• Title/Summary/Keyword: Business Game

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

  • Lim, Chang-Joo;Kim, Sang-Yung;Baek, Nak-Ki;Oh, Sea-Hong;Seo, Jong-Hyen
    • Journal of the Korea Safety Management & Science
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    • v.11 no.3
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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.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

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.

인트라넷(intranet)을 이용한 경영모의게임(Business Simulation Game)의 활용 및 효과

  • 김광용;이재호;이승렬
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.68-70
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    • 1997
  • 본 연구의 목적은 정보산업의 발달로 급변하고 있는 교육환경하에서 인트라넷(intranet)을 활용한 경영모의게임(Business Simulation Game)의 활용방안을 제시하고, 이러한 수업이 갖는 장점 및 수업효과에 미치는 영향을 조사하였다. 즉, 학생들이 팀을 이루어 게임을 하는데 있어 남녀별, 직장경험별, MBTI의 특성 별, 팀 구성원의 수의 차이에 따른 게임 성과 및 수업효과와의 상호관계를 실증적으로 비교, 연구하여, 궁극적으로는 한국교육실정에 맞는 인트라넷을 이용한 경영 모의 게임의 개발을 그 목적으로 하고 있다. 근래에 정보 및 통신기술의 발전과 인터넷 사용의 보편화로 여러 가지 학문 분야에서 정보화 및 국제화가 많이 이루어져왔다. 특히 인터넷과 관련된 여러 가지 기술(technology)들을 적극적으로 통합, 활용하고자 하는 인트라넷(intranet)의 발전은 정보기술의 여러 학문 분야에서의 활용가능성을 더욱 높이고 있는 실정이다. 그러나 이러한 인터넷, 정보 및 통신기술의 교육현장에서의 활용 방안에 대한 많은 연구들은 실질적으로 그 이론적 배경 및 효과에 대한 깊은 연구없이 종래의 교육방법에 대한 대안 또는 보조 역할로서의 가능성만 제시하고 있는 형편이다. 따라서 본 연구는 첫째, 경영모의게임과 정보통신기술의 활용을 위한 학술진흥방안의 하나로서 인트라넷을 이용한 경영모의게임 과목의 구축및 수행에 관한 구체적인 절차를 제시한다. 즉 경영모의게임 구성은 어떤 모듈들이 어떻게 인터넷상에서 사용되었으며, 도한 게임의 운영은 어떻게 하는것이 바람직한가 등에 관한 연구이다. 둘째, 성별, 직장경험별, MBTI 특성별, 팀의 크기별로 게임성과 및 수업효과에 관한 실증적 연구를 함으로써, 게임 이론의 경영마인드 형성 및 정보화에서 예견 될수 있는 여러 가지 문제점 및 가능성을 지적하여, 한국문화 및 현실에 맞는 정보화를 이용한 경영모의게임 교육방안을 제시한다. 셋째, 본 연구는 의사결정지원 시스템(DSS), 전문가 시스템(ES), 전자우편(E-mail)등과 같은 정보기술의 교육현장에서의 활용방안 및 그 교육적 효과도 점검하였으며, 마지막으로 본 연구는 당면현실로 다가온 정보화 및 세계화의 기업환경에서 예견되는 몰입(committment)의 약화에 대한 치유방안으로서, 정보화된 경영모의게임의 기업 교육훈련 시스템(Business Training System)으로의 발전 가능성을 제시한다 하겠다.

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Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business (효율적인 E-Business구축을 위한 EJB기반의 좌석예약 시스템 설계 및 구현)

  • Jeong, Hwa-Young
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.113-119
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    • 2002
  • With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.

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An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games (구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.115-125
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    • 2011
  • Recently, a sharp increases of users of smartphone is not only cause an rapid growth smartphone-games market, but also secured it's position as a high value market. thus have to begets a multilateral study to the smartphone of newly-rising. however the earlier studies were researched previous smartphone, despite extended research is needed for smartphone-games. therefore the study's purpose is to draw a main factors it has a decisive effect for recommendation and sustainable-usage through recognizing the cause-and-effect relationship with purchase intention, purchase action, satisfaction, recommendation, and sustainable usage that based purchase-effect-factors of smartphone-games. for this study the questionnaire of 293 was taken. and structural equation model was adopted to analyze this study.

Gambler's Fallacy Bias on the Supply Chain (도박사 오류 바이어스가 공급사슬에 미치는 영향에 관한 연구)

  • Moon, Seong-Am;Park, Young-Il;Seok, Sun-Bok
    • Korean System Dynamics Review
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    • v.12 no.4
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    • pp.157-175
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    • 2011
  • The purpose of this paper is to find out the effects of the gambler's fallacy bias on the supply chain. For this study, the simulation was based on a casual structure of the Beer Distribution Game from Sterman(2000)'s Business Dynamics and designed into 2 different models : the first model carries the exact same structure as the reference mentioned above and for the second model, the comparison model is used reflecting gambler's fallacy bias. Each model has 2 different demand patterns. The 4 cases of models was tested with 1,000 different random number seeds. The results for the simulation are following : In the aspect of the inventory and out of stock, the basic model resulted better than the comparison. However, in the bullwhip effect, the comparison model has less than the basic in terms of the level demand pattern. But there was no significant difference in the cycle demand.

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Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

BETTER INPUTS FOR KNOWLEDGE MANAGEMENT INFORMATION SYSTEMS: KNOWLEDGE SHARING MODELING AND THE INCENTIVES SYSTEM DESIGN

  • S. Ping Ho;Yaowen Hsu;Szu-Wei Lo
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.564-568
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    • 2005
  • Recently, Knowledge Management (KM) has been applied to construction industry. Surprising, there is few studies that address the most fundamental problem in KM: people may prefer not to share their knowledge so as to preserve their intellectual or unique values in the organization. Without the premise of each individual's willingness to share knowledge, there will be no valuable input for the IT system and, thus, no knowledge management at all. This paper aims to model the behavioral dynamics of knowledge sharing and to design an incentive system that may facilitate knowledge sharing for construction companies. In this paper, a game-theory based model will be developed, and the framework for designing an incentive system will be proposed according to the model.

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Recognition of Model Cars Using Low-Cost Camera in Smart Toy Games (저가 카메라를 이용한 스마트 장난감 게임을 위한 모형 자동차 인식)

  • Minhye Kang;Won-Kee Hong;Jaepil Ko
    • IEMEK Journal of Embedded Systems and Applications
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    • v.19 no.1
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    • pp.27-32
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    • 2024
  • Recently, there has been a growing interest in integrating physical toys into video gaming within the game content business. This paper introduces a novel method that leverages low-cost camera as an alternative to using sensor attachments to meet this rising demand. We address the limitations associated with low-cost cameras and propose an optical design tailored to the specific environment of model car recognition. We overcome the inherent limitations of low-cost cameras by proposing an optical design specifically tailored for model car recognition. This approach primarily focuses on recognizing the underside of the car and addresses the challenges associated with this particular perspective. Our method employs a transfer learning model that is specifically trained for this task. We have achieved a 100% recognition rate, highlighting the importance of collecting data under various camera exposures. This paper serves as a valuable case study for incorporating low-cost cameras into vision systems.