• Title/Summary/Keyword: Business Management Game

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온라인 게임 플레이어의 사회적 정체성이 지속적인 게임 행동에 미치는 영향

  • Jo, Su-Ran;Mun, Jeong-Hun;Kim, Chi-Gyeong;Kim, Yong-Jin
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.634-639
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    • 2007
  • 본 연구에서는 MMORPG(Massively Multiplayer Online Role-Playing Game)의 게임 플레이어들을 상대로 길드원들간의 인지되는 상호작용과 사회적 정체성 이론의 세가지 표출 형태인 인지적, 감정적, 평가적 사회정체성과의 관계에 기반하여, 이 세가지 표출 형태와 플레이어의 게임 충성도의 영향 관계를 분석하였다. 분석결과 길드원간의 상호작용을 통해 형성된 사회정체성은 MMORPG 플레이어의 게임에 대한 충성도 형성에 기여한다고 나타났다. 이러한 연구결과는 온라인 게임 개발 업체가 게임플레이어들을 성공적으로 확보할 수 있는 게임 개발 전략 수립에 가이드라인을 제공해 줄 것이다.

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Effects on Users' Evaluation of Game Company's CSR Activities, Game Program Quality, and Brand Assets toward the Intention to Game Use: Focusing on NEXON (게임 기업 CSR 활동, 게임 프로그램 품질, 브랜드 자산에 대한 이용자 평가가 게임 지속 이용의도에 미치는 영향에 관한 연구: 넥슨을 중심으로)

  • Suh, Su Jeong;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.94-103
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    • 2021
  • The purpose of this study investigates how game users' evaluation on a game company's CSR activities, perceived quality of game programs, and its brand assets affect the intention to game use. Specifically, this study tries to find out the causal relations among variables as testing the hypotheses. Firstly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the brand assets. Secondly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the intention to game use. Thirdly, the effect of users' evaluation on a game company's CSR activities, the qualities of game programs, and the brand assets on the intention to game use. 367 college students were administrated to the survey. The results indicate that game users' evaluation on economic, ethical, and philanthropic responsibilities, except legal one have an effect on brand assets and intention to game use. Specially, on effects of the three independent variables(CSR activities, perceived quality, and brand assets) toward intention to game use, ethical responsibility and brand loyalty have statistically significant. This result confirms that game company's board of directors should consider ethical company management as well as CSR activities not as cost but as investment for increasing company's business profit.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

인트라넷(intranet)을 이용한 경영모의게임(Business Simulation Game)의 활용 및 효과

  • 김광용;이재호;이승렬
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1997.10a
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    • pp.68-70
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    • 1997
  • 본 연구의 목적은 정보산업의 발달로 급변하고 있는 교육환경하에서 인트라넷(intranet)을 활용한 경영모의게임(Business Simulation Game)의 활용방안을 제시하고, 이러한 수업이 갖는 장점 및 수업효과에 미치는 영향을 조사하였다. 즉, 학생들이 팀을 이루어 게임을 하는데 있어 남녀별, 직장경험별, MBTI의 특성 별, 팀 구성원의 수의 차이에 따른 게임 성과 및 수업효과와의 상호관계를 실증적으로 비교, 연구하여, 궁극적으로는 한국교육실정에 맞는 인트라넷을 이용한 경영 모의 게임의 개발을 그 목적으로 하고 있다. 근래에 정보 및 통신기술의 발전과 인터넷 사용의 보편화로 여러 가지 학문 분야에서 정보화 및 국제화가 많이 이루어져왔다. 특히 인터넷과 관련된 여러 가지 기술(technology)들을 적극적으로 통합, 활용하고자 하는 인트라넷(intranet)의 발전은 정보기술의 여러 학문 분야에서의 활용가능성을 더욱 높이고 있는 실정이다. 그러나 이러한 인터넷, 정보 및 통신기술의 교육현장에서의 활용 방안에 대한 많은 연구들은 실질적으로 그 이론적 배경 및 효과에 대한 깊은 연구없이 종래의 교육방법에 대한 대안 또는 보조 역할로서의 가능성만 제시하고 있는 형편이다. 따라서 본 연구는 첫째, 경영모의게임과 정보통신기술의 활용을 위한 학술진흥방안의 하나로서 인트라넷을 이용한 경영모의게임 과목의 구축및 수행에 관한 구체적인 절차를 제시한다. 즉 경영모의게임 구성은 어떤 모듈들이 어떻게 인터넷상에서 사용되었으며, 도한 게임의 운영은 어떻게 하는것이 바람직한가 등에 관한 연구이다. 둘째, 성별, 직장경험별, MBTI 특성별, 팀의 크기별로 게임성과 및 수업효과에 관한 실증적 연구를 함으로써, 게임 이론의 경영마인드 형성 및 정보화에서 예견 될수 있는 여러 가지 문제점 및 가능성을 지적하여, 한국문화 및 현실에 맞는 정보화를 이용한 경영모의게임 교육방안을 제시한다. 셋째, 본 연구는 의사결정지원 시스템(DSS), 전문가 시스템(ES), 전자우편(E-mail)등과 같은 정보기술의 교육현장에서의 활용방안 및 그 교육적 효과도 점검하였으며, 마지막으로 본 연구는 당면현실로 다가온 정보화 및 세계화의 기업환경에서 예견되는 몰입(committment)의 약화에 대한 치유방안으로서, 정보화된 경영모의게임의 기업 교육훈련 시스템(Business Training System)으로의 발전 가능성을 제시한다 하겠다.

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THE OVERPAYMENT IN MULTIPLE BIDDING (기업합병: 다수경쟁에서의 과잉지분에 대한 연구)

  • Lee, You-Tay
    • The Korean Journal of Financial Management
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    • v.14 no.3
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    • pp.319-339
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    • 1997
  • This paper provides an empirical analysis of the winner's curse in the context of corporate takeovers. The study analyzes conditions which make overpayment likely. For a sample of corporate takeovers completed between 1982 and 1993, the analysis shows that the volatility of targets relative to that of acquirers (not the uncertainty of the target or acquirer alone) has a definitive impact on the magnitude of the winner's curse. Also, the incidence is more pronounced in multiple-bidder than in single-bidder contests. Specifically, white knights are more likely to overpay than other acquirers in multiple bidding situations. Furthermore, the study finds that the process of competitive bidding is a zero sum game since the greater returns to the shareholders of target firms in multiple-bid contests come at the expense of the acquiring companies, Overall, the evidence suggests that the bidders need to become more conservative, particularly as the relative uncertainty of the target's 'true' value and the number of bidders increase.

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Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management (게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델)

  • Paik, Sihyun;Wen, Zhezhu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

An Empirical Analysis of In-app Purchase Behavior in Mobile Games (모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구)

  • Moonkyoung Jang;Changkeun Kim;Byungjoon Yoo
    • Information Systems Review
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    • v.22 no.2
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    • pp.43-52
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    • 2020
  • The mobile game industry has become the one of the fastest growing industries with its astