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Vol.11, No.0, 387 ~ 401, 2005
Title
A Study about on-line game Convergence New trend-Around a casual game-
정종완 , 김영우
Abstract
To be most remarkable industry is the culture industry on the 21th century, and to be most representative is the game industry in the middle. The game industry is a high value added industry and the bright prospect industry toward the knowledge strong power which becomes the period.A domestic game market grew bigger already to the versus to grow bigger. A domestic game market is saturation but It is natural sequence that we escape from narrow domestic market and should spin the eye to the abroad. However It is not no more the subject of conversation distance the story not to exist at domestic market. After all, We see the representative example which the contents to be drawn a distinction shows to decide the success and failure personally is immediately the NEXON. The analysis is possible a casual game in such side. The NEXON have persisted the "A casual game" game of bright and light and cute atmosphere 11 year while.The NSsoft or Webjen springs "Hardcore game" which the blood splashes and the wielding sword is rampage to the weapon into the world the fantasy to associate a grand epic poetry to the background. However the NEXON persisted own color so that it was stupid tactless and the charged user of a casual game expands from last year. The NEXON is at last to succeed in splendid flight .It is the stalk like the game. This research want to become the foundation of my a country game industry to understanding a growth background of an online game , a trend of a world game market, a change of a domestic casual game market and presenting the direction to advance to the foundation of a domestic game manufacture the success analysis of a casual game.
Key Words
An on-line game
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