2009
DOI: 10.1142/9781848163577
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Innovation and Strategy of Online Games

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Cited by 9 publications
(11 citation statements)
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“…This creates a "pseudo-fund" of cyber money, online currency interchangeable amongst online gamers. In such a community, one is commonly judged by the strength of one's character; thus players are eager to invest in improving their characters" (Wi, 2009). Good characters are only good when they are part of an interesting story.…”
Section: Importance Of Good Characters Stories and Worldsmentioning
confidence: 99%
“…This creates a "pseudo-fund" of cyber money, online currency interchangeable amongst online gamers. In such a community, one is commonly judged by the strength of one's character; thus players are eager to invest in improving their characters" (Wi, 2009). Good characters are only good when they are part of an interesting story.…”
Section: Importance Of Good Characters Stories and Worldsmentioning
confidence: 99%
“…The South Korean government also set up development agencies through the Game Industry Promotion Act of 2006. Other accompanying measures were introduced: creation of a Game Rating Board, an official certification system (for game planners, computer graphic designers, and programmers), and an alternative to military service to provide skilled workers for key (eligible) industries (Wi, 2009). It is worth noting that these cases show long-term policies that are consistent with existing approaches by both governments.…”
Section: Policies For Global Competition: Some Reflections From the Vmentioning
confidence: 99%
“…From an economic viewpoint, Noam has highlighted that the community model may help to reach a critical mass, as it was the case for radio in the 20s and internet in the 80s (Noam and Pupillo, 2008), to create the market but that then model is then dismissed. Wi (2009) offered similar views for video games. It seems dubious that UGC can become the main source for the provision of content at least in the case of the highly capital-intensive sectors of cinema and video games, with high fixed costs of production as noted by Cameron and Bazelon (2011, p. 36): “With a major film costing over $200 million on average, of which $39 million is spent just on marketing the film, it is hard to imagine that selling credits or garnering attention in social media sites will ever be able to cover the costs or inspire investors to back such a large undertaking”.…”
Section: Conclusion: New Forms Of Creativity: the Community Model And Its Limitsmentioning
confidence: 99%