• Title/Summary/Keyword: Business Game

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Exploring Online Gamers′ Preference for Online Games (온라인 게임의 속성이 온라인 게이머들의 선호도에 미치는 영향에 대한 탐색적인 연구)

  • 백승익;송영석
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.71-85
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    • 2004
  • Many online content providers who use the Internet to distribute contents, such as news, music, games, books, and other types of information, have been experiencing an extremely competitive business environment. To survive in this environment, they have started charging a fee for the contents that they provide. However, there have been very few success stories in commercializing online contents. One of the biggest hurdles may be customers' psychological resistance against paying a fee for the contents that have been free of charge previously. Without examining customers' perceived prices for online contents, many online content providers have tended to decide their prices by themselves. Online games are not exceptional cases. Although many online game-related research works have focused on psychological and technical aspects, very few works have examined online garners' preference carefully. This study alms at exploring online garners' preference by measuring their WTP (willingness to pay) for online games.

A Study of on the influence of Smartphone Acceptance Factors Such as University Students' innoovativeness, Self-efficacy and Social-Influence (대학생들의 혁신성, 자기효능감, 사회적 영향이 스마트폰 수용에 미치는 영향)

  • Park, Jong Soon;Lee, Jong Man
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.1
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    • pp.189-202
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    • 2013
  • Recently, Smartphone is not only used as a communication medium, but also provide mobile service tool enabling game, internet surfing, DMB, navigation services, and so on. A lot of smartphone's applications are using for our daily lives. The purpose of this study was analyze affecting factors such as innovativeness, Self-Efficacy and Social-Influence on adoption behavior of smartphone application. This survey was carried out with university students. Data were obtained from 293 students who have smartphone. To Find difference among variables, exploratory factor analysis, t-test and multiple regression was carried out with collected data. Result shows that the distinction of sex is significantly difference in innovativeness and self-efficacy. And self-efficacy and social influence are significantly affect to smartpjone adoption. Therefore, self-efficacy and social influence are import consider factors to reconsider marketing strategy for smartphone business.

The evolution of a global collaborative system in online game industry: A focus on Korea and China (온라인 게임산업의 글로벌협업시스템의 진화 : 한국과 중국을 중심으로)

  • Lee, Jae-Hak;Park, Cheol
    • 한국IT서비스학회:학술대회논문집
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    • 2009.05a
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    • pp.573-576
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    • 2009
  • 온라인게임에서 협업시스템은 유저와 기업, 기업과 기업, 기업과 유통, 기업과 정부, 유저와 유저 간 등에서 활발하게 작동된다. 이와 같은 협업시스템은 온라인게임의 개발과 시장진입과정에서 주도적인 역할을 한다. 온라인게임이 해외수출이라는 새로운 계기를 맞게 되면서, 한정된 공간에서 운용되던 로컬 협업시스템은 글로벌이라는 새로운 환경변화에 따라 변화하게 되었다. 각 국가별로 구조화된 협업시스템은 네트워크를 통해 확장되고 정교화되며, 글로벌과정을 통해 최적화된다. 본 논문에서는 한국과 중국의 온라인게임 산업의 글로벌 협업시스템이 각 산업 내부에서 어떻게 구조화되고 최적화하며, 해외진출 과정에서 어떻게 변화하고 진화하는 지 살펴봄으로써 한국 온라인게임 기업의 해외진출에 새로운 대안을 제시하고자 했다.

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Transnational Identity and Regional Integration

  • Lamasheva, Yulia
    • Asia-Pacific Journal of Business
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    • v.1 no.1
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    • pp.73-95
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    • 2010
  • European integration is characterized by the development of a transnational European identity, which is considered an integral part of the process. Northeast Asia has no similar projects to address the common identity issue, although cooperation is highly valued there as well. Identity and cooperation both require interdisciplinary approaches combining social psychology, international relations theory and international economics. This article considers the problems of applying existing studies on cooperation and identity as well as the European experience (with the Baltic Sea example) to the case of Northeast Asia. Transnational identities promote cooperation beyond the limits of rationalistic game theory, if countries of the region can define their identities and interests, commit to common goals, create shared discourses and reach a balance between nationalism and internationalism. In view of proposed negotiations on the free trade area between China, Korea and Japan and ongoing discussions about a possibility of introducing a common currency (ACU) it can be crucial to consider the importance of identity building as early as possible, before regional integration meets a stumbling block of egoistic rationality that is a problem in any model of cooperation.

