This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming technology in the United States and Korea. We use the Global Acceptance of Technology model to analyze the diffusion of online gaming technology according to cultural and socio-demographic factors mediated by the influence of technology-related factors. Using data collected from a survey of U.S. and Korean gamers, we find that the high rate of adoption of online gaming services in Korea compared to usage in the United States can be partially explained by social and cultural differences between the two countries. From this data we also analyze the willingness of consumers in each market to pay for online gaming services and find marked differen...
The paper examines how and why the Korean online gaming industry gained dominance in the global mark...
Online game is one of the fastest growing industries in Korea. It accounts for 5.8% of the world gam...
This ethnography explores the practical experiences and institutional entanglements of online games,...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
From 1998 through 2001, South Korea witnessed a remarkable diffusion in broadband Internet connectio...
From 1998 through 2001, South Korea witnessed a remarkable diffusion in broadband Internet connectio...
While the growth of total game market size slowed down and the arcade game industry started to shrin...
Computer and console gaming has become a major entertainment sector around the globe. Still, the dif...
This study explores the psychological factors that influence market diffusion of popular culture dig...
This study explores the psychological factors that influence market diffusion of popular culture dig...
This study compares two countries, Korea and Japan, in the diffusion and usage of the internet among...
This study compares two countries, Korea and Japan, in the diffusion and usage of the internet among...
The file attached to this record is the author's final peer reviewed version. The Publisher's final ...
The paper examines how and why the Korean online gaming industry gained dominance in the global mark...
The paper examines how and why the Korean online gaming industry gained dominance in the global mark...
Online game is one of the fastest growing industries in Korea. It accounts for 5.8% of the world gam...
This ethnography explores the practical experiences and institutional entanglements of online games,...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
From 1998 through 2001, South Korea witnessed a remarkable diffusion in broadband Internet connectio...
From 1998 through 2001, South Korea witnessed a remarkable diffusion in broadband Internet connectio...
While the growth of total game market size slowed down and the arcade game industry started to shrin...
Computer and console gaming has become a major entertainment sector around the globe. Still, the dif...
This study explores the psychological factors that influence market diffusion of popular culture dig...
This study explores the psychological factors that influence market diffusion of popular culture dig...
This study compares two countries, Korea and Japan, in the diffusion and usage of the internet among...
This study compares two countries, Korea and Japan, in the diffusion and usage of the internet among...
The file attached to this record is the author's final peer reviewed version. The Publisher's final ...
The paper examines how and why the Korean online gaming industry gained dominance in the global mark...
The paper examines how and why the Korean online gaming industry gained dominance in the global mark...
Online game is one of the fastest growing industries in Korea. It accounts for 5.8% of the world gam...
This ethnography explores the practical experiences and institutional entanglements of online games,...