• Title/Summary/Keyword: 협력게임이론

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A Study on the Factors for Leveling the Playing Field in Trade Negotiations between the Republic of Korea and the United States: -A Political-Economic Approach to Textile Negotiations(1969 through 1972)- (한-미 통상협상에서의 균등화전략 요소에 관한 연구 - 한-미 섬유협상(1969-1972년)에 대한 정치경제학적 접근 -)

  • Kim, Bong-Hyun;Kwak, Ro-Sung
    • International Area Studies Review
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    • v.13 no.2
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    • pp.550-572
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    • 2009
  • This paper investigates the textile negotiations between Korea and the U.S. which Korea, as a weaker party in the bilateral trade negotiation, was recognized as making a good performance by Odell(1985). Using the documents of Korean governments at the time - Ministry of Foreign Affairs and the Ministry of Commerce and Industry - telegrams and reports from various sources the paper picks a leveling factor during the negotiations. In the paper, we used a dynamic concept of power for describing the negotiating power, and showed Korea succeeded in making the negotiation symmetric using the Special Cooperative Relationship(SCR) as one of the most conspicuous leveling factors during the textile negotiations with the U.S. The paper contributes to finding the factors that can be used in the negotiations with power asymmetry as a leveling factor for weaker country. Also, based on the findings from the paper, future negotiators can get insights on which factors be used, and how to use those factors for leveling the negotiations with a stronger counterpart.

공동이행 방안과 환경비교우위 방안의 실행 가능성 분석

  • Yun, Seong-Lee;Kim, Hong-Cheol;Jo, Byeong-Chan;Yu, Deok-Gi
    • Environmental and Resource Economics Review
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    • v.8 no.1
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    • pp.27-50
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    • 1998
  • 본 논문은 지구의 지속적인 발전을 위해서 지구환경문제인 지구온난화 방지에 대한 방법으로 이산화탄소 저감을 위한 방안에 관해서 검토하였다. 지속가능성을 위협하고 있는 빈부의 격차를 축소하고 동시에 지구온난화에 대한 환경개선을 국제적인 틀 안에서 환경비교우위에 기초한 산업구조의 조정과 공동이행활동이라고 하는 방안을 제안하고, 이러한 방안에 관해서 분석평가하고 비교한 것이다. 구체적으로는 이산화탄소 문제를 지구 전체 문제라고 가정하고 방안을 강구하였다. 국가간의 GNP와 고용에 미치는 영향은 최소한으로 하면서 이산화탄소 배출량을 줄이는 양국의 산업구조를 명확하게 한 것이다. 더욱이 남북문제도 동시에 해결한다는 것에 착안해서 이론전개를 하고 있다. 따라서, 여기서는 환경비교우위의 개념을 응용해서 부가가치단위당 이산화탄소 배출이 상대적으로 적은 부문(환경적 우위 부문)에 생산을 특화하고 이것과 반대의 환경적 열위부문에 대해서는 상대국으로부터 수입에 의존하는 것에서 국제적으로 이산화탄소 배출이 적은 산업의 재배치를 실현하는 것이 가능하다라고 하는 논리전개로부터 그 결과를 명확하게 하였다. 또한, 지구환경개선을 목표로 하는 또 하나의 전략인 공동이행활동에 관해서 분석하였다. 이것에 관해서는 경제적으로 온실효과가스를 줄인다는 것뿐만 아니라 선진국에서 개발도상국으로의 기술이전을 촉진하고 남북격차를 시정한다는 점에서 기대가 크다는 것에 착안하고 게임이론을 통해 일본과 중국의 실제 데이터를 사용하여 공동이행활동의 가능성을 평가하였다. 이러한 두 가지 방책의 특징을 검토하여 효율적인 방안을 제시하고 그 방안에 대하여 고안하고 시뮬레이션 분석을 하였다. 그 결과 융합방안에서는 상술한 환경비교우위의 정학적 분석결과와 공동이행의 게임분석결과를 고려하고 확장된 공동이행 게임의 균형점까지 자원의 원조를 한다는 전제조건하에서 2010년까지 이산화탄소 배출량 추이를 산정한 결과 융합방안이 보다 효율적이라는 것이 판명되었다. 이러한 내용을 바탕으로 본 논문에서는 현재 지구 온난화 문제의 해결에 있어서 걸림돌이 되고 있는 남북문제의 격차와 협력에 관한 곤란한 문제에 착안해서 환경적 우위와 융합방안이라고 하는 새로운 방안을 제안하였다. 그리고 각각의 방안에 대해서 상세히 분석하고 일본과 중국을 모델로 실제 정책으로의 실현가능성을 분석하였다.

