• Title/Summary/Keyword: Business Management Game

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A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

A Study on the Qualitative Evaluation Factors for Mobile Game Company (모바일게임 기업의 정성적 평가요인에 관한 연구)

  • Choi, Seok Kyun;Hwangbo, Yun;Rhee, Do Yun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.3
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    • pp.125-146
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    • 2013
  • Nowadays, the performance of the mobile game sales is influencing the ranking of game companies listed on KOSDAQ. In the meantime, venture capital companies had focused on online game. Recently, however, they have great interest in mobile games and mobile game companies. In addition, angel investors and accelerators are increasing investment for the mobile game companies. The most important issues for mobile game investor is how to evaluate the mobile game companies and their contents. Therefore, this study derived the evaluation factors for the mobile game company. And research method converged of the opinions of both supply side and demand side of the game industry. Ten professionals who are responsible for the supply of the game industry and CEO group & development experts of game development company were selected for survey in this study. Also ten professionals who are responsible for the demand of the game industry and the investment company were selected for survey in this study. And Delphi technique was performed according to the survey. Management skills, development capabilities, game play, feasibility, operational capabilities has emerged as five evaluation factors to evaluate the mobile game company. And the 20 sub-factors including CEO's reliability were derived. AHP(Analytic Hierarchy Process) theory is applied to analyze the importance of the qualitative elements which were derived by Delphi technique. As a result, the analysis hierarchy of evaluation factors for the mobile game company was created. Pair-wise comparison for each element was performed to analyze the importance. As a result, 'Core fun of the game' (12,2%), 'Involvement of the game' (10.3%), 'Security Reliability' (8.9%), 'Core developers' ability' (7.6%) appeared in order of importance. The significance of this study is offering more objective methodology for realistic assessment and importance of elements to evaluate mobile game company.

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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.

경영 모의 게임을 기반으로 한 의사결정지원시스템 Prototype 개발에 관한 연구

  • Kim, Sang-Su;Gwon, Dong-Hwan;Yun, Sang-Ung
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.588-593
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    • 2007
  • 경영 교육의 도구로서 경영 모의 게임(Business Simulation Game)이 널리 활용되고 있다. 최근에는 BSG의 교육 효과를 높이기 위해서 BSG를 위한 의사결정지원시스템(Decision Support System)을 개발되고있다. 반면에 국내에서는 BSG와 같은 경영 교육 도구가 부족할 뿐만 아니라 DSS 기능을 가진 BSG는 전무한 실정이다. 따라서 본 연구에서는 경영 전략, 마케팅, 생산, 재무 영역을 포함한 한 BSG의 교육 효과를 높이기 위한 DSS prototype을 개발하였다.

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Games in Community Network Businesses (커뮤니티 네트워크 형성게임)

  • Oh, Jeong-Hun
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.91-104
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    • 2001
  • Like other communication networks, the Internet is establishing and reinforcing connections between market participants. By adapting to these networks, market participants are able to obtain the power of network to create new benefits in on-line markets. In this paper, we develop three stage non-cooperative game models to analyze the community related business market in electronic commerce where network externalities are present. It is found that, regardless of its market share, individual firm in a market tends to favor a community network. The analysis also shows there exist some possibilities that these community networks can trap the market in an inferior state when better alternatives are available to yield greater social welfare.

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Game Theory and a Study on Fishery Co-operation System in the Seas Surrounding Korea (게임이론과 한반도를 둘러싼 수산자원의 협력적 관리체계에 관한 연구)

