Abstract |
As scientific technology develops rapidly, our daily life also keeps changing. Recently, FTA was made between Korea and USA, and we should convert the existing paradigm to address the challenges in new environment accordingly. Now is the time for game companies to explore new markets and look for new users to overcome the limitations of Korean game industry and South East Asian market. This study suggests online casual game as a means to get over this red ocean. It targets potential demand, those who are not interested in games, and not the existing game manias. To figure out patterns of their consumption and characteristics is a key to success of this business. In addition, the size of arcade game market keeps decreasing in the world and online game, which is our specialty, is growing. This shift of service platform paved the way for successfully business for us. So we will target North American market where users shift from video game and console game to online game as an alternative market by suggesting online casual game as a new business model. |
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Key Words |
On-line Game, Casual Game, Business Model |
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