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A Game Theoretic Approach to the Channel Conflict Due to the Subsidies for Mobile Handsets (단말기보조금에 따른 경로갈등에 대한 게임이론적 접근)

  • Joo, Young-Jin
    • Journal of Distribution Research
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    • v.11 no.4
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    • pp.31-48
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    • 2006
  • This study was motivated by a recent channel conflict on subsidies for mobile handset between a service provider and a handset manufacturer in the mobile communication market. In this study, we have developed a two-person non-zero sum game for the channel conflict on subsidies for mobile handset, and derived its optimal strategic game solution. As a result, we have found that, between the service operator and the handset manufacturer, one who has high level of market leadership in his own market has a power to affect the optimal strategic game solution. We have also found that, when the service operator and the handset manufacturer have relatively high level of market leadership in their own market, there exist both of potential channel conflict and cooperation. The result of this study may provide an effective reference for a solution of similar channel conflicts.

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The strategy of Co-opetition in accordancd with the rapid changes of the environments of global port competition (글로벌 항만경쟁 환경의 급변에 따른 코피티션(Co-opetition) 전략 활용 방안)

  • Yun, Hee-Sook
    • Journal of Korea Port Economic Association
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    • v.23 no.3
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    • pp.79-101
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    • 2007
  • The purpose of this study is to identify key factors of Co-opetition through examining the environmental and structural changes in the ports industry and suggest a few Co-opetition strategies for enhancing our ports capabilities in the long-term. In recent years, the trend toward market liberalization and globalization in ports industry has made rapid progress and it made the competition fiercer. To survive in this rapid changes, the ports have traditionally pursed a competitive strategy. However, an alternative strategy replacing the traditional strategy was introduced: namely, 'Co-opetition' a buzzword combining competition and co operation. Policy proposals this study suggests are the construction of a database regarding costs and benefits of ports for more effective analysis and improving the competitive power of a shipping company operating national flag carriers for achieving the purpose of Co-opetition and adoption of selection and concentration strategy for increasing the possibility of Co-opetition success.

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Application of the cooperative two-person nonzero-sum game for water resources development in the Tumen river basin (두만강 유역의 합리적인 수자원 개발방안 도출을 위한 2인 비영합 협력게임 적용)

  • Park, Wan-Soo;Lee, Sang-Eun;Park, Hee-Kyung
    • Journal of Korean Society of Water and Wastewater
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    • v.24 no.1
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    • pp.63-72
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    • 2010
  • This study aims to make a decision about the rational option for a multipurpose dams development of the Tumen river basin so that the adjoining countries will effectively deal with the chronic problems and fully satisfy the fast growing demand of water and power. It has been thus far investigated that the interests between North Korea and China closely depend on the selected option, and they are not well compatible with each other. These situations are defined in terms of the cooperative two-person nonzero-sum game. The Nash bargaining model is then applied to contemplate the rational option, considering two scenarios of economic growth of the North Korea. After analyzing the model, it was expected that 1) two multipurpose dams must be cooperatively developed, and 2) their benefits should be allocated according to demand of each country. The authors finally suggest that a cooperative organisation be established to effectively manage the dams beyond the border of the countries.

An Improvement Plan of Business Bounded System for Efficiency at Construction Industry through Game Theory (건설산업 효율성 향상을 위한 건설 업역 관련 제도 개선 방안)

  • Chang Su-Zin
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.388-393
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    • 2004
  • The organic law on the Construction Industry, initially, this law was enacted with a view to preserving and fostering the specialty of each type of industry. By dividing each construction business boundary, it gradually settles the system of construction specialized on the basis of productive stages. Controversy over the abolishing regulations on business boundary still continues to swirl. Since the intensity of exclusion as well as rigidities become increased. This results from the fact that informations are not shared among business boundary and businesses under the protection of the business boundary regulations choose 'rent-sicking activity'. According to dissidents against this law, structure should be established not by artificially enforced institution but by voluntary efforts of participants in construction industry. This paper aims at improving the competitive of the construction industry by showing the efficient system of construction and proving the legitimacy of abolishing business boundary

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Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

The strategic behaviors of incumbent pharmacy groups in the retail market of pharmaceuticals in response to the entry trials by the online platform firms delivering medicines - A perspective of market entry deference model in game theory (온라인 의약품배송플랫폼기업의 시장 진입 시도에 대한 기존 의약품 공급자의 전략적 행동 - 게임이론의 시장진입 저지 모형 관점)

  • Lee, Jaehee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.303-311
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    • 2022
  • Recently the telemedicine platform firms which have been temporarily permitted since COVID-19 outbreak have increasingly provided online prescription drugs delivery, causing concerns among incumbent providers of medicine, some of whom began to take aggressive actions again them. In this study, using game theoretic market entry - deterrence model, we show that although the incumbent medicine provider can effectively deter entry by the telemedicine platform firms by its preemptive action, accommodation could be a optimal action when telemedicine platform firms already have penetrated the market with their being permitted to do business due to the COVID-19. However, for the incumbent to cooperate for the successful change in the retail market for medicines, policies like placing a ceiling on the maximum number of taking prescriptions by the pharmacists a day in the telemedince platform network, providing favorable exposure of community pharmacists on the telemedicine platform user interface, and allowing community pharmacies to participate as shareholders of the telemedicine platform firms in its initial public opening of capital, are suggested.