• 제목/요약/키워드: Business Game

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A Case Study on Kakao's Resilience: Based on Five Levers of Resilience Theory

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제9권3호
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    • pp.44-58
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    • 2017
  • The purpose of this study is to prove the Korean Internet company, Kakao's resilience capacity. For it, this paper reviews the previous literatures regarding Kakao's business models and discusses 'resilience' theory. Then, it organizes the research questions based on the theoretical background and explains the research methodology. It investigates the case of Kakao's business and organization. The case analysis shows that five levers of resilience are a good indicator for a successful platform business evolution. The five levers are composed of coordination, cooperation, clout, capability, and connection: First lever, coordination that makes the company to restructure its silo governance in order to respond to actual business flow starting from the basic asset like game and music content; second lever, cooperation where the firm provides creative people with playground for startups such as KakaoPage; third lever, clout where the company shares its data by opening its API of AI and chatbot to $3^{rd}$ party developers; fourth lever, capability where the firm establishes AI R&D center, KakaoBrain as the function of multi-domain generalist for developing diverse platforms tackling customer needs; and the last fifth lever, connection where the firm continues to expand its platform business to the peripheries, O2O businesses such as KakaoTaxi, KakaoOrder, KakaoPay, and KakaoBank. In conclusion, this study proposes Internet companies to be a resilient platform utilizing those five levers of resilience in order to form successful platform. This study contributes to the agile innovation of Internet platform with ecological sense.

The Influence of Reciprocity on Individual Decisions in a Climate Coalition Experiment

  • LIN, Yu-Hsuan
    • Asian Journal of Business Environment
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    • 제10권2호
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    • pp.5-15
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    • 2020
  • Purpose: This study examines the impact of individual reciprocal preferences on coalition formation. The reciprocal model considers a player's own payoff, the player's perception of others' payoffs, and others' perceptions of the player's payoff. Research design, data and methodology: A reciprocal model is built to illustrate how reciprocity influences individual decisions in a coalition game and its formation. The prediction is examined with experimental evidences from a dictator game and a membership game. Results: The theoretical result suggests that the coalition formation could be unstable due to negative reciprocal kindness. The experimental findings support that negative reciprocal kindness could lead players participating in a coalition, no matter their dominant strategies are. When subjects were essential to make contributions to a coalition, they were more likely to cooperate if they were treated badly. In contrast, when subjects were unnecessary, the reciprocal kindness could enhance cooperative tendencies. Conclusions: This study reveals that the reciprocal behavior could influence individual decisions and reshape the coalition formation. In terms of policy implications, this study has shown that coalition formation could be reshaped by reciprocal prefe rences. Due to the strategic and complicated decision process in an interactive environment, a comprehensive investigation of factors would be required in a climate coalition in practice.

노년기 소비자의 정보화 여가활동 연구와 의미 분석 (The Information Leisure Activity of the Aging Generation and the Analysis of Meaning)

  • 김연정
    • 가족자원경영과 정책
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    • 제14권4호
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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맥주매송게임에서 다구찌 방법에 의한 불확실 정보 기반 의사결정 연구 (Decision-Making based on Uncertain Information in a Beer Distribution Game U sing the Taguchi Method)

  • 이기광
    • 산업경영시스템학회지
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    • 제33권3호
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    • pp.162-168
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    • 2010
  • Information is known to be a key element for the successful operation of a supply chain, which is required of the efficient ordering strategies and accurate predictions of demands. This study proposes a method to effectively utilize the meteorological forecast information in order to make decisions about ordering and prediction of demands by using the Taguchi experimental design. It is supposed that each echelon in a supply chain determines the order quantity with the prediction of precipitation in the next day based on probability forecast information. The precipitation event is predicted when the probability of the precipitation exceeds a chosen threshold. Accordingly, the choice of the threshold affect the performances of a supply chain. The Taguchi method is adopted to deduce a set of thresholds for echelons which is least sensitive to changes in environmental conditions, such as variability of demand distributions and production periods. A simulation of the beer distribution game was conducted to show that the set of thresholds found by the Taguchi method can reduce the cumulative chain cost, which consists of inventory and backlog costs.

