• Title/Summary/Keyword: Business Management Game

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The Strategical Scenario Analysis for the Efficient Management of Resource in Open Access (공유자원의 효율적 경영을 위한 전략적 시나리오분석)

  • Choi, Jong-Du
    • The Journal of Fisheries Business Administration
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    • v.42 no.3
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    • pp.31-39
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    • 2011
  • This paper attempts to extend such analysis to the rather more difficult problem of optimal management of transnational fish stocks jointly owned by two countries. Transboundary fish such as Mackerel creates an incentive to harvest fish before a competitor does and leads to over-exploitation. This tendency is especially poignant for transnational stocks since, in the absence of an enforceable, international agreement, there is little or no reason for either government or the fishing industry to promote resource conservation and economic efficiency. In the current paper I examine a game theoretic setting in which cooperative management can provide more benefits than noncooperative management. A dynamic model of Mackerel fishery is combined with Nash's theory of two countries cooperative games. A characteristic function game approach is applied to describe the sharing of the surplus benefits from cooperation and noncooperation. A bioeconomic model was used to compare the economic yield of the optimal strategies for two countries, under joint maximization of net benefits in joint ocean. The results suggest as follows. First, the threat points represent the net benefits for two countries in absence of cooperation. The net benefits to Korea and China in threat points are 2,000 billion won(${\pi}^0_{KO}$) and 1,130 billion won(${\pi}^0_{CH}$). Total benefits are 3,130 billion won. Second, if two countries cooperate one with another, they reach the solution payoffs such as Pareto efficient. The net benefits to Korea and China in Pareto efficient are 2,785 billion won(${\pi}^0_{KO}$) and 1,605 billion won(${\pi}^0_{CH}$) or total benefits of 4,390 billion won : a gain of 1,260 billion won. Third, the different price effects under the two scenarios show that total benefit rise as price increases.

Irrational Factors Affecting the Purchase of Online Game Items

  • Lee, Jongwon;Lee, Jemin Justin;Park, Ji Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.2
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    • pp.626-642
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    • 2018
  • Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the purchasing behavior of consumers involves not only making rational decisions, but also making irrational decisions. Hence, their purchase behavior is affected by propensities for conspicuous consumption, impulsive consumption, and habitual consumption. Playing games can be highly addictive, and players often display such addictive behaviors. Our study explored both the rational and irrational factors in purchase behavior to understand how they are associated with purchasing game items. A total of 366 pieces of data were collected from Korean online game users through a survey. Regression analyses of the collected data showed that the behavior of buying game items was influenced not only by the intention to purchase which is a rational factor in consumption, but also by such irrational factors as habit, impulse, and ostentation which should be further emphasized in future studies.

Analysis of Network Neutrality in Two-sided Markets Using Game Theory (게임이론에 의한 양면시장에서의 망중립성 분석)

  • Oh, Hyung Sool;Lee, Jae Ha
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.41 no.3
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    • pp.162-169
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    • 2018
  • Net neutrality, which has not been a problem, has recently become a problem for ISPs (Internet Service Providers), and their complaints have been paid by domestic platform companies, but overseas global IT companies such as Google and YouTube, generate huge revenues from domestic markets. In this situation, domestic IT companies claim that it is natural to impose more expensive charges or restrict speed on users who generate huge traffic. On the other side, however, the telecommunication network has become an essential public good that is essential to our everyday life, and because it has been given a monopoly position by a private company to efficiently respond to the explosive demand for telecommunication services, It is necessary to provide equal and universal service and fulfill public duty. In this paper, we deal with the network neutrality problem, focusing on the price elasticity between the CP (Contents Provider) and the ISP, rather than the user who is one side of the two-sided market for the already saturated satellites communication market. We present a game model that determines the optimal price for each platform by Nash equilibrium and analyze how the net neutrality affects CP according to the change of exogenous variables through the proposed game model.

A Study on the Corporate Management Strategy of OTT Service: Focusing on Coupang Play

  • Jae Hyun, Cho;Min Jung, Kang
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.150-156
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    • 2023
  • In a recent study, the phenomena of attention being drawn to the media business, particularly over-the-top (OTT) services, was the focus. Particularly, after the Squid Game was broadcast in September 2021, the total number of Netflix users had topped 213.6 million since the company first entered the domestic market. Domestic companies have also introduced OTT services like 'Wave', 'Tving', and 'Watcha Play' to capitalize on this market trend. However, questions persist about how Korea's native OTT providers, both large and small, are being harmed by Netflix's strong financial position and massive content quantity. In order to offer realistic performance metrics, we analyze Coupang Play among domestic OTT service providers after reviewing the business model and management strategy of representative OTT service firms.

