中韩网络游戏产业国际竞争力比较探讨[韩语论文]

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收集游戏家当是糅合高新技巧与创意内容为一体的复合型家当。经由短时光的成长,收集游戏家当异军崛起,市场支出位居全球互联网营业第一。在为数不多的游戏家当蓬勃国度中,韩国景象是业界所存眷的热门。自98年以来,在当局的年夜力支撑下,韩国收集游戏家当从无到有,从有到强,跃居世界第2、管辖了亚洲市场的荆棘铜驼。中国收集游戏家当从署理韩国产物、模拟韩国形式开端,具有全球潜力最年夜的国际市场,成长迅猛,已逐步摸索出属于本身的途径。东亚学者特殊是中国粹者存眷韩国经历可否为本国自创参考,提出了一些不雅点。然则对于收集游戏家当的研究仍未构成实际体系,缺少实证支持,针对中、韩两国家当国际竞争力的现实差距和作用要素的商量更是一片空白。另外,学界对收集家当的探讨集中在天然垄断家当,竞争型收集家当的阐述异常穷困。收集游戏家当具有收集效应,属于竞争型收集家当。本文测验考试性地深刻剖析收集游戏家当国际竞争力,对竞争型收集家当范畴的研究也具有必定价值。 本文归结收集游戏及收集游戏家当的特征,联合家当国际竞争力实际和收集游戏家当相干研究不雅点,从浩瀚作用家当成长的因子中提取要素,测验考试性地结构收集游戏家当国际竞争力评价模子。经由过程提醒中韩两国收集游戏家当成长状态,实证查询拜访统计、和案例研究等来磨练模子的有用性,剖析比拟中韩两国收集游戏家当国际竞争力的差距和缘由,提出中国收集游戏家当的成长建议。本文第2、三章从家当国际竞争力实际、研究范式和评价系统三个角度整顿国际外相干研究文献,联合家当现实总结剖析了收集游戏的四年夜特征,再从中引伸出收集游戏以游戏运营商为焦点的家当构造,和收集游戏家当的特征。这些内容为全文研究不雅点的睁开作了定性的铺垫。在第4、5、六章,剖析了中韩两国收集游戏家当成长状态后,本文测验考试性地提出了家当国际竞争力评价模子。在实证研究进程中,笔者以问卷查询拜访的措施,搜集了来自中韩两国共两百多家收集游戏公司治理人员的查询拜访数据,并运用摸索性因子剖析、确认性因子剖析、二阶因子剖析和构造方程模子剖析等统计技巧对这些数据停止剖析,既磨练了模子的有用性,又直接导出了中韩两国收集游戏家当国际竞争力的比拟结论。第七章对韩国收集游戏前两位公司NC Soft和NHN,和中国收集游戏前两位公司隆重收集和网易停止案例研究,用于左证了论文结论。论文第八章基于结论提出了中国收集游戏家当成长的建议。 本文的研究成果注解:第1、临盆投入(风险投资、技巧立异、内容立异)、家当集群(家当会聚、家当价值链、家当相干支撑)、家当竞争(产物差别化、运营产同化)、当局规制(家当轨制、当局投入、治理调和)等四年夜要素身分直接作用收集游戏家当国际竞争力组成。国际市场需求经由过程施加于临盆投入的感化直接作用收集游戏家当国际竞争力。当局规制与临盆投入和家当集群都有直接的接洽。第2、立异和当局行动是收集型家当国际竞争力的症结构成。竞争型收集家当所构成的直接收集效应有超出直接收集效应的势头。收集家当与相干家当的计谋协作空间制约了家当国际竞争力的进步。第3、除基于生齿数目的国际市场需求外,中国收集游戏家当国际竞争力周全落伍于韩国收集游戏家当。韩国当局为搀扶收集游戏家当,出台专门政策,饰演投资者和调和者的脚色。在此配景下,韩语论文,韩国收集游戏短时光晋升自立研发才能,公司构成一体化运营的形式。相干家当支撑周全,市场竞争剧烈,海内扩大胜利。绝对而言,中国收集游戏家当处于高速增加期,投入资本缺乏,人才网job。vhao。net紧缺,广泛开辟程度较低,产物缺少国际号令力;家当集中度高,竞争不充足;家当政策疏散,感化不显著。中国收集游戏家当在艰苦情况所造就灵巧市场运营形式,优越的情况调和才能,韩语论文范文,和与相干家当慎密的计谋协作关系是其奇特的优势。对于中国收集游戏家当的成长,论文从明白当局脚色、丰硕投资手腕、改良基本举措方法、树立职业教导系统、加强家当研究力度、完美相干支撑等方面提出几点建议。

