발간년도 : [2021]
논문정보 |
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논문명(한글) |
[Vol.16, No.6] A Study on the Status and Characteristics of E-commerce in the Game Industry |
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논문투고자 |
Kwang-Hyun Kim, Da-Yeon-Woo |
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논문내용 |
In this paper, we studied the current status and characteristics of e-commerce in the PC game industry. In addition, the government and companies described how PC game e-commerce deals with problems in Korean society by regulating them. PC game e-commerce differs depending on the characteristics of the game and the game company's cache charging method. The paper mainly describes companies such as RIOT GAMS and Nexon, which have the most active e-commerce among PC game e-commerce. In the RIOT GAMS does not affect game skills by the presence or absence of items, and game users can charge money in the game through its website. On the contrary, NEXON and NCSOFT's games are affected by items. NEXON can charge money in games on its website, and NCSOFT's Lineage is being activated through the community. And Blizzard operates the store to purchasing and downloading the game itself, not by buying and selling items by most games. For the continuous growth of PC game e-commerce, Korea has many parts. However, the conservative society's negative views on ideology and games rather hinder Korean game companies from moving their corporations even though they have the opportunity to become leaders in the global market with their outstanding technology. The government shall no longer rely solely on the regulations of enterprises, but shall contribute to the development of healthy game e-commerce by strengthening regulations on stochastic items, youth e-commerce, direct item transactions, etc. In order to improve social awareness of PC games, the government shall seek to operate advertising promotion, experience channels, etc. so that PC games can be recognized as a culture. |
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첨부논문 |
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