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신기술에 대한 추종과 저항 : 한국 온라인게임 산업 형성기 게임개발자들의 대응

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dc.contributor.author남영-
dc.date.accessioned2022-07-07T05:42:11Z-
dc.date.available2022-07-07T05:42:11Z-
dc.date.created2021-05-13-
dc.date.issued2015-04-
dc.identifier.issn1229-3652-
dc.identifier.urihttps://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/143534-
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.-
dc.language한국어-
dc.language.isoko-
dc.publisher중앙대학교 중앙사학연구소-
dc.title신기술에 대한 추종과 저항 : 한국 온라인게임 산업 형성기 게임개발자들의 대응-
dc.title.alternativeThe Following and Resistance of New Technology : The Formative Period for the Korea Online Game Industry and Game Developers’ Response-
dc.typeArticle-
dc.contributor.affiliatedAuthor남영-
dc.identifier.bibliographicCitation중앙사론, no.41, pp.119 - 161-
dc.relation.isPartOf중앙사론-
dc.citation.title중앙사론-
dc.citation.number41-
dc.citation.startPage119-
dc.citation.endPage161-
dc.type.rimsART-
dc.identifier.kciidART002012540-
dc.description.journalClass2-
dc.description.isOpenAccessN-
dc.description.journalRegisteredClasskci-
dc.subject.keywordAuthor온라인 게임-
dc.subject.keywordAuthorPC 게임-
dc.subject.keywordAuthor기술혁신-
dc.subject.keywordAuthor기술자의 자기정체성-
dc.subject.keywordAuthor리니지-
dc.subject.keywordAuthor웹젠-
dc.subject.keywordAuthor한게임-
dc.subject.keywordAuthor손노리-
dc.subject.keywordAuthorOnline game-
dc.subject.keywordAuthorPC game-
dc.subject.keywordAuthorTechnological innovation-
dc.subject.keywordAuthorSelf-awareness of engineers-
dc.subject.keywordAuthorIineage-
dc.subject.keywordAuthorwebzen-
dc.subject.keywordAuthorHangame-
dc.subject.keywordAuthorSonnori-
dc.identifier.urlhttp://ihsca.cau.ac.kr/03_his/his_05a.asp?page=VIEW&IDX=410&add_idx=&tb=b_2&search=BD_TITLE&search2=&searchkey=%EC%8B%A0%EA%B8%B0%EC%88%A0%EC%97%90%20&List_BD_GUBUN=&start=-
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서울 부총장(서울) (서울 창의융합교육원)
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