다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여
Mapping Emerging Business Models in Massively Multiplayer Online Games
- 한국IT서비스학회
- 한국IT서비스학회지
- 한국IT서비스학회지 제5권 제3호
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2006.12137 - 150 (14 pages)
- 36
The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.
Abstract<BR>1. Introduction<BR>2. Business Modeling<BR>3. The Value Net<BR>4. An Analysis of MMOG Business Models<BR>5. The Emancipatory Model Proposal<BR>6. Future Work<BR>References<BR>저자소개<BR>
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