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dc.contributor.author남영-
dc.date.accessioned2018-03-19T08:37:17Z-
dc.date.available2018-03-19T08:37:17Z-
dc.date.issued2014-12-
dc.identifier.citation한국과학사학회지, 2014, 36(3), P.297-327en_US
dc.identifier.issn1229-7895-
dc.identifier.urihttp://kiss.kstudy.com/thesis/thesis-view.asp?key=3292045-
dc.identifier.urihttp://hdl.handle.net/20.500.11754/49097-
dc.description.abstractThis study analyzes the process of the formation of the game industry in Korea during the 1990s and the 2000s. By the 1990s, the Korean society managed to form adequate human resources for the game industry by developing PC and text-MUD based games. Despite their passion and high level of technological capabilities, game developers in the 1990s failed mainly due to illegal copying, chaotic circulation, and distorted profit structure. Nevertheless, their experience provided the basis on which to develop the technology and personnel for the online game industry in the 2000s. By the end of the 1990s, the Korean game industry successfully expanded into the new field of graphic online games, by combining technology and human resources cultivated during the previous decade. In particular, this study will utilize an evolutionary metaphor known as symbiogenesis in order to shed new light on this process. The concept of symbiogenesis sheds positive light on the technologically innovative leaps led by heterogeneous engineers, and also embraces the continuities in technological change. This study will show that the evolutionary metaphor will be an important perspective from which to understand the essence of technology.en_US
dc.description.sponsorship이 논문은 2012년 한양대학교 교내 연구비 지원으로 연구되었음(HY-2012-G).en_US
dc.language.isoko_KRen_US
dc.publisher한국과학사학회en_US
dc.subjectgame industryen_US
dc.subjectonline gameen_US
dc.subjectMUDen_US
dc.subjectPC gameen_US
dc.subjectPC-bangen_US
dc.subjectStarcraften_US
dc.subjectLineageen_US
dc.subjectevolution of technologyen_US
dc.subjectsymbiogenesisen_US
dc.title한국 온라인게임 산업의 출현: 기술의 공생 발생en_US
dc.title.alternativeThe Appearance of the Korean Online Game Industry: The “Symbiogenesis” of Technologyen_US
dc.typeArticleen_US
dc.relation.no3-
dc.relation.volume36-
dc.relation.page297-327-
dc.relation.journal한국과학사학회지-
dc.contributor.googleauthor남영-
dc.contributor.googleauthorNam, Young-
dc.relation.code2014001592-
dc.sector.campusS-
dc.sector.daehakCENTER FOR CREATIVE CONVERGENCE EDUCATION[S]-
dc.identifier.pidguderian-
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CENTER FOR CREATIVE CONVERGENCE EDUCATION[S](창의융합교육원) > ETC
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