A Time Series Analysis On The Effects Of Deregulation On Online Games: A Case Of Social Casino In Korea

Q3 Economics, Econometrics and Finance
B. Lee, Seongmin Jeon, Moonkyoung Jang, Byungjoon Yoo
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引用次数: 4

Abstract

Online games including web board games have been known to contribute to fostering entrepreneurship in information technology; a number of big online corporations such as portal sites and mobile messengers have roots in game startups. A lot of tactics and format used to play games is also used to teach entrepreneurship and more. In 2013, the Korean government imposed strict rules to web board games and to the genuine online games framing it with a highly negative social perception. The regulation brought the fall of industry and in early 2016, the Korean government has relieved some of its regulations in attempt to revitalize the industry. The objective of this research is to investigate the outcomes of deregulation on a specific online game field, the web board game industry. According to previous research, government regulation is proven to have high relationship to how the industry and individual consumers form a consumption pattern. Literature shows that the regulations may result in devaluating the industry, followed by a sharp decrease in the market itself. This research provides empirical and quantifiable evidence of the deregulation results using VAR (Vector Auto Regression) and Granger causality test. The results show that the deregulation had no impact in reviving the industry. Using the framework of gambling theory, TAM (Technology Acceptance Model) and consumer perception, the study tries to explain the reasons for such results. More and more policy review research is concentrating in using quantifying methods. By providing an comparison of industry before and after the regulation/deregulation, this research also aligns to provide further evidence and guidance in evaluating government policies using quantifiable measurements.
放松管制对网络游戏影响的时间序列分析——以韩国社交赌场为例
网上游戏,包括网页桌游,有助培育资讯科技的创业精神;许多大型在线公司,如门户网站和移动信使,都起源于游戏初创公司。许多用于游戏的战术和形式也用于教授创业精神等。2013年,韩国政府对网页桌游和真正的网络游戏实施了严格的规定,并将其与高度负面的社会观念联系起来。该规定带来了行业的衰落,2016年初,韩国政府放松了一些规定,试图振兴该行业。本研究的目的是调查在一个特定的网络游戏领域,网页桌游产业放松管制的结果。根据以往的研究,政府监管被证明与行业和个人消费者如何形成消费模式有着高度的关系。文献表明,这些规定可能导致行业贬值,随后市场本身急剧下降。本研究运用向量自回归(VAR)和格兰杰因果关系检验为放宽管制的结果提供了实证和可量化的证据。结果表明,放松管制对振兴产业没有影响。本研究运用赌博理论、技术接受模型(TAM)和消费者认知的框架,试图解释产生这种结果的原因。越来越多的政策审查研究集中在量化方法的应用上。通过对监管/放松管制前后的行业进行比较,本研究还将为使用可量化的测量方法评估政府政策提供进一步的证据和指导。
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来源期刊
Academy of Entrepreneurship Journal
Academy of Entrepreneurship Journal Economics, Econometrics and Finance-Economics and Econometrics
自引率
0.00%
发文量
21
期刊介绍: AEJ considers theoretical, conceptual and empirical studies in entrepreneurship and small business management for publication.The journal caters to the needs of wide range of readers like B-schools, small and medium business entities, industries, policy makers, researchers, scholars, academicians and students. To this extent the journal encompasses a broad spectrum of topics in this field for publication, including but not limited to Strategy and entrepreneurship, nascent entrepreneurship, global entrepreneurship monitor, female entrepreneurship, business model evolution,Latent entrepreneurship, global entrepreneurship monitor, entrepreneurial spirit, small business owner-manager, small and medium enterprises, industrial policy and sectoral choice, entrepreneurial heuristics, entrepreneurial Spirit, Small business and economic growth, Nascent and start-up entrepreneurs,New venture creation process, organization, and behavior family business, Managerial characteristics and behavior of entrepreneurs,start-up entrepreneurs, customer relationship management, consumer behavior, E-Commerce and E-Business Models.
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