융합형게임 콘텐츠의 생태계 계층별 요소 및 영향력 분석
DC Field | Value | Language |
---|---|---|
dc.contributor.author | 유길상 | - |
dc.contributor.author | 김자미 | - |
dc.contributor.author | 김현철 | - |
dc.date.accessioned | 2021-09-05T13:23:02Z | - |
dc.date.available | 2021-09-05T13:23:02Z | - |
dc.date.created | 2021-06-17 | - |
dc.date.issued | 2014 | - |
dc.identifier.issn | 1976-6513 | - |
dc.identifier.uri | https://scholar.korea.ac.kr/handle/2021.sw.korea/99961 | - |
dc.description.abstract | As ICT advances, industries related to digital technology are disrupting the boundaries of corporationsand increasingly interested in the industrial ecosystem. The electronic game industry is also continuouslygrowing through convergence among various technologies, content genres and platforms. Accordingly,this study analyzed the hierarchical elements of hybrid game contents from the viewpoint of the ecosystemas well as the importance and influence their components have upon each level. To understand theimportance and influence of the components of the ecosystem from the viewpoint of the value chain ofhybrid game contents, an Expert Delphi Survey was conducted employing 18 experts from the gameindustry, academia and R&D institutions. The results of the Expert Delphi Survey were compiled, a hybridgame ecosystem defined for each layer, and a communication system diagram created depicting therelationship between the ecosystem and value chain of the hybrid game contents. Based on the analysis, toinvigorate hybrid game contents, a direction for policies was presented for each hierarchy from both themicro and macro perspectives. | - |
dc.language | Korean | - |
dc.language.iso | ko | - |
dc.publisher | (사)한국컴퓨터게임학회 | - |
dc.title | 융합형게임 콘텐츠의 생태계 계층별 요소 및 영향력 분석 | - |
dc.title.alternative | Impact Analysis of the Converged Game Content by a Layer Elements of the Ecosystem | - |
dc.type | Article | - |
dc.contributor.affiliatedAuthor | 김자미 | - |
dc.contributor.affiliatedAuthor | 김현철 | - |
dc.identifier.doi | 10.22819/kscg.2014.27.1.005 | - |
dc.identifier.bibliographicCitation | 한국컴퓨터게임학회논문지, v.27, no.1, pp.35 - 41 | - |
dc.relation.isPartOf | 한국컴퓨터게임학회논문지 | - |
dc.citation.title | 한국컴퓨터게임학회논문지 | - |
dc.citation.volume | 27 | - |
dc.citation.number | 1 | - |
dc.citation.startPage | 35 | - |
dc.citation.endPage | 41 | - |
dc.type.rims | ART | - |
dc.identifier.kciid | ART001865398 | - |
dc.description.journalClass | 2 | - |
dc.description.journalRegisteredClass | kci | - |
dc.subject.keywordAuthor | Content Ecosystem | - |
dc.subject.keywordAuthor | Game | - |
dc.subject.keywordAuthor | Digital Content | - |
dc.subject.keywordAuthor | Value chain | - |
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