• 제목/요약/키워드: Business Management Game

검색결과 180건 처리시간 0.03초

소셜커머스 생태계의 게임 분석 (A Game Theoretic Analysis of Social Commerce Ecosystem at the Crossroads)

  • 김도훈
    • Asia pacific journal of information systems
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    • 제23권2호
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    • pp.67-86
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    • 2013
  • This study first provides a stylized model that captures the essential features of the SC (Social Commerce) business and the competition process. The model focuses on the relationship between key decision issues such as marketing inputs and market value. As more SCs join the industry, they are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing and advertising expenditure. This type of competition may lead the industry away from its optimal development path, and at worst, toward a disruption of the entire industry ecosystem. Such being the case, another goal of this study is to examine the possibility that the ToC (Tragedy of the Commons) may occur in the SC industry. We build game models, each of which assumes homogeneity and heterogeneity of SC providers, respectively, and derive explicit equilibrium solutions from both models. Our basic analysis presents Nash equilibria in both models and shows that SC providers are inevitably faced with fierce competition, which may lead to sharp increase in the total marketing expenses. We also compare the game outcomes with one with a hypothetical social planner who determines the total marketing level that optimizes the entire market value. Then, ToC can be defined to describe the situation where the total marketing efforts exceed the socially optimal level of marketing efforts. In both models, we examine the possibility of the ecosystem disruption and specify the conditions under which ToC may occur. However, the chance of avoiding ToC is higher with heterogeneous players than with homogeneous players. To supplement our analytical results, we develop a simulation model which incorporates a market dynamics based on the gap between actual marketing efforts and socially optimal marketing level. Simulation experiments present some lessons and insights which also confirm out findings from equilibrium analysis. For example, heterogeneity in SC providers alleviates the severity of ToC and makes it faster for survivors to escape from the ToC trap. As a result, the degree of industrial concentration tends to increase, which also explains the 'rich-get-richer' phenomenon observed in some empirical studies on the SC industry. Lastly, based on our analytical and experimental results, we come up with some measures to avoid ToC and overcome the shortcomings intrinsic to the current business model. And further discussions provide strategic implications and policy directions to overcome the possible trap of ToC in this ecosystem, and eventually help the industry to sustainably develop itself toward the next level. To name a few examples of policy measures, regulations on the marketing activities so that the overall marketing expenses cannot go beyond the socially optimal level; institutional guidelines and rules to straightening up the distortions in the way that SC providers view the marketing costs (the current marketing costs are underestimated, thereby encouraging SC providers to increase marketing expenditure); and so on.

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생산자의 직접경로인 전자상거래 도입이 전통적 독립중간상과 시장에 미치는 영향 (The Impact of the Manufacturer's E-business through Direct Internet Channel on the Incumbent Independent Physical Store and the Market)

  • 유원상
    • 한국경영과학회지
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    • 제34권3호
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    • pp.165-177
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    • 2009
  • The purpose of this study is to investigate the impact of the Internet channel introduction on the channel composed of a monopoly manufacturer and an independent physical retailer. This study also examines what would be the best strategy for the Independent physical retailer to respond to the new internet channel entry. The game theoretic model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an internet store. The audition of the internet store to this channel system results in a mixed channel comprised of two different types of channels. The new internet store is launched by the manufacturer. The results show that an Internet channel entry has the following impacts on the existing channel members. First, the manufacturer's internet channel introduction mitigates the double marginalization problem of the traditional channel. Second, the manufacturer could enhance Its channel power by introducing its own internet channel while it diminishes that of the incumbent independent physical retailer. Third, manufacturer's adding a new internet store leads to a higher demand. Finally, with its own internet direct channel, the manufacturer has an opportunity to practice price discrimination. The manufacture leaves only those with a strong preference for the physical store to be served by the Independent physical store. The results suggest that the independent physical store's best strategy to the entry of the manufacturer's Internet channel is to focus on the consumers who are highly loyal to the physical store while maintaining a high retail price.

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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    • 제10권1호
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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.

