Creative economy in Korea: A case of online game industry
- Authors
- Kim, Renee B.; Kim, Jun Pyoung
- Issue Date
- Nov-2011
- Publisher
- National Academy of Management Vul
- Keywords
- creative economy; creative industries; online game market; Korea; Porter' s diamond model
- Citation
- Actual Problems of Economics, v.124, no.10, pp.435 - 442
- Indexed
- SSCI
SCOPUS
- Journal Title
- Actual Problems of Economics
- Volume
- 124
- Number
- 10
- Start Page
- 435
- End Page
- 442
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/167290
- ISSN
- 1993-6788
- Abstract
- This paper brings attention to rapid growth of Korean online game sector and illustrates what is required for a creative industry for successful market expansion and national economic growth. This paper examines the competitiveness of Korean online game industry and identifies the factors that contribute to success of Korean online game market by using Porter's (1990) Diamond model. The paper illustrates how Korean government's effective industrial policies, labor policies and major Korean online game companies' strength together created the competitive pressure within Korean online game industry; thus Korean companies become early movers at the international market; which enables them to preempt the world online game market as dominant players.
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