02057nam a22004334a 4500001001000000003000700010005001700017006001900034007001500053008004100068020003600109020002700145035002200172035002300194035002500217035002300242035002100265040004100286050002600327050001400353082002000367100002500387245008200412250001200494260011200506300002300618490004500641504006500686505040200751590014701153650003901300650003801339655002901377710002801406797002001434830005401454856009601508999001901604EBC477267MiAaPQ20250821110229.0m o d | cr cnu||||||||090121s2009 enka ob 001 0 eng  a9781848163577q(electronic bk.) z9781848163560q(print) a(MiAaPQ)EBC477267 a(Au-PeEL)EBL477267 a(CaPaEBR)ebr10361863 a(CaONFJC)MIL244133 a(OCoLC)647851924 aMiAaPQbengerdaepncMiAaPQdMiAaPQ 4aHD9993.E452bJ66 2009 4aGV1469.150 a338.4/779482221 aJong, H. Wi.924144310aInnovation and strategy of online gamesh[electronic resource] /cJong H. Wi. a1st ed. aLondon :bImperial College Press ;aSingapore ;aHackensack, NJ :bDistributed by World Scientific,cc2009. axx, 220 p. :bill.1 aSeries on technology management ;vv. 14 aIncludes bibliographical references (p. 211-214) and index.0 aInnovations in the game industry : online games versus offline games -- Business models and corporate strategy -- Virtual societies and economics of online games -- The formation process of the Korean online game industry -- Factors promoting growth of the online game industry -- Global development and marketing strategies of Korean online games -- International comparison of online game users. aElectronic reproduction. Ann Arbor, MI : ProQuest, 2018. Available via World Wide Web. Access may be limited to ProQuest affiliated libraries. 0aElectronic games industry.9241444 0aTechnological innovations.935105 4aElectronic books.9351422 aProQuest (Firm)92414452 aProQuest (Firm) 0aSeries on technology management ;vv. 14.924144640uhttps://ebookcentral.proquest.com/lib/kuct-ebooks/detail.action?docID=477267zClick to View c255965d255965