Abstract:

Network game is a composite blend of high property have skills and creative content development. Through a short time of growth, online game market spending in the new house, the global Internet business first. In the few games have developed countries, South Korea is the scene of popular concern to the industry. Since 1998, under the authority of the support, and Korea to collect the gaming industry from scratch, from there to the strong, ranked world No. 2, under the jurisdiction of the Asian market Jingjitongtuo. Chinese game to collect belongings from acting in Korea, simulation Korean form beginning, with global potential for most of the eve of the international market, rapid growth, has gradually worked out belongs to own road. East Asian scholars special attention is Chinese pure Korean experience for their own will, and put forward some views. However on the game to collect belongings research has not constitute actual system, lack of empirical support, according to Korea and two countries when the international competitiveness and the gap between the reality of influence factors to discuss is a blank. In addition, the research on the centralized collection property industry in natural monopoly, competition type of abnormal poor collect belongings. He has a collection of network game effect, belongs to the competition to collect belongings. The test of a profound analysis of network game industry international competitiveness, the competition to collect belongings category research also has a certain value. This article summarized collection features of games and game to collect belongings, joint possessions international competitiveness of reality and game to collect belongings coherent research indecent point, from the vast influence of belongings growth factor in feature extraction and examination of the structure of the collection of game industry international competitiveness evaluation submodule. Usefulness through remind China and South Korea network game belongings growth state, empirical inquiry visit statistics, and case studies to hone the mold, and the reasons for the match between China and Korea network game belongings of international competitiveness gap analysis, put forward Chinese network game industry to develop a proposal. The chapter two and chapter three from belongings international competitiveness theory, research paradigm and evaluation system three angle rectify the international relevant research literature, combined with worldly reality summarizes and analyzes four big characteristics of network game, the cited out of the network game to game operators as the focus of industrial structure, and characteristics of the possessions of the game collection. These content for the full text of the opening of the point of view of qualitative bedding. In the fourth, five, six chapters, analyzes the China and South Korea network game belongings growth state, the test of proposed belongings international competitiveness evaluation model. In the empirical research process, the author to questionnaire query visit method, collected from China and South Korea, a total of more than 200 games, collecting enterprise administrator of the survey data, and the application of exploratory factor analysis, confirmatory factor analysis, the second order factor analysis and structural equation analysis and other statistical techniques to the data analysis, honed the usefulness of the model, and derived directly from the collection of China and South Korea game industry international competitiveness compared with the conclusion. The seventh chapter of Korea collected before the game two enterprise NC soft and NHN, and Chinese network game before the two companies grand collection and Netease stop case study, corroborative evidence for the conclusion of the thesis. In the eighth chapter, based on the conclusion put forward suggestions China collection game industry growth. In this paper, the research results of the notes: 1, parturient input (risk investment, technical innovation, content innovation), the family belongings cluster (convergent possessions and belongings value chain, the family belongings coherent support), belongings competition (product differentiation, operational production assimilation), regulators (belongings rail system, input authority, governance harmonic), the eve of the four elements of identity directly affect the network game belongings international competitiveness. The international market demand through the process applied to the production investment effect directly affect the international competitiveness of the gaming industry gathering. The administration regulation and production investment and industry group have direct contact. Second, innovation and government action is the crux of the collection of international competitiveness as a. Collect competitive direct collection effect is directly collected constitute property beyond the momentum effect. Collect belongings and related industries of strategic cooperation space restrict the international competitiveness of industrial progress. Third, not only based on the population number of international market demand, the international competitiveness of Chinese network game and belongings comprehensive behind in Korea to collect the gaming industry. The South Korean authorities to help collect the game of belongings, the introduction of specific policies, played the role of investors and reconcile. Under this background, Korea network game short time promoted the independent research and development ability, enterprise integration operation form. Related industries supporting comprehensive, fierce competition in the market, the domestic expansion of victory. In absolute terms, China collected the game industry in a high-speed increasing period, lack of capital, talent network job. Vhao. Net short, wide open degree is low, the product of a lack of international orders; belongings concentration is high, competition is not sufficient; evacuation belongings policy, the effect is not significant. Chinese network game industry in a difficult situation created smart market operation form, superior harmonic can, and with coherent belongings cheek by jowl strategic collaboration relationship is its unique advantages. A collection of games China growth of the house, from the authorities understand the character, rich

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