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dc.contributor.author남영-
dc.date.accessioned2017-01-12T04:44:03Z-
dc.date.available2017-01-12T04:44:03Z-
dc.date.issued2015-06-
dc.identifier.citation중앙사론, NO 41, Page. 119-161en_US
dc.identifier.issn1229-3652-
dc.identifier.urihttp://www.dbpia.co.kr/Article/NODE06390981-
dc.identifier.urihttp://hdl.handle.net/20.500.11754/25098-
dc.description.abstractWhen technological innovations take place discontinuously and all of a sudden, the society of technicians in that field will show various responses. Some parts of the society will be enthusiastic about the new technology and will become typical imitators by trying to copy the ways of the frontrunner. Others will worry over the gap between their limitations and the new technology and decide to try to gain certain influences from the new technology in order to improve and reshuffle their own ways through appropriate adjustments. However, there are also more than a few cases where, although there are clear efficiency and economic advantages, outside technology is rejected. When new technologies appear, the reason there are such various responses within the technicians’ society is because technology functions as a means of existence as well as a form of culture. The image of the relevant technology and the self-awareness of the technician have strong influences on how each individual reacts to technological innovations. Under this premise, this study will look at the secondary movers in the Korean online gaming industry ? representative types being Kim Nam - Joo of Webzen, Kim Beom-Soo of Hangame, Lee Won Sool of Sonnori ? and through these cases it will be explored how each technician’s self-awareness influences each decision.en_US
dc.description.sponsorship이 논문은 2012년 한양대학교 교내연구비 지원으로 연구되었음(HY-2012-G).en_US
dc.language.isoko_KRen_US
dc.publisher중앙대학교 중앙사학연구소en_US
dc.subject온라인 게임en_US
dc.subjectOnline gameen_US
dc.subjectPC gameen_US
dc.subjectTechnological innovationen_US
dc.subjectSelf-awareness of engineersen_US
dc.subjectIineageen_US
dc.subjectwebzenen_US
dc.subjectHangameen_US
dc.subjectSonnorien_US
dc.subjectPC 게임en_US
dc.subject기술혁신en_US
dc.subject기술자의 자기정체성en_US
dc.subject리니 지en_US
dc.subject웹젠en_US
dc.subject한게임en_US
dc.subject손노리en_US
dc.title신기술에 대한 추종과 저항 : 한국 온라인게임 산업 형성기 게임개발자들의 대응en_US
dc.title.alternativeThe Following and Resistance of New Technology : The Formative Period for the Korea Online Game Industry and Game Developers’ Responseen_US
dc.typeArticleen_US
dc.relation.no41-
dc.relation.page119-161-
dc.relation.journal중앙사론-
dc.contributor.googleauthor남영-
dc.contributor.googleauthorNam, Young-
dc.relation.code2015039788-
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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