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

  • 정화영
    • 한국게임학회 논문지
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    • 제2권2호
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    • pp.113-119
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    • 2002
  • 인터넷 기술의 발전과 함께 급진전한 디지털경제는 그 적용분야에 따라 B2B, B2C, A2B등의 많은 부류를 형성하였다. 또한, 고객의 요구사항에 맞추어 전자상거래 시스템 구축기술도 객체지향기반에서 컴포넌트기반의 개발방법으로 도입되고 있으며, 개발환경은 기존의 C/S(Client/Server)환경에서 3-Tier, 웹 기반 아키텍처등으로 변화, 도입되고 있다. 이러한 배경으로 본 논문은 전자상거래에 사용될 수 있는 좌석 예약 및 확인 시스템을 다중서버환경에서 구현하였다. 이는, 분산환경에서 효율성을 높이기 위해 해당 중요 로직은 서버 컴포넌트 모델인 EJB를 활용하였고, Main Server를 위해 Resin Server환경의 Servlet을 이용한JSP와Java를 통하여 구현하였다. 따라서, EJB를 이용한 독립 컴포넌트를 통하여 전자상거래 시스템 로직사이의 독려성을 높였으며, 분산된 EJB서버를 통하여 해당 메소드를 호출함으로써 서버의 부하를 줄이고, 각 로직자원들을 효율적으로 관리할 수 있도록 하였다.

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배타적 경제수역의 확대와 자원의 효율성: 전략적 확대와 로비의 경제적 효과 (Exclusive Economic Zone Expansion and Resource Efficiency: Strategic Expansion and the Effects of Lobby)

  • 김은채
    • 수산경영론집
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    • 제26권1호
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    • pp.29-40
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    • 1995
  • Since the coastal countries, such as Unite States and other Latin America countries, proclaimed their 200 nautical mile Exclusive Economic Zone, these countries have attention to the need to develop effective coastal management and resource conservation But these countries often perceive themselves as being in competition with each other for profitable for the expansion of the vested EEZ. In such a situation, Exclusive Economic Zone expansion can appear as attractive policy tools in a coastal fishing firms in a noncooperative rivalries with pelagic countries, enable them to expand their fishing share and earn more profits. In reality, the coastal countries strategic Exclusive Economic Zone expansion change the initial condition of the game that both countries' fishing firms play. In this case, the coastal countries' fishing, such as South Korea, Japan and others, act as a followers. As result, the coastal countries' welfare is improved because of pelagic countries profit share shifts to the coastal countries profit share. In this paper, we find that coastal countries strategic EEZ expansion policy may not improve the coastal contries welfare if the shifting profits are dominated by the direct lobbying costs and related resource depletion.

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The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
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    • 제32권2호
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    • pp.249-274
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    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

감성분석 기반의 게임 소비자 온라인 구전효과 연구 (A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis)

  • 정근웅;김종욱
    • 디지털융복합연구
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    • 제16권3호
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    • pp.145-156
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    • 2018
  • 배급사가 소매점을 통해 게임을 유통했던 과거와 다르게 현재는 디지털 콘텐츠인 게임을 온라인 기반의 유통채널을 활용하여 판매를 실시하고 있다. 본 연구는 온라인 디지털 콘텐츠 유통 채널인 스팀(Steam)에서 판매되는 게임의 판매량에 대해서 eWOM(전자구전효과)의 요인들이 어떤 영향을 미치는지 분석한다. 최근 빅데이터 기반의 데이터 마이닝 기법을 이용한 연구가 많이 진행되고 있는데, 본 연구에서 eWOM의 요인 중 각 리뷰의 감성을 분석할 수 있는 텍스트 마이닝 기법인 감성분석을 실시하여 eWOM의 감성지수를 도출한다. 감성분석은 나이브 베이즈(Naive Bayes)와 지지벡터기(SVM) 분류기를 활용하고, 정확도가 높은 지지벡터기(SVM) 분류기를 통해 감성지수를 산출한다. 도출한 감성지수와 eWOM의 크기인 각 게임의 리뷰의 수, eWOM의 평점인 각 게임의 유저점수를 독립변수로 하여 종속변수인 판매변화량에 대해서 회귀분석을 실시한다. 회귀분석 결과, 독립변수인 eWOM의 크기와 eWOM의 감성지수가 종속변수인 판매변화량에 영향을 미치는 것을 확인하였다. 본 연구는 연구결과를 통해 국내 게임 기업들이 스팀을 기반으로 해외진출 시 판매량에 영향을 미치는 eWOM의 요인들을 제시할 수 있는 시사점을 가진다.

국제물류관리와 전자적물류정보의 경쟁요인에 관한 실증연구 (An Empirical Study on the Competition Factor Electronic Logistics Information and International Logistics Management)