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Development of Mobile Java Browser for Wireless Internet (무선인터넷용 Mobile Java Browser(MJB) 개발)

  • 진민식;정민수
    • Journal of Korea Multimedia Society
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    • v.6 no.2
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    • pp.276-287
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    • 2003
  • Wireless Internet has to offer various types of services as much as wired network does in the scope of Internet business. The browser for simple data service using SMS in the early wireless internet cannot serve various multimedia contents. In this paper, We design and implement a Java browser that runs Java program, by adding JVM(Java Virtual Machine) into the web browser for mobile terminals. The Java browser for mobile terminals dynamically loads various Java program you want. This browser makes it possible to be multipurpose mobile terminals for E-Commerce, E-Wallet, Game Device.

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Application Of Innovative Technologies In Higher Education Institutions Of Ukraine: Forms And Methods

  • Dovgal, Olena;Havrylova, Olena;Potryvaieva, Natalia;Tolstova, Natalia;Ostapchuk, Taras;Onyshchenko, Nataliіa
    • International Journal of Computer Science & Network Security
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    • v.21 no.5
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    • pp.43-47
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    • 2021
  • In the course of this article, the concept of "innovation" was considered and analyzed, which is considered not only as a subject, something new, but also as a process. The process of introducing something new into life, and in our case, into the educational process. Innovative educational technologies are varied and plentiful. In this article, the most commonly used. Among them: the use of ICT, game techniques, the portfolio method, personality-oriented, information support of the learning process, educational and health-saving technologies, and others.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

Effects of Channel Structure on the Quality Competition of Exclusively Distributed Products

  • Kang, Yeong Seon
    • Asia Marketing Journal
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    • v.19 no.4
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    • pp.37-59
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    • 2018
  • This study investigates the effects of the distribution channel structure on quality decisions under duopoly competition. I considers a set-up in which two retailers compete on product quality and retail price. In the set-up, the integrated retailer has the power to determine the quality of its exclusive product, while the decentralized retailer does not. For the decentralized retailer, the supplier determines product quality. I find that asymmetric pairs of a decentralized channel by one retailer and an integrated channel by the other retailer can be a Nash equilibrium in a simultaneous-channel-choice model. The two retailers select different levels of quality, and this quality competition benefits retailers by softening price competition. In a sequential-channel-choice model, I find that the leader can obtain a first-mover advantage. From the perspective of the supplier, which can decide the distribution channel structure and level of quality, both suppliers choose the decentralized channel in equilibrium.

Personalized game recommendation system (개인 맞춤형 게임 추천 시스템)

  • Ju-hyun Kim;Yeo-eun Kim;Ah-ram Kim;Jin-hee Park;Hyon Hee Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1202-1203
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    • 2023
  • 본 논문은 스팀(Steam) 게임 플랫폼을 기반으로 약 1000개의 게임 데이터를 활용하여 사용자들에게 알맞은 게임을 추천해주는 시스템을 제안한다. 게임 선택에 영향을 주는 요인들을 언어 객체로 설정하여 규칙 기반 추론 시스템을 구현했다. 선호도 정보는 게임 선택의 기준이 되는 세 가지 요소에 대한 질문에 답하는 방식으로 수집된다. 게임 추천 결과를 시각화하여 신규 유저를 게임에 유입하고 몰입을 촉진하고자 한다.

Baseball Simulation Game Service Based on Baseball Metrics (야구 지표 기반 시뮬레이션 게임 서비스)

  • Chae-Won Ko;Chang-Woo Shim;Hyun-Chang Shin;Hyung-Joon Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.500-501
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    • 2024
  • 야구 기록을 과학적으로 해석하고 개별 선수를 설명할 수 있는 다양한 지표가 존재한다. 하지만, 각 지표는 복잡하고 때로는 난해하다. 본 논문은 야구 지표를 이해하고자 하는 야구 팬의 니즈를 충족하기 위해 직관적으로 이해할 수 있는 지표와 이를 기반으로 게임을 직접 웹 상에서 시뮬레이션할 수 있는 서비스를 제안한다. 게임과 분석 기능을 위해 가중 평균, 최대-최소 정규화 및 로지스틱 함수와 같은 수학적 및 통계적 방법을 적용한 지표를 정의하고, 사용자 친화적인 UX/UI 를 통해 게임 시뮬레이션의 가독성을 높여 기존 플랫폼과 차별화했다.