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CREATIVE ECONOMY IN KOREA: A CASE OF ONLINE GAME INDUSTRY

Title
CREATIVE ECONOMY IN KOREA: A CASE OF ONLINE GAME INDUSTRY
Author
김보영
Keywords
creative economy; creative industries; online game market; Korea; Porter's diamond model
Issue Date
2011-10
Publisher
NATIONAL ACAD MANAGEMENT, VUL PANASA MYMOGO 26, KYIV, 01011, UKRAINE
Citation
Actual Problems of Economics / Aktual'ni Problemi Ekonomiki; Oct2011, Vol. 124 Issue 10, p435-442, 8p
Abstract
This paper brings attention to rapid growth of Korean online game sector and illustrates what is required for a creative industry for successful market expansion and national economic growth. This paper examines the competitiveness of Korean online game industry and identifies the factors that contribute to success of Korean online game market by using Porter's (1990) Diamond model. The paper illustrates how Korean government's effective industrial policies, labor policies and major Korean online game companies' strength together created the competitive pressure within Korean online game industry; thus Korean companies become early movers at the international market; which enables them to preempt the world online game market as dominant players.
ISSN
1993-6788
Appears in Collections:
GRADUATE SCHOOL OF BUSINESS[S](경영전문대학원) > BUSINESS ADMINISTRATION(경영학과) > Articles
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