불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로 (The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information)

  • 이기광;김인겸;고광근
    • Journal of Information Technology Applications and Management
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    • 제14권4호
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    • pp.139-158
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    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

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A Study on Brand Image Analysis of Gaming Business Corporation using KoBERT and Twitter Data

  • Kim, Hyunji
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.75-86
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    • 2021
  • 브랜드 이미지는 고객, 이해관계자, 시장 전체가 해당 브랜드를 어떻게 보고 인지하는지를 뜻한다. 긍정적 브랜드 이미지는 계속적인 구매를 유발하지만, 부정적인 브랜드 이미지는 구매를 중단하게 만드는 등 소비자의 구매행동에 직결되기 때문에, 기업 입장에서는 빠르고 정확히 파악할 필요가 있다. 현재 브랜드 이미지를 조사하는 방법으로는 설문조사, SNS조사 등이 있는데, 표본의 수가 한정되고 시간과 비용이 많이 소요된다는 이슈가 있다. 따라서 본 연구에서는 딥러닝 기반의 KoBERT 모델을 활용하여 소셜미디어 상의 텍스트 데이터에 대한 감성분석을 실시한 후, 이를 브랜드 이미지 분석에 활용하는 방법을 제시하고, 이에 대한 성능을 검증하였다. 결과적으로, 다섯 개의 브랜드 이미지 순위를 매긴 결과가 한국기업평판연구소의 순위와 일치함으로써 본 연구의 사용성을 입증하였다.

현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항 (Limitations and Challenges of Game Regulatory Law and Policy in Korea)

  • 권헌영
    • 한국IT서비스학회지
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    • 제13권3호
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석 (A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games)

  • 류성일;박선주
    • 한국게임학회 논문지
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    • 제11권5호
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    • pp.43-52
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    • 2011
  • 본 연구에서는 한국 온라인 게임 시장에 대해 장르 구분에 의거한 경쟁 구조를 가정하고, 장르에 따라 분류된 하부시장 내에서 각각 다르게 나타나는 경쟁 강도와 특징에 대한 분석을 수행하였다. 분석 결과는 다음과 같이 요약할 수 있다. (1)플레이타임 합계 기준으로 볼 때, 온라인 게임의 장르별 점유율은 "RPG > FPS/RTS > 스포츠 > 아케이드/포커 > 고스톱 > 보드/레이싱"의 순서로 높게 나타났다. (2)플레이타임 점유율 기준으로 볼 때, 장르에 따른 온라인 게임의 하부 시장 구조 내에서 게임 간 경쟁 강도는, "RTS > 레이싱 > FPS/스포츠 > 고스톱 > 포커 > 아케이드/보드 > RPG"의 순서로 크다는 사실을 확인하였다. 경쟁 강도의 높고 낮음에 대한 평가 및 해석은 다음과 같다. 경쟁 강도가 높을수록(RTS > 레이싱 > ${\cdots}$), 이용자가 가지는 게임에 대한 충성도와 재이용률이 낮은 반면 교체이용 성향이 높게 나타나므로, 신규 게임의 시장 진입 장벽이 낮다고 평가할 수 있다. 반대로 경쟁 강도가 낮을수록(${\cdots}$ > 아케이드/보드 > RPG), 이용자가 가지는 게임에 대한 충성도와 재이용률이 높은 반면 교체이용 성향이 낮게 나타나므로, 신규 게임의 시장 진입 장벽이 높다고 평가할 수 있다.

Competition among Firms in Digital Convergence era

  • Yoo, Byung-Joon;Lim, Hyun-Young
    • Management Science and Financial Engineering
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    • 제16권2호
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    • pp.1-15
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    • 2010
  • Digital convergence which means the convergence of industry areas related to digital technologies is an important phenomenon in business, which will decide the fates of firms in the near future. The only firms which can create synergy effects from digital convergence are expected to be the winners in the fierce competition of digital convergence era. In our analysis, we examine the strategy of an integrated firm which has businesses in two different industry areas which are related to each other. By using a game theoretical model, we show how the integrated firm can win over two single separated firms which have business in only one industry area each by leveraging the two businesses the integrated firm has. In our welfare analysis, we also show that this convergence may be even beneficial to consumers, which seems counter-intuitive to social concerns about anti-competitive behaviors by integrated firms. Additionally, we study comparison between industry convergence and product convergence.

R&D 인력 재교육 전문기관의 경제적 타당성 분석 (An Analysis on the Economic Validity of the Establishment of R&D Supreme Academy)

  • 임창주;김상영;백낙기;오세홍;서종현
    • 대한안전경영과학회지
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    • 제11권3호
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    • pp.181-188
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    • 2009
  • This paper presents the economic validity with the cost/benefit analysis on establishing R&D Supreme Academy. To evaluate the profitability of R&D Supreme Academy, willingness to pay (WTP) is measured by contingent valuation method (CVM) and then the net present value (NPV), internal rate of return (IRR) and benefit/cost ratio(BCR) are calculated. The results of economic evaluation verified that the establishment of R&D Supreme Academy is timely and effective in an economic perspective.