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Analysis of Offshore Development Patterns of Korean Online Game Companies in China

机译:中国韩国网上游戏公司海上开发模式分析

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This study investigates offshore game development patterns of Korean online game companies in China. The analysis is based on interviews with Korean companies that use Chinese human resources. Since the first online game was developed in 1996, Korean online game companies try to maintain competitive advantage in terms of quality and novelty as well as costs. Since 2005, some Korean game companies have utilized Chinese game developing manpower and it is believed that they leverage wage differences of two countries. This strategy is similar to offshore outsourcing of western IT companies that utilize human resources of Indian and other Asian countries. However, it is interesting that all the Korean game companies use Chinese developers under captive control systems and none utilize offshore outsourcing mechanism that is a typical way of western IT companies. According to the transaction cost analysis (TCA), this study proposes two conditions under which firms choose a certain governance design in order to reduce transaction costs. First, the higher specificity of offshore services is, the more control they want to exercise, and therefore they set up their own development centers instead of outsourcing game development from local companies. Second, high behavioral or environmental uncertainty in assessing service providers' performance also forces them to have their own centers. The survey finds that all six companies set up their own development centers and barely outsource works from local firms. The interview results are not completely in line with the propositions of the TCA. Only two companies prefer the captive control because they suspect the observance of quality and time of local graphic outsourcing companies. Five companies answer that they established development centers because they planned to train and hold Chinese graphic experts in order to produce 'Chinese' games for Chinese gamers. Another driving force behind their own development centers is that they want to have a privileged market position when Chinese service market is opened in the near future. One reason why transaction costs are not the main decision making factor of international entry mode is that time horizons of Korean game companies are not short-term oriented, which is a major assumption of the TCA. Thus, it is argued that Korean game companies set up Chinese development centers in order to gain access to strategic resources such as capable graphic artists, to produce 'Chinese' games, and to occupy a dominant position in Chinese market.
机译:本研究调查了韩国在线游戏公司在中国的海上游戏开发模式。分析基于与韩国公司使用中国人力资源的访谈。自1996年首次开发的在线游戏以来,韩国网络游戏公司在质量和新颖性以及成本方面都试图保持竞争优势。自2005年以来,一些韩国游戏公司已经利用了中国游戏发展人力,据信他们利用两国的工资差异。这种策略类似于西方IT公司的海上外包,利用印度和其他亚洲国家的人力资源。然而,有趣的是,所有韩国游戏公司都在俘​​虏控制系统下使用中国开发人员,并且没有利用近海外包机制,这是西方IT公司的典型方式。根据交易成本分析(TCA),本研究提出了两个公司在哪些公司选择某种治理设计的条件,以减少交易成本。首先,离岸服务的特异性是,他们想要锻炼的控制越多,因此他们设立了自己的发展中心,而不是从当地公司外包的游戏发展。其次,评估服务提供商的表现的高度,高行为或环境不确定性也迫使他们拥有自己的中心。调查发现,所有六家公司都设立了自己的发展中心,几乎没有本地公司的外包作品。面试结果并不完全符合TCA的命题。只有两家公司更喜欢俘虏控制,因为他们怀疑遵守本地图形外包公司的质量和时间。五家公司回答说,他们建立了发展中心,因为他们计划培养和举办中国图形专家,以生产中国游戏玩家的“中国”游戏。他们自己的发展中心背后的另一个动力是,当中国服务市场在不久的将来开业时,他们希望拥有一个特权的市场地位。交易成本不是国际进入模式的主要决策的一个原因是韩国游戏公司的时间范围不是短期导向,这是TCA的主要假设。因此,据称,韩国游戏公司成立了中国开发中心,以便获得能力的图形艺术家等战略资源,以生产“中国游戏”,并占据中国市场的主导地位。

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