Measuring Industry Regulations Using an Agent-based Model: The Case of Online Games in Korea

  • Taekyung Kim;Seongmin Jeon;Jongil Kim
    • Asia pacific journal of information systems
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    • v.29 no.2
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    • pp.165-180
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    • 2019
  • As game industry prospers, the negative side of games becomes highlighted as well as its contributions to economy growth. In spite of strong arguments for the necessity to regulations as a means to decrease addiction or overindulgence, research has produced future suggestions rather than quantifiable evidence. In this paper, we propose adopting a simulation approach in addition to quantitative approaches to better understand optimal regulatory levels since a simulation approach can visualize unexpected side effects of regulations. In this study, we suggest the application of an agent-based model (ABM) as a smart service to measure the effects of regulatory policies. We review cases applying ABM in various domains and consider the possibility of using an ABM to understand the effectiveness of web board-game regulations. We find that the ABM approach would be useful in several areas, such as the analysis of regulatory effects that reflect a variety of characteristics, the measurement of micro-regulatory effects, and the simulation of regulations.

The Case of Fusion-based Education Game for Game Design (게임 디자인을 위한 융합 기반의 교육용 게임 접근 사례)

  • Eun, Kwang-Ha
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.557-562
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    • 2014
  • Recently, to make game gotten out of negative perception of game addiction and gradually established as an immersion-centric and ositive and new game culture of the digital era from a culture perspective, the necessity of development of game composed of various materials has been emerging. In other words, the important part to make the environment of game industry which is growing into a higher value-added business expanded in a short space of time as the base culture together with the public in cultural aspects is the development of game material which enables more various objects to approach besides the development of material focused on profit. Above all things, it is the easily accessible material through fusion sith the diverse contents by using elements of interaction, function, system which game itself has. In this connection, this study suggested design approach process ti fuse the material of positive function into game and also proposed the development case ay each level.

Business Processes Automation and Analysis Techniques by Using BPM and SOA (BPM과 SOA기반의 비즈니스 프로세스 자동화와 분석기법)

  • Lee, Chung-Hun;Lee, Jong-Hak;Seo, Jeong-Man;Cho, Wan-Sup
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.4
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    • pp.171-178
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    • 2009
  • Recently, a combination of Business Process Management (BPM) and Service Oriented Architecture (SOA) is being recommended as the best approach for automating large business systems. And the need to create meaningful information from daily operational data is increased today. In this paper, we propose a methodology for automating business processes based on the BPM-SOA convergence trend and verify the methodology by implementing the project management business process. BPM-SOA convergence provides higher extensibility and productivity due to the loosely coupled system construction and maintenance. The system has good properties for frequent process changes and reuse of duplicate processes. We then analyze extensibility of the system as new business processes are added to the existing system. We finally analyze the data generated by BPM by using SAP business intelligence to support management's decision making and strategy. Business intelligence provides not only useful data for business decisions but also chance to optimize the business processes.

An Evaluation for Comparative Advantage in the Steel Industry

  • Lee, Jae-Sung
    • The Journal of Economics, Marketing and Management
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    • v.6 no.3
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    • pp.1-9
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    • 2018
  • Purpose - Current society is competitive society. Rules of the game is applied to every kind of aspects not only business but also academic matters. This research is to analyze competitiveness between China and USA by use of trade related data together with revealed comparative advantage index(RCA) including trade specialization index(TSI). Research design, data, methodology - Per economic phase, both China-USA have mutually complementary character. That's why it is significant to analyze this 2 country's important industry. From our economic viewpoint, Both 2 economic powers should cooperate to achieve partnership in the steel business industry under the severe business competition. Results - This paper will provide which country is more comparatively advantage in case international business is held. Especially, steel industry is in a sense technology related business. Therefore, tied-up up-to-date advanced know-how and technology should be developed to be a leader for one of major industries in the world market. Conclusion - Among those various phenomena, this paper categorizes international business and research boundary is international trade contract. It is available to find out how to cooperate securing permanent and reliable business provider and supplier is essential and eminent for the successful accomplishment in the world steel market.

The Effectiveness of CRM Approach in Improving the Profitability of Korea Professional Baseball Industry Measured by Entropy of ID3 Decision Tree Algorithm

  • Oh, Se-Kyung;Gwak, Chung-Lee;Lee, Mi-Young
    • Journal of Information Technology Applications and Management
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    • v.18 no.3
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    • pp.91-110
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    • 2011
  • Korea professional baseball industry has grown to take the lion's share of the domestic sports industry, but still does not make break even. The purpose of this study is to examine the financial impact of adopting the Customer Relation Management (CRM) approach on the profitability of Korea professional baseball industry. We use a measuring tool called entropy used in ID3 decision tree algorithm. In the paper, we specify five the most important factors that affect spectator satisfaction based on the previous literature, perform survey analysis, calculate entropy values, and find the results. We predicted the change in revenues when we adopt CRM by checking the spectators' willingness to pay more when the conditions of each factor are improved. We find that we can reap significant fruits of the effect of CRM introduction through enhancing 'game content factor' and 'game promotion factor' among the five factors. We also find that we can increase the revenues of domestic professional baseball teams to 2.4 times or 2.1 times the current level if we manage intensively those two factors respectively. It is very surprising to see that the improvement in total revenues makes both ends meet for domestic professional baseball teams. This clearly demonstrates the effectiveness of CRM approach in improving the profitability of organizations.

NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.