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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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