• Title/Summary/Keyword: Business Game

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A Non-Oriented DEA Game Cross Efficiency Model for Supplier Selection (비방향 DEA 게임 교차효율성을 이용한 공급업체 선정방법)

  • Lim, Sungmook
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.108-119
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    • 2015
  • This study intends to propose a non-oriented DEA based game cross-efficiency approach for supplier selection. With a discussion on the choice of DEA models and approaches that are most appropriate for supplier selection, we propose a game cross efficiency model based upon the non-oriented variable returns-to-scale RAM DEA by adapting the existing game cross efficiency model based upon the oriented constant returns-to-scale CCR DEA. We develop the RAM game cross efficiency model and a convergent iterative solution procedure to find the best game cross efficiency scores that constitute a Nash equilibrium. We illustrate the proposed model with two data sets of supplier selection, and demonstrate that significantly different results are obtained when compared with the existing approaches.

A Study on the Problems and Solutions of the Charging Policy of the Game Company (게임 회사의 과도한 과금 정책에 대한 문제점과 해결방안 연구)

  • Han, Sung-Su;Tak, Yu-Jin;Park, Jung-Hee;Go, Yeong-Bi;Oh, Jeong-Geun;Choi, Dong-Jun;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.75-78
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    • 2017
  • 본 논문에서는 현재 다수의 게임 회사가 추구하는 수익 모델의 문제점을 조사하고 이로 인해 발생하는 부정적인 요인이 게임에 어떤 영향을 끼치는가를 분석하여 새로운 게임을 기획하거나, 운영할 때 과금정책에서 고려해야 할 점을 제시한다. 이러한 조사 및 분석은 앞으로 게임 운영자 및 게임 산업에 많은 도움이 될 것으로 기대된다.

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A Dual-path Model for the Game's Motive for Subjective Happiness and Solitude (게임 선용동기가 행복과 고독에 미치는 이중경로 모형)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.55-64
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    • 2020
  • Despite the increasing influence of the game, the general perception of the game is still negative. In addition, there is a lack of understanding of game users. Therefore, this study aimed to grasp the user's motivation factors related to the good use of the game and to understand the positive and negative effects of the game on the user's attitude. The results of this study can be used to improve understanding of game users in the future, strengthen the competitiveness of the game industry, and improve youth guidance.

A Study on the Effect of Game Character Identification on Item Purchase and Game Play Intention (게임 속 캐릭터에 대한 동일시가 아이템 구매 및 게임 이용의도에 미치는 영향)

  • Lee, Won-jun
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.41-50
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    • 2021
  • Character identification is illustrated in terms of game players' altered self-perception during gameplay. Research has shown that players' identification with game characters resulted in game players aligning their attitude with game character. This study investigates the relationships among control, ownership, character customization, identification, flow with game charater, and the impact on game players' behavior toward item purchase and play intention. Empirical results showed that character ownership and character customization significantly predicted use-character identification, but the impact of character control was not supported. In addition, the positive relationships between identification and flow was supported.

An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game (스마트폰 게임 콘텐츠 구매요인 추출에 관한 탐색적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.43-53
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    • 2011
  • The purpose of this study was to enhance the factors of the purchase intention of a mobile game for applying existing. For this study, an exploratory analysis was conducted on 40 ordinary peoples to survey through open-ended questionnaires. After that, the factors was examined by 30 experts. finally, closed-ended survey was conducted to confirm the validity and Reliability Verification. As a result, the factors have been identified with 9. From among these, 2 factors were a Newly derived -The factors of a innovation service and device- Through this study, This research will be useful to provide The basis for extended studies of Marketing, Game-development, Market analysis, etc

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

A study on development methodology of web-based business simulation game (웹 기반의 경영시뮬레이션 게임 개발 방법론)

  • Kim, Hyung-Sub
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.53-60
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    • 2017
  • The time of digital era and the increasing complexity of the management environment have raised uncertainties about the future. Companies have made steady investments in education as a way to prepare for the future. In this study, design and development methodology based on web - based management simulation games (manufacturing, distribution, finance) which author participated in development was presented. The development methodology presented in this study can be roughly divided into business simulation game design methodology and business simulation game development methodology. Since there is no existing research methodology for development methodology, development model is presented based on empirical based on development case. In this paper, we propose an overall content development methodology and propose a detailed methodology of the content.

Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

A Study On the Formative Of The Game Character (게임 캐릭터의 조형성에 관한 연구)

  • Oh, Hyun-Ju
    • Proceedings of the Korea Contents Association Conference
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    • 2004.11a
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    • pp.91-100
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    • 2004
  • Game industry has emerged as one of the most popular sector among the cultural industries in the digital era. The role of game characters has evolved with the times and today, the characters can even determine the fate and success of the game itself. In early stage, game character nearly didn't contain the character itself because it was for only game, however its importance has been considered more than the contents and scenario of game as game business has been changing gradually. Therefore, the "Formation" of the character that is the core of game, is an important factor that can make different products, is playing an essential role for the improvement in work and productivity of game.

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A Model to Analyze the Optimal Purchase of the Cleaner Vehicles: A Game Theoretic Approach (저공해차량의 최적구매행태 분석모형: 게임이론적 접근)

  • Cho, In-Sung
    • Korean Business Review
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    • v.21 no.1
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    • pp.1-17
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    • 2008
  • This article examines the establishment of the game theoretic model for the cleaner vehicles and analyzes the established model. We discuss the way to represent the players' preferences over the outcomes to make the model applicable in real practice. In this article we employ the real data to represent the preferences. In the analysis of the model we consider various scenarios and discuss how we can use GAMBIT, which is a game theory analysis software, to find solutions in each proposed scenario.

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