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A Case Study of Key Services in Korean Cloud Gaming Market: Business Model Perspective
A Case Study of Key Services in Korean Cloud Gaming Market: Business Model Perspective
pjyvw@naver.com, hiddentrees@korea.ac.kr*
Summary
Cloud gaming market is expected to grow rapidly as a killer content of 5G which has been settled as
general network condition. However, adaptive business model for cloud gaming services is not clear yet. This study
attempts to identify successful business model customized for cloud gaming service by conducting a case study about
three cloud gaming services available in Korean market.
Among diverse classification for business model, this [1] Andrews, J. G., Buzzi, S., Choi, W., Hanly, S. V., Lozano,
paper adopts business model defined by Johnson, A., Soong, A. C., & Zhang, J. C. (2014). What will 5G be?.
Christensen, and Kagermann [6]. They categorized IEEE Journal on selected areas in communications, 32(6),
business model into 4 sides: customer value proposition 1065-1082.
(CVP), profit formula, key resources and key processes. [2] Shea, R., Liu, J., Ngai, E. C. H., & Cui, Y. (2013). Cloud
CVP emphasizes fulfilling target customers’ demand by gaming: architecture and performance. IEEE network, 27(4),
creating new value. Profit formula includes proper 16-21.
revenue model, cost structure and margin model. Key [3] Cai, W., Shea, R., Huang, C. Y., Chen, K. T., Liu, J.,
resources indicate company’s assets and key processes Leung, V. C., & Hsu, C. H. (2016). The future of cloud
mean operational and managerial processes of enterprise. gaming [point of view]. Proceedings of the IEEE, 104(4),
Business model of three aforementioned services are 687-691.
analyzed by these four categories. Table 2 summarizes [4] Rhee, C.S., Rhee, H.J., & Kim, S.H. (2020). Competitive
analysis.
Advantage Elements in the Global Cloud Game Market.
Journal of Korea Game Society, 20(5), 3-12.
Table 2. Business model analysis for cloud gaming services [5] Cai, W., Shea, R., Huang, C. Y., Chen, K. T., Liu, J.,
GeForce NOW
Xbox Game Pass
GameBox
Leung, V. C., & Hsu, C. H. (2016). A survey on cloud
Cloud Gaming
gaming: Future of computer games. IEEE Access, 4, 7605-
Provide the Lower entry
largest number Provide exclusive barriers for KT 7620.
of PC games, games which only users, but [6] Johnson, M. W., Christensen, C. M., & Kagermann, H.
CVP
but higher price available in Xbox lacking in (2008). Reinventing your business model. Harvard business
for SKT, KT console before qualified
review, 86(12), 57-68.
users contents
Subscription: Extra The lowest
Profit Free service for existing subscription fee
Formula +Subscription subscribers but the for any kind of
highest in price network users
High-level
Graphic
Advanced cloud
Processor Unit, Direct
Key computing
The largest ownership for
Resources technology, Xbox
game library by 5G network
console games
linking steam
engines
Servicing with Servicing with the
Key Only conducting
local network biggest local
Processes local business
partner network partner