Business Models and Corporate Strategy
Jong H Wi
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Jong H Wi: Chung-Ang University, South Korea
Chapter 2 in Innovation and Strategy of Online Games, 2009, pp 33-60 from World Scientific Publishing Co. Pte. Ltd.
Abstract:
AbstractThe following sections are included:Revenue models of online gamesIndividual Set-Amount plan (①)Individual Set-Volume plan (②)Partial pay plan (③)Set-Amount plan for Internet cafés (④)Set-Volume plan for Internet cafés (⑤)World of WarcraftNCsoft (Lineage/Lineage 2/Guild Wars)Nexon (including Kart Rider, Maple Story and Mabinogi)Combined price plansPricing plans of various online gamesROSE OnlineLineage, Lineage 2Mabinogi (Nexon)World of Warcraft (WoW)Kart RiderFreestyleGoonzuThe feasibility of item sales in the U.S.GenderEthnicityType of Internet connectionPrimary purpose of Internet usePreferred game genresGame selection criteriaInformation channelsPrimary times of GameplayReason for playing online gamesMMORPG genres playedDegree of LAN party participationPayment status
Keywords: Innovation; Online Game Industry; Formation Process of New Industry; Contents Strategy; National Industrial Policy; Cyber Economy; Cyber Culture; Online Business; Console Game; PC Game (search for similar items in EconPapers)
Date: 2009
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