Biography of Jong H. Wi (Ph. D.) 1. Academic Background ▪ Graduated from collage of business administration, Seoul National Univ. (B.A. Degree) ▪ Graduated from the Univ. of Tokyo (M.A. Degree, Strategic Management) ▪ Graduated from the Univ. of Tokyo (Ph. D. Degree, Strategic Management) 2. Current Position ▪ Associate Professor of Chung-Ang Univ., Korea ▪ President, Contents Management Institute ▪ Vice-president, Japanese Online Game Section ▪ Korea Game Industry Association Advisory Member ▪ Korea Government Advisory Member for Game Industry ▪ NHN, Neowiz, Mgame, K2network etc. Korean, Japanese, China and USA online game company’s management consultant 3. Former Position ▪ Visiting Professor, Graduate School of Information, the Univ. of Tokyo ▪ Vice-president, Korea Academic Society of Gaming ▪ President, Game Contents Research Center of Chung-Ang Univ., Korea. 4. Books ▪ Wi, Jong H. (2009a), Japan Innovation Strategy, Enterbrain. (in Japanese) ▪ Wi, Jong H. (2009b), Innovation and Strategy of Online games, Imperial College Press. (UK) ▪ Wi, Jong H. (2008), Business Strategy of Online games, Tsinghua University(清 大学) Press. (in Chinese) ▪ Wi, Jong H. (2007), Second Life Business Strategy, Joong-Ang Books.(in Korean) ▪ Wi, Jong H. (2007), Innovation Strategy of Japanese Firms, Jipmundang.(in Korean) ▪ Roh, SangKyu and Jong H. Wi (2007), Development of Korean Online Game Industry, Seoul National University Press.(in Korean) ▪ Wi, Jong H.(2006a), The Research on Korean Online game Toyokeizaishinposha.(in Japanese) ▪ Wi, Jong H.(2006b), Business strategy of Online games, Zeumidea(in Korean) Business, ▪ Wi, Jong H., et al. (2003), Economic Analysis on Game Industry – Structure and Business Strategy on Game Software Industry- Toyokeizaishinposha. (in Japanese) 5. Academic papers ▪ Wi, Jong H.& In S. Song(2009), The Effect on utilizing virtual world for strategic management class - The study on learning effect utilizing Second Life-, Journal of Korean Academy of Management.( forthcoming, in Korean) ▪ Wi, Jong H. (2009), The Study on Korean model of virtual world through Second Life users’ analysis, Preview, 6(1), pp.117-130.(in Korean) ▪ Wi, Jong H. (2008), How to manage an online game development project?, Annals of Business Administrative Science, 7(1), pp.33-44. Wi, Jong H.& Na R., Oh (2007), The influence of social self-efficacy on online game satisfaction, Journal of Korean Academy of Gaming, 7(3), pp.69-78.(in Korean) ▪ Wi, Jong H.& Eun S., Won(2006), Utilizing Online Game as a effective learning material Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism –, Journal of Korean Academy of Gaming, 6(4), pp.25-37. (in Korean) ▪ Wi, Jong H.& Na R., Oh (2006), Effects of strategic management education utilizing an online game, Invited paper presented at the 2006 Summer Congress of Korean Academic Society of Business Administration, August 16-18, Phoenix Park, Pyeongchang, Korea. (in Korean) ▪ Wi, Jong H.& Na R., Oh (2006), Influence of social support on virtual life satisfaction in online game, 2006 Summer Congress of Korean Academic Society of Business Administration, August 16-18, Phoenix Park, Pyeongchang, Korea. (in Korean) ▪ Wi, Jong H.& Na R., Oh (2006), Social support and virtual life satisfaction in online game: Indigenous psychological analysis, 2006 Annual Congress of Korean Psychological Association, August 18-19, Seoul National University, Seoul, Korea. (in Korean) ▪ Wi, Jong H. (2006), Organization design for New Product Architecture Development: Comparative Analysis of Sharp and Casio on PDA Development, Asian Journal of Technology Innovation. (in English) ▪ Wi, Jong H. (2006), Organizational design for the development of new product architecture: Comparative Analysis of NEC and Toshiba, Journal of Technology Innovation. (in Korean) ▪ Wi, Jong H. (2004), Industrial formation process of Korean online game – Analysis on new industry formation through supplementary infrastructure-, 2002 Game Industry Journal.(in Korean) ▪ Wi, Jong H. (2003a), The analysis on difference of attributes of user group by path dependence – A comparison of ‘Lineage’ user in Korea and Japan, Akamon Management Review, 1(1), pp.1-23. (in Japanese) ▪ Wi, Jong H. (2003b), Beyond online game, Beyond game-item trading, Akamon Management Review, 2(1), PP.32-41. (in Japanese) Jong Hyun Wi is an associate professor of Chung-Ang University and president of Game Contents Research Center at Chung-Ang University, Korea. Also, He is president of the Contents Management Institute, vice president of Japanese Online Game Focused Association, advisory member of the Korean government and National Assembly, and consultant of many Korean and foreign game companies and governments. He is an expert and well-known researcher throughout the Asian online game industry, and has published numerous books, academic papers, white papers and business reports. He wrote books on game and virtual business industry in the perspective of innovation such as Innovation and Strategy of Online games(Imperial College Press, UK), Industrial Development Strategy of Online Games (Tsinghua University Press, 2008, Chinese), Culture Marketing(Hankyungsa, 2008, Korean) Business Strategy of Second Life (Joong-Ang books, 2007, Korean), Innovation Strategy of Japanese Firms (Jipmundang, 2007, Korean), The Research of Korean Online game Business (Toyokeizaishinposha, 2006, Japanese), The History of Korean Online Game Industry Development (Seoul National University Press, 2006, Korean),Economic Analysis on Game Industry and Structure and Business Strategy on Game Software Industry(Toyokeizaishinposha, 2003, Japanese). He also wrote a lot of academic papers such as The influence of social selfefficacy on online game satisfaction(2007), Organizational behavior of established firms to a disruptive innovation(2006), The comparative study of online game user's attribute through path dependency(2004). His papers, Organizational design for new product architecture development(2006) got the best paper award from The Korea Society for Innovation Management & Economics and The analysis on learning effects using online game community(2005) from Korea Academic Society of Gaming .
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