• 제목/요약/키워드: Business Management Game

검색결과 179건 처리시간 0.028초

경영 교육을 위한 경영 모의 게임의 활용 방안: 개발 과정 및 교육 방법을 중심으로 (How to use Business Simulation Game for Business Education: Based on the Development Process and Business Education Method)

  • 김상수
    • 경영정보학연구
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    • 제7권1호
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    • pp.41-63
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    • 2005
  • 디지털 기술이 발전함에 따라서 다양한 에듀테인먼트 유형의 컨텐츠가 경영 교육 분야에 활용되고 있다. 그 중에서 현실 세계를 가상 게임화 해서 기업 경영을 체험해 보는 경영 모의 게임(business simulation game)이 경영 교육 분야에서 널리 활용되고 있다. 외국의 많은 대학과 기업에서는 경영 모의 게임을 경영 교육 도구로서 널리 활용하고 있으나 국내에서는 상대적으로 널리 활용되고 있지 못하는 상황이다. 본 연구에서는 지난 2년 반 동안 산학 협동으로 개발한 경영 모의 게임을 소개하고, 이를 이용한 경영 교육 활용 방안을 제시하고 있다. 먼저 경영 모의 게임의 개발 방법, 구조, 진행 방법을 중심으로 경영 모의 게임의 개발 과정을 설명하고 있다. 다음에 경영 모의 게임을 경영 교육에 활용하기 위한 방안으로서 교육 효과, 장점/단점, 교육 대상, 교육 효과 강화 방안, 경영 미션, 교육 계획안, 평가 방법을 중심으로 논의하였다.

경영 모의 게임의 교육 효과에 관한 탐색적 연구 (An Empirical Study on the Education Effect of Business Simulation Game)

  • 김상수;임성택
    • 경영정보학연구
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    • 제8권2호
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    • pp.173-188
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    • 2006
  • 디지털 기술이 발전함에 따라서 다양한 유형의 디지털 컨텐츠가 경영 교육 분야에 활용되고 있다. 그 중에서 현실 세계를 가상 게임화 해서 기업 경영을 체험해 보는 경영 모의 게임(business simulation game)이 경영 교육 분야에서 널리 활용되고 있다. 다른 경영 교육 방법에 비해서 많은 장점을 가지고 있는 경영 모의 게임은 외국의 많은 대학과 기업에서 경영 교육 도구로서 널리 활용하고 있으나 국내에서는 널리 활용되고 있지 못하는 상황이다. 본 연구에서는 경영 모의 게임을 수강한 기업 관리자를 중심으로 경영 모의 게임의 교육 효과를 탐색적으로 분석하였다. 통계적 분석 결과, 경영 모의 게임을 수강한 교육생들은 경영 모의 게임의 교육 효과에 대해서 긍정적으로 생각하고 있는 것으로 분석되었다. 통계적 분석 결과와 경영 모의 게임의 개발과 교육 경험을 기반으로 경영 모의 게임을 교육 현장에 활성화할 수 있는 방안을 제시하였다.

Segmentation of Online Game Market Using a Two-Phase Approach

  • Lee, Sang-Chul;Kim, Jae-Kyeong;Suh, Yung-Ho
    • 한국경영과학회:학술대회논문집
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    • 대한산업공학회/한국경영과학회 2004년도 춘계공동학술대회 논문집
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    • pp.343-346
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    • 2004
  • The purpose of our research is to identify the critical variables and to develop a new methodology for market segmentation of online game market. Our research tested the model with Korean online game users because Korean online game industry is the frontier of global online game industries. Conclusively, the critical variables are the suitability of feedback, the reality of design, the precision of information and the involvement of virtual community. The analysis of segmentation shows that the primary target audiences are positively influenced by the reality of design and the involvement of virtual community. To attract the primary target audiences, online game companies should develop strategies depending on the effectiveness of the variables and the demographic and behavioral characteristics of target audiences.

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Education System to Learn the Skills of Management Decision-Making by Using Business Simulator with Speech Recognition Technology

  • Sakata, Daiki;Akiyama, Yusuke;Kaneko, Masaaki;Kumagai, Satoshi
    • Industrial Engineering and Management Systems
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    • 제13권3호
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    • pp.267-277
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    • 2014
  • In this paper, we propose an educational system that involves a business game simulator and related curriculum. To develop these two elements, we examined the decision-making process related to business management and identified some significant skills thereby. In addition, we created an original simulator, named BizLator (http://bizlator.com), to help students develop these skills efficiently. Next, we developed a curriculum suitable for the simulator. We confirmed the effectiveness of the simulator and curriculum in a business-game-based class at Aoyama Gakuin University in Tokyo. On the basis of this, we compared our education system with a conventional system. This allowed us to identify advantages of and issues with our proposed system. Furthermore, we proposed a speech recognition support system named BizVoice in order to provide the teachers with more meaningful feedback, such as level of students' understanding. Concretely, BizVocie fetches students' speech of discussion during the game and converts the voice data to text data with speech recognition technology. Finally, teachers can grasp students' parameters of understanding, and thereby, the students also can take more effective class using BizLator. We also confirmed the effectiveness of the system in the class of Aoyama Gakuin Universiry.

클라우드 게임산업 동향분석 및 전망에 관한 연구 - 디바이스, 플랫폼, 콘텐츠를 중심으로 - (A Study on trend Analysis and Future Prospects of Cloud Game Industry - Focus on Device, Platform, Contents -)

  • 두일철;백재용;신현욱
    • 디지털산업정보학회논문지
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    • 제10권4호
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    • pp.181-195
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    • 2014
  • The game Industry has been a major leader in business world with its size and volume in terms of profit and culture contents, and ever increasing at the moment. Cloud Game has appeared as a new, combined game format, playable on smart TV and smart phone with its upgraded storage size and fast spreading N-screen. This research studies the present reality of the cloud industry by focusing on three categories which are device type, Platform, and game contents consequently in order to determine the future prospect of cloud games. First, the cloud game business will thrive as devices such as smart TV and smart phone are used widely. Second, the cloud game industry will have a new era when OS systems of Platform are united effectively. Third, the previous platform holders will have to face new challenges brought up by cloud games' service providers. Forth, the gamer, developer, and service provider need each other in order to widen the spectrum of business in cloud game industry.

소셜네트워크를 이용한 집단지성 측정연구 (A Study on Measurement of Collective Intelligence using Business Management Game)

  • 윤호성;이기동
    • 디지털융복합연구
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    • 제9권2호
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    • pp.53-63
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    • 2011
  • 소셜네트워크를 통해 각 개인들은 정보를 공유하고, 이러한 공유된 정보와 지식을 바탕으로 집단지성은 형성되고 성장한다. 본 연구는 집단의 능력이라 할 수 있는 집단지성을 측정하고, 집단지성의 형성과정을 관찰하는 것이 목적으로, 5개의 실험집단을 형성하여 기업 경영게임을 실시하게 하였고 집단이 게임을 이용해 수행해야 하는 과업을 주었다. 또한 각 구성원간 소통할 수 있는 네트워크 공간을 만들어 주었으며, 기업경영게임을 통한 과업을 실시하는 동안 네트워크 공간에서 각 구성원간 상호작용과 피드백의 빈도 및 집단의 참여율을 관찰하였다. 연구결과 집단마다 상이한 게임성과를 얻었으며, 5개의 집단의 게임성과의 평균을 기준으로 성과가 높은 집단과 낮은집단으로 나누어 t-test한 결과 상호작용과 피드백의 빈도 및 집단지성참여에 유의미한 차이를 보였다.

A Taxonomy of Mobile Game Business

  • Kim, Chang-Su;Oh, Eun-Hai
    • 한국전자거래학회:학술대회논문집
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    • 한국전자거래학회 2005년도 e-Biz World Conference 2005
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    • pp.169-173
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    • 2005
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온라인 게임의 고객 유형 별 이탈 요인 : 신규 고객과 기존 고객을 중심으로 (The Drivers of Customer Defection in Online Games across Customer Types : Evidence from Novice and Experienced Customers)

  • 손정민;조우용;최정혜
    • 한국경영과학회지
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    • 제39권4호
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    • pp.115-136
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    • 2014
  • The game industry has grown steadily and the online game has become one of the most attractive game segments for its remarkable growth. Customer management in the online game industry, however, has received little attention from the academic field. The purpose of this study is to analyze the drivers of customer defection in the online game setting and suggest not only theoretical but also managerial insights into increasing customer retention rates. Prior to empirical analysis, the authors hypothesized that 3 variables of interests (Learning, Playing, Achievement) would explain the customer defection according to preceeding researches. To demonstrate these hypotheses, the authors obtained data from one of the biggest game publishers in Korea, and the empirical analysis model was developed considering context of research settings. The results of analyses provide the following insights. First, the key behavioral variables of Learning, Playing, and Achievement play substantial roles in explaining the customer defection. Next, the effects of these variables vary between customer types: novice and experienced customers. The defection decisions by novice customers are predicted by all key behavioral variables and Playing serves as the most influential indicator of the defection decisions. However, experienced customers are influenced by Playing and Achievement, while Learning has no impact on the defection decisions. Finally, the authors investigated hypothetical customer retention strategies, using the empirical results. The market outcomes indicate that the customer retention strategies work well with novice customers and it is hard-to-impossible to prevent experienced customers from defection using their behavioral data. These findings together deliver several meaningful insights to management as follow. First, the management should support customers to get involved in Learning activities at the very first stage. Second, customer's Achievement and appropriate compensation for it would work as defection barriers. Last, to optimize the outcomes of firm's marketing investments, it is better to focus on retention of novice users not experienced ones.

인터넷을 이용한 효과적인 원격수업의 운영 - 경영모의게임을 중심으로 - (The Use of Internet in Creating an Effective Distance Learning - Focused on Business Simulation Game -)

  • 김광용
    • Asia pacific journal of information systems
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    • 제8권1호
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    • pp.125-144
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    • 1998
  • This article describes the use of Internet as a means of operating the class which is business simulation game. The aims of investigation are to summarize the characteristics of distance learning using information technology, to find proper operating procedures for the internet class focusing on small group formation, to check the major factors affecting the teaching effectiveness, and to suggest the business simulation game as a proper distance learning class using internet.

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Development of a Structured Debriefing for Business Simulation Games and Its Effect on College Students' Business Knowledge and Entrepreneurship Competencies

  • Jieun LEE;Yugyeong KIM;Hyunwoo HWANG
    • Educational Technology International
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    • 제25권1호
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    • pp.93-127
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    • 2024
  • This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.