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Title page
Abstract
Contents
I. Introduction 9
II. Overall IT Status in Europe 10
2.1 General Indicators of e-economy 11
2.2 European IT industry by country 13
2.3 IT trends in hardware environment 15
III. Online Game Industry in Europe 16
3.1 Introduction 16
3.2 Value Chain 18
3.3 Business Model & Distribution Model 20
3.4 Marketing Issues 24
3.4.1 Consumer perspective 24
3.4.2 promotion 27
3.5 Drivers of market 29
IV. Implications for Korean Companies 31
4.1 Strength 31
4.2 Weakness 32
4.3 Opportunities 33
4.4 Threatening 35
V. Conclusion 36
국문요약 40
References 47
Acknowledgements 48
Table 1. Worldwide ICT market by region : percentage breakdown calculated on market values 2003-2005, billion (EITO 2005) 11
Table 2. western European broadband access connections, in thousands, 2004-2008 12
Table 3. Western European GDP. Investment.. IT and TLC market actual growth and forecasts, 2002-2006(EITO 2005) 12
Table 4. Western European IT market by region : percetage breakdown and growth calculated on market values 2003-2006, billion(EITO 2005) 13
Table 5. Western European telecommunications market by region : Percentage breakdown and growth calculated on market values 2003-2006, billion (EITO 2005) 14
Table 6. Worldwide OnlineGame market by region : current market value and forecast / 2005-2009, S million (PWC 2005, Global Entertainmetn and Media Outlook 2005-2009, NPD Group 2005, DFC 17
Table 7. Renowned Game Media(Internet Survey, 2005) 28
Figure 1. IT spending per capita in Western Europe, the US and Japan, 2003(EITO 2005) 13
Figure 2. Western European IT market by country, 2004(EITO 2005) 15
Figure 3. Western European PC market, unit shipment in thousands(EITO 2005) 16
Figure 4. Online Game in Europe : Forecast per connection type 17
Figure 5. Western European Online Games revenues by type of access million, 2003 and 2004(EITO 2005) 18
Figure 6. The change of Couputer game industry value chain (OECD Report) 20
Figure 7. Changing roles in the value chain (KPMG for the Danish Ministry of Culture, 2002) 20
Figure 8. Revenues streams in online computer games(IGDA Online Games Committee, 2003) 21
Figure 9. Combined distribution and payment models (OECD Report) 24
Figure 10. Age of Western European broadband users(EITO 2005) 25
Figure 11. Computer and video games players by gender and age (OECD based on IDSA 2002 Consumer Survey) 26
Figure 12. Online games population and revenues(DOG : Developing Online Games) 27
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