  • 곽현
    • 통상정보연구
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    • 제9권2호
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    • pp.257-283
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    • 2007
  • As Global industrial structure is diversified, multinational corporations accomplished fast internationalization to introduction of new management policy by development of an IT technology. Enterprise' business environment is changing transcending border. To overcome raging waves of change accident and to be secured enterprise's future, the logistics is recognized the third profit source joining in curtailment of sale enlargement, production cost. To seek cost saving or reform in logistics class that is last area of pursuit of profits within ancient city life in the fast lane from these viewpoint, importance of study that integrates and manages international logistics bases supply neck walk is emphasized. Specially, to meet on in terms of competitive power security regarding curtailment of logistics cost is available through link between logistics bases, various consumer's request, merchandise and service logistics management that supply fixed quantity as is reliable in right place at good season was embossed by point game plan of business management, and SCM efficiency anger of mortification international logistics activity importance of study that see at that dominate competitive advantage point bring. This study analyzes interrelation and presents model for integration of international logistics bases supply network with supply network habit at factor and supply chain, and supply network activity in integration of supply chain process and production. Also, it establishes following method of study to achieve study purpose for actual proof analysis for integration sequence of international logistics bases supply network. Specially, immersion of network and supply network, very high interrelation appeared by thing which is with international logistics base supply network integration. The integration of international logistics base supply network means that the enterprises which give trust and sincerity deal with market environment change positively and can decide proceeding of various cooperative work. Also, it means the possibility by necessity of cooperative relation and interdependence to continuous immersion and normative immersion, for the maintain of long business relations.

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오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구 (User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities)

  • 권희정;김진우
    • 경영정보학연구
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    • 제12권3호
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    • pp.75-88
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    • 2010
  • 스마트폰 사용자를 대상으로 하는 시장에서 오픈마켓운영에 의한 비즈니스 모델은 다음의 몇가지 중요한 요소에 의해서 결정된다. 첫째, 효과적인 기술기반 플랫폼을 개발자들에게 제공함으로써 기업영역 이외의 개발자들이 쉽게 익히고, 응용하고, 개선할 수 있는 환경을 구축하도록 한다. 둘째, 첫째 조건에 의해서 많은 재능 있는 개발자들이 특정 플랫폼의 오픈마켓에 참여하게 되면, 이들의 어플리케이션을 이용하는 고객층이 충분히 확보되고, 따라서 지속적으로 새로운 개발참여자들을 유도할 수 있는 어플리케이션 수익시장이 성장한다. 셋째, 플랫폼 제공자와 어플리케이션 제공자, 그리고 어플리케이션 제공자와 어플리케이션 사용자의 신뢰관계가 구축될 수 있는 평가시스템 및 사용자 커뮤니티 시스템이 앞 선 수익시장의 성장을 지속시키고 더욱 향상시키는 역할을 하게 된다. 본 논문은 이와 같은 오픈마켓 기반 비즈니스 모텔의 요건을 검토하고, 특히 세 번째 단계의 현상을 실증적 자료를 통해 분석하여 봄으로써 오픈마켓시스템 내에서의 사용자 혁신의 역할과 그 위임적 특성의 중요성에 대해서 검토해 보고자 한다. 특히 사용자 평가시스템 및 사용자 피드백 시스템을 제공하고 있는 스마트폰 소셜게임 커뮤니티를 중심으로 소셜게임 네트워크의 사용자 참여적 기제에 대한 역할과 유용성을 중심으로 검토할 것이다. 이와 같은 연구에 대한 효과적인 접근방법으로서 복수 내재형 사례연구방법을 이용하여 자료를 수집하고 분석하였다. 이와 같은 소셜게임 네트워크구조의 사용자 혁신 위임 모형은 오픈마켓시스템 내에서 사용자의 역할과, 그 특성에 의한 미래 ICT의 발전양상을 가늠하는 연구문제로서의 의의를 가진다.

온라인상의 기업 및 소비자 텍스트 분석과 이를 활용한 온라인 매출 증진 전략 (Linking Findings from Text Analyses to Online Sales Strategies)

  • 김지연;조우용;최정혜;정예림
    • 한국경영과학회지
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    • 제41권2호
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    • pp.81-100
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    • 2016
  • Much effort has been exerted to analyze online texts and understand how empirical results can help improve sales performance. In this research, we aim to extend this stream of research by decomposing online texts based on text sources, namely, companies and consumers. To be specific, we investigate how online texts driven by companies differ from those generated by consumers, and the extent to which both types of online texts have different effects on online sales. We obtained sales data from one of the biggest game publishers and merged them with online texts provided by companies using news articles and those created by consumers in user communities. The empirical analyses yield the following findings. Word visualization and topic analyses show that firms and consumers generate different contexts. Specifically, companies spread word to promote their own events whereas consumers produce online words to share winning strategies. Moreover, online sales are influenced by consumer-generated community topics whereas firm-driven topics in news articles have little to no effect. These findings suggest that companies should focus more on online texts generated by consumers rather than spreading their own words. Moreover, online sales strategies should take advantage of specific topics that have been proven to increase online sales. In particular, these findings give startup companies and small business owners in variety of industries the advantage when they use the online channel for distribution and as a marketing platform.