and trust. We conducted a path analysis of 215 people who have used live commerce. As the results, first, live commerce's entertainment and interactivity had a positive effect on the brand image. Second, economics and entertainment, brand image had a positive effect on trust. Third, trust had a positive effect on repurchase intention. Fourth, trust and brand image mediate the relationship between entertainment, functionality and repurchase. We explains which live commerce characteristics that companies and local governments that provide live commerce services should strive to enhance in their strategies and service offerings, and how they should enhance their brand image and trust to elicit consumers' repurchase intentions. Also, this study is significant in that it provides a theoretical foundation for future research.