  • Kang, Joon-Suk
    • The Journal of Fisheries Business Administration
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    • v.49 no.3
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    • pp.49-65
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    • 2018
  • The main purpose of this study is to explain fishery relation in the seas surrounding Korea and how the Prisoner's Dilemma (PD), within game theory is applied to the region and suggest possible co-operative approaches in the region. The seas surrounding Korea are very productive fishing grounds with abundant fisheries resources because of the favourable marine environment, including its geographical features and physical oceanography. Nevertheless, Fishery relations among the coastal states in the region have been historically characterized by conflict rather than co-operation. Based on the PD game where there is always an incentive to do better by not co-operating, in order to ensure a share of the short-run benefits, fishing countries in the region have so far pursued the non-co-operative strategy of 'don't fish responsibly' rather than the co-operative strategy of 'fish responsibly'. Considering rapidly deteriorating situations in terms of fishery resources, regional co-operation among coastal states is urgently required to eliminate overfishing and increase fish stocks to sustainable levels. The West Sea/East China Sea and the East Sea, semi-enclosed seas, have unitary ecosystems, and many migratory fish species are shared between coastal states. Therefore, one countries' efforts alone cannot effectively manage and conserve the fishery resources and close co-operation among coastal states is required. The 1982 UN Convention and other international instruments emphasize the role of RFOs in managing and conserving capture fisheries and encourage states to establish Regional Fishery organizations (RFOs) or strengthen existing RFOs to facilitate conservation and management for fish stocks. Therefore, an international regime is worthy of serious consideration in that it provides fundamental advantages for the conservation of fish stocks for the fishery characteristic of the region.

A Study on Factors Influencing Attachment of Gamers to MMORPG On-line Games (MMORPG 온라인 게이머의 애착감 영향요인 연구)

  • Park, Seong-Taek;Lee, Han-Chul;Kim, Tae-Ung;Choi, Soo-Myung
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.109-119
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    • 2012
  • MMORPG online game business has emerged as the most lucrative entertainment industry, with over 10 million gamers in South Korea. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' attachment or affection, game contents-related and social interaction-related construct. We assume that game contents-related construct consists of storytelling, game-play method, contents-diversity and the sense of identification, and that social interaction-related construct includes information-sharing, gamers' empowerment and the word-of-mouth. Based on data collected from online questionnaire survey, the validity of the research model has been tested. The results show that contents-related construct influences the players' attachment, and that social interaction-related construct has no direct impact on the attachment. But social interaction-related construct has been shown to influence contents-related construct, implying the indirect impact on the players' attachment.

An Exploratory Study on the Impact of Contents Updates in Online Games (온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구)

  • Kim, Tae Ung;Kim, Daeyoung;Park, Seong Taek
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.147-155
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    • 2015
  • The objective of this research is to empirically analyze the impact of contents update or patch service in online game, being provided after delivery to correct faults and to improve performance of the game. Regression analysis is applied to the data set, where the weekly increase rate of playing times is dependant variable, and the time(week) and two types of contents updates are introduced as independent variables. Statistical results show that the time(week) negatively influences the weekly increase rate of playing times. But the impact of new contents generation and contents adjustment on the weekly increase rate of playing times is not statistically significant, implying that once online game is published, contents update has no significant impact on the playing times. Implications for game designs are provided as a conclusion.

Potential Risks Associated with eSportsmen Activities: an Empirical Study

  • Bonkalo, Tatyana I.;Stepanova, Olga N.;Latushkina, Elena N.;Kozlyatnikov, Oleg A.;Kumancova, Elizaveta S.
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.280-284
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    • 2022
  • The purpose of the study was to identify the level of development of gaming disorder among e-sportsmen as a potential risk of their activity. Three groups were formed for the study. The first group consisted of 102 e-sportsmen aged between 18 and 32; the second group consisted of boys of the same age who, according to preliminary questionnaires, played computer games fairly frequently - at least once a week (n = 102); the third group consisted of individuals of the same gender and age, but who did not share a passion for computer games (n = 102). The study was performed using semi-structured interview during which the respondents filled out the Computer gaming disorder questionnaire developed and tested by O.M. Vidova under our supervision. Our study showed that among 102 e-sportsmen, 82,3% did not have any computer gaming disorder, only some tendency thereto. While 17,6% of e-sportsmen were characterized by a pronounced gaming disorder. E-sportsmen who prefer strategies, less than all other e-sportsmen, tend to escape from reality and accept the game role, to express their emotions through the game, and in general have the lowest level of dependence on games. Additionally, strategic e-sportsmen are most likely to study the game thoroughly and to develop themselves with it. Many Starcraft e-sportsmen tend to explore the possibilities of the game in detail and, at the same time, protect themselves from escaping into virtual reality. The risk of computer gaming disorder among e-sportsmen is largely determined by their sports achievements, the type of sports activity (individual or team), and genre of the preferred computer game.