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Past, Present, and Future of South Korea's Gaming Industry 2


Past, Present, and Future of South Korea's Gaming Industry 2

Past, Present, and Future of South Korea's Gaming Industry 2

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2024-08-15
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It's a draft of published serially column for five years from 2018 to 2022. And it's not only a journal-like fragmentary or random thoughts about Korea's gaming industry and but also a self-confession as a person in the video game industry. I'd like to make a clear explanation to the readers about the content of the entire book.First of all, despite considering theme-based categories, this book follows a temporal sequence so that the readers can understand the changes in Korea's gaming industry better.Secondly, there are slight differences in details and dates between the draft in the book and serial columns in the newspaper. Without changing the subject, I revised inappropriate expressions and corrected typos or spelling errors. Also, I put a few articles, which I had to separate in the newspaper due to limited space, together in line with the contexts and revised rough expressions. I don't want to completely refine and improve my journal-like writings at this point to show better writing skills, except for some fad words or newly coined terms that make me cringe now.Without some good ideas or opinions that seem to me to be commendable, by and large, I feel ashamed about what I had written. Despite immaturity in writing, I hope this book is helpful to many people working in the gaming industry.

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Author's Introduction ............................................................................................................... 1
Chapter One. 2018 Gaming in the 4th Industrial Revolution .......................................... 5
Chapter Two. 2019 Discussing Game Addiction ............................................................... 69
Chapter Three. 2020 Video Games in the Era of COVID-19 ......................................... 135
Chapter Four. 2021 Will All Roads Lead to the Metaverse? ......................................... 199
Chapter Five. 2022 A Necessary Paradigm Shift in Perception of Video Games .... 269