티스토리 툴바


 

삶은 늘 우리에게 가혹한 시련을 줍니다.

때로는 정말 모두 포기하고 싶을 만큼의 절망으로 다가오기도 합니다.

하지만, 이런 시련을 통해 조물주는 우리를 단련시키시고 더 강하게 하십니다.

흔들리면서, 젖으면서, 바람을 맞으면서 그렇게 아름다운 꽃이 피듯이.

위기속에 늘 기회가 있음을 믿습니다. 희망을 버리지 않은 사람에게.

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난 이 질문에 대해, 너무나 과학적인 생각으로, '모난 돌이 맞아야 한다'라고 생각했다.

실제로 삶에 있어서도, 모난 부하 직원들을 많이 다듬으려 노력했던거 같다. 시니어 일수록 거부반응이 크고 효과도 크지 않다. 이미 굳어진 스타일을 바꾸기란 너무나 어렵다. 누군가 나의 스타일을 바꾸려 노력한다면 나역시 많이 거부할 거 같다.

저 모난돌을 채워줄 생각을 못하고 살았다. 모난돌이 가진 장점을 부각시켜서 그걸 활용할 수 있는 더 큰 리더십을 생각하지 못했다.

실제 비즈니스에 있어서, 시각을 다투는데 일일이 모난 사람을 채우고 간다는게 여간 쉽지 않은 일이다.

하지만 적어도 모난 돌을 나무라기만 하지 않고, 그가 가진 탤런트를 가장 잘 활용할 수 있는 방법론을 제시한다면 그도 서서히 변할 것이다. 내가 채워주고 감싸줌으로 매끈한 돌로 변해갈 것이다. 그게 사람에 대한 희망인거 같다.

 

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최근 이어령 교수님의 어록 모음집을 읽었습니다.

바쁘게 생활하면서, 우리는 삶의 의미, 애초에 가졌던 삶의 가치를 잃어버리고 살게 되는거 같습니다.

살아가지는 삶, 남을 돌볼 여유도 없는 삶, 그저 페이퍼일 수 있는 화폐에 집착하며, 진정한 가치는 잊어버리고 사는 삶이 아닌지...

저의 대학때 꿈은 '더불어 사는 삶'이었습니다. 아주 짧게 야학을 했고, 더 나은 사회를 위해 학생운동도 했었습니다. 그 역시 아주 짧았지만요.

아직도 무엇인가를 나누기를 지향은 하지만, 너무나 바쁘고 여유가 없어 살아가지는 living의 생활을 하다보니, 'WHERE IS THE LIFE?'란 본질적인 질문을 잊고 살았던거 같습니다.

가치와 가격은 늘 미끄러지고 만나지 않는다고 합니다. 하지만 장기적으로 가격은 가치로 수렴하게 됩니다. 단기적으로 거짓된 가격을 높일 수는 있지만, 그것이 오래가진 못합니다. 가치가 있다면 시간이 걸리더라고 높은 가격이 수렴하리라 믿습니다.

우리가 지향하고 살아야 할 것이 '잉크 묻은 돈, 가격'이 아니라 '내 삶과 타인의 삶에 새로운 의미를 보태는, 가치'이어야 함을 상기합니다.

"IT IS THE LIFE"

 

Posted by 상하이신 mbacareer.co.kr

중국에서 가장 큰 게임쇼이자, 규모면에서 가희 세계 최대라 할 수 있는 차이나조이가 매년 이맘때쯤 열립니다. 하도 더워서 '사우나조이'라는 닉네임도 있지요. 올해는 바람이 불어주어 그렇게 덥지 않았습니다. 하늘도 참 파랬구요.

내로라하는 전세계 게임기업, 모바일게임 기업이 모두 참여하는 대형 행사인데, 

그중에 한 파트인 WWECON 세미나가 열렸습니다. 4일간 진행된 세미나 중, 제가 참여한 패널토의 자료를 공유합니다. 제가 준비하는 과정에서 작성한 건데요, '미래 모바일 엔터테인먼트/게임 앱 트렌드'란 주제였습니다.

혹 작은 인사이트가 도움이 될까하여 공유합니다.

네오위즈차이나가 중국 모바일에 깃발 들었습니다. 좋은 컨텐츠 주시면 잘 로컬화한 후, 중국내 파트너들과 함께 두루두루 퍼뜨리도록 하겠습니다. (제휴문의 eliot@neowiz.com, 신동원 법인장)

 


Neowiz is a leading korean game company. We had outstanding performance with 'crossfire' published with Tencent.
We have music portal site in Korea, called bugs music. Neowiz is also global mobile game publisher. We launched 'LONDON 2012 official Olympic mobile game' gobally as the official partner of London Olympic. We are cooperating with many influential chinese mobile platforms.

Neowiz China is the 'bridge' between China and overseas countries. We source great mobile contents from overseas outstanding developers. We do localization, distribution and channeling partnership with various chinese big platforms. The other side, we do sourcing great chinese mobile stuff into korean market, for we are leading mobile publisher in Korea. We already sourced two chinese mobile games, one is 'Haiyapi Kingdom' and the other is 'War2 victory' from Wistone.
We wanna be a good bridge between china and global market.

Qustion

·         Issues and topics are regarding trends in China’s mobile gaming/entertainment markets; Mobile games – current challenges and future developments;

=> Chinese users are eager to buy 4,000 RMB high end smart phone but they are reluctant to buy 6RMB paid app. They do jail break and hacking to save cost. They copy global IP with localized design and exact same function.
Red Rose is so beautiful and seems very potential but it has a lot of spines around it. This is chinese market. It is huge and looks delicious but it hurts us if we are not well positioned.

Future development expected trend is summarized as below.

1. Mobile game will be mixed with social function more and more to raise users' loyalty and playing time. Online game users are usually addicted into movie like fantasy but mobile game users' main motivation is just for killing time or fun. That's why most of mobile game's life cycle is much shorter than online game. Mobile game itself is not enough, it should provide other social function or other motivation for users. Also it will be much close to present online game function. Until now mobile game's main genre was just strategic game not showing real battle or process. But more and more user will experience real battle and real playing with high density graphic and rapid speed. Gaming feeling will be much like real online game and webgame. Web and mobile platform will be transactioned each other and users will commute between mobile and web freely.

2. Mobile stuff will be total entertainment and related industry integraed one. Rovio provided angray bird android version for free in chinese market just adding mobile advertisement. And now they announced they will set up theme park in Shanghai. Talking Tom is also for free just for fun from user's perspective, and they are getting revenue from different side. They are selling character and brand licence to various character product providers. 
Now we can ask ourselves that angry bird and talking tom are mobile games or global license IP? Yes it is a mobile game but its real value lies in global intelectual property. 
Like this case, more and more mobile stuff will be positioned as total entertainment IP.

3. Mobile stuff will be mixed with other function or genre. To teach English to child, MMO game will be adopted into english training contents. Parents who worry about children's game addiction, will be happy to see that their child is playing english education game everyday. 
Free mobile travel guide app will be popular among mobile users and finally they will publish this contents into digital book and offline real guide book as well. Also this mobile travel guide will be mixed with Location Based Service for real time guide to specific spot.
Clouding note service can be adopped to digital publishing market. For inside clouding account, there are a lot of valuable personal knowledge and information. Digital book is not just for reading and publishing as traditional style, but in the future, digital publishing will be mixed with multi media function, video, flash even with user's real time comment and feedback. 


·         Investments in mobile games and entertainments – challenges and trends;

·         For Neowiz: challenges and opportunities for foreign mobile gaming company in China; what are the best practices for foreign mobile players to enter the China market?
=> In china, there are a lot of challedges to endure as foreign company with different culture and government regulation. As we do follow Rome' law in Rome, we should follow chinese way. Chinese market is definitely biggest market in the world, Revenue side it is 10 times bigger than korean market. Now chinese users are reluctant to pay 6RMB paid app but it will be changed some day. Look at the online shopping mall case. 5 years ago, not so many people were forcasting that chinese young people will usually buy clothe from online shopping mall. How can user buy without trying to wear it? But now most of white collar workers, especially women are buying clothe from online mall. 
For mobile stuff, as my personal forcasting it will take around  2 to 3 years to burst into buying habit. But when it starts, majority revenue will be driven from mobile not from pc end. For PC is too heavy to carry.

As foreign mobile gaming company, we should know our content's value first. What is diffenentiated value over other competing contents. It should be light and small file sized, for china is big and network speed is limited. It should have very local charming chinese brand. Chinese language is based on meaning not on pronunciation. We should remind chinese users of memoriable feeling with our local brand. Tutorial and translation should be very friendly wording. It should have local payment and locan SNS function. We should be ready for distributing into various local chinese markets and should have good network with them.


·         For Hupu: current market environment for online sports-related games in China; challenges in developing the right sports-games; How will the sports industry mesh with the mobile internet markets

·         For NAC: challenges and opportunities in investing in the mobile entertainment sectors; what do investors look for in the mobile markets, and what should entrepreneurs do now to succeed in the mobile entertainment market?

·         Possible brief Q&A session with the audience.

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