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An Empirical Study on Success Factors of Game Industry

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Frontier Computing (FC 2020)

Part of the book series: Lecture Notes in Electrical Engineering ((LNEE,volume 747))

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Abstract

With China and Southeast Asia at the center, Korea’s game industry is showing meaningful results. This study demonstrated and analyzed the relationship between the characteristics of the basic environment, such as management, technology, market, and industry, among Korean game companies. Through this, the company attempted to propose the growth of game companies and the advancement of global markets. As a result of this study, these achievements are being made through the development of leading and technological development in the game industry by identifying the competence of managers and the flow of markets and industries. In addition, securing intellectual property rights to sustain performance and expand the market was one of the important strategies. In other words, the performance of a game company depends on the ability of the manager to provide a new story and user services and its success or failure to apply and research and development in technology, market, and related industries. If the research so far has been on the external part of the game, i.e., the effectiveness and impact of the game, this study is different in that it comprehensively considers the internal part of the game company and the market and industry.

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Correspondence to Seung Gyun Yoo .

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Yoo, S.G. (2021). An Empirical Study on Success Factors of Game Industry. In: Chang, JW., Yen, N., Hung, J.C. (eds) Frontier Computing. FC 2020. Lecture Notes in Electrical Engineering, vol 747. Springer, Singapore. https://doi.org/10.1007/978-981-16-0115-6_34

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  • DOI: https://doi.org/10.1007/978-981-16-0115-6_34

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-16-0114-9

  • Online ISBN: 978-981-16-0115-6

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