• Title/Summary/Keyword: Business Game

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Korea Government Policy Evaluation on Game Industry - Focused on Industrial Policies on Game Regulation and Promotion by the Ministry of Culture, Sports and Tourism, Korea (정부의 게임산업 정책 효과에 대한 평가 분석 - 문화체육관광부의 게임 규제와 진흥정책을 중심으로-)

  • Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.15-24
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    • 2019
  • Game industry, which has grown without government promotion policies, has been affected by the government's various industrial and social policies. Through the survey of experts from academics, media and industry on game industry, the paper attempted to evaluate and analyze the policies by the ministry of culture, tourism and sports, in charge of game industry. Result using SPSS showed that the scores on all the factors were low, especially 'policy on game image improvement ' is the lowest to 1.97. ANOVA test showed no difference except 'industrial ecosystem recovery' and 'human resources development'.

A Study about the Usefulness of Reinforcement Learning in Business Simulation Games using PPO Algorithm (경영 시뮬레이션 게임에서 PPO 알고리즘을 적용한 강화학습의 유용성에 관한 연구)

  • Liang, Yi-Hong;Kang, Sin-Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.61-70
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    • 2019
  • In this paper, we apply reinforcement learning in the field of management simulation game to check whether game agents achieve autonomously given goal. In this system, we apply PPO (Proximal Policy Optimization) algorithm in the Unity Machine Learning (ML) Agent environment and the game agent is designed to automatically find a way to play. Five game scenario simulation experiments were conducted to verify their usefulness. As a result, it was confirmed that the game agent achieves the goal through learning despite the change of environment variables in the game.

Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game (모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로)

  • Park, Jong-Won;Yoo, Chang-Sok;Yang, Sung-Byung
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.141-160
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    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

A Study of Analyzing Realtime Strategy Game Data using Data Mining (Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석)

  • Yong, Hye-Ryeon;Kim, Do-Jin;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.59-68
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    • 2015
  • The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.

A Study of Social Meaning of Game Accessibility (게임접근성의 사회적 의미에 대한 연구)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.111-122
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    • 2013
  • In accordance with mandatory enforcement action of the Web Accessibility, Web accessibility is increasing interest in society. People are facing with disability situations, and the elder people are facing with disability situation more and more. 'Everyone' is faced with disability situations. The value of the universality of accessibility oriented. The game is typical of modern society and culture activities, but society in Korea is still recognized as a special minority cultures. To understand about conflict over the game, we access game accessibility as a Despotic conditions. Game Accessibility implies a social meaning ; Cultural values of universal access to games, literacy games, new business creation, contents accessibility.

Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

Does Fixed Assets Revaluation Create Avenues for Financial Numbers Game? Evidence from a Developing Country

  • RAHMAN, Md. Tahidur;HOSSAIN, Syed Zabid
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.293-304
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    • 2020
  • The study reveals the extent of changes in selective financial numbers caused by fixed asset revaluation (FAR) and explores whether there was a management motive for playing the financial numbers game through using the FAR model. The data set consists of a sample of 142 listed companies purposively selected from 13 industries. The study found a significant impact of FAR on the net asset value (NAV), fixed asset intensity (FAI), and debt-to-equity ratio (DER). These findings are supported by the political cost and the debt covenant hypotheses. The study also observed a high growth of fixed assets by 9.5% to 14,603.8% resulting from FAR. More revealing is that FAR increased NAV in revaluer companies by an average of 427.20% as compared to 6.86% in non-revaluer companies. Even some companies with negative NAV took resort on FAR to show positive NAV. Besides, revaluer companies managed to reduce their DER by 70.45% as opposed to an increase of 8.45% in non-revaluer companies. Hence, the study concludes that most of the publicly-listed companies are involved in financial numbers game by the use of the FAR model. To build confidence among investors, companies should practice FAR rightly and disclose related information to help reduce information asymmetry.

Future Scenario and Issues in Online Game Industry under the Digital Convergence (컨버전스 환경하의 온라인 게임 환경 변화 시나리오 도출 및 산업 내 이슈 (IPTV 서비스 도입에 따른 변화를 중심으로))

  • Han, Chang-Hee;Kim, Min-Kwan;Kim, Jung-Min
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.69-80
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    • 2009
  • In this research, we analyze change of directions and issues in future game industry. We start to analyze change of game contents and platform about impact of game industry under the digital convergence, and then we spread out a point of view about game user, game company, distribution of game industry over the length and breadth of game industry. In this paper, we analyze the future state of changing and the issues in online game industry under the digital convergence. For this research, we develop the on-line game industry's changing scenario. On the basis of the issue analysis about the future of the On-line game industry, we aim to provide some implications for business strategy of on-line game companies and policy of the government.

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The Study of Information Security Technologies for Security Incidents in Online Game Service (게임 서비스 침해유형에 따른 기술적 대응방안 연구)

  • Chang, Hang-Bae;Kim, Kyung-Kyu;Lee, Si-Jin
    • Information Systems Review
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    • v.9 no.3
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    • pp.83-98
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    • 2007
  • This study focused on online game security, which has been considered relatively insignificant when compared to the online game industry's rapid growth. In this study, the state of security incidents in the Korean game industry and security solutions for such cases were examined. At first the security incidents were classified according to the type of game security infringement. Based upon this classification, this study analyzed the causes that give rise to infringement of online game security, and developed technical solutions for such cases. Finally, this study verified whether or not these technical solutions could be applied to online game sites.

A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences (확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로)

  • Um, Myoung-Yong;Jo, Sung-Han;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.29
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    • pp.173-196
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

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