A methodology for market segmentation using a two-level SOM and its application for online game industry in Korea
نویسندگان
چکیده
The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences. Keywords; Marketing Segmentation, Marketing Strategy, Structural Equation Model, Self-Organizational Map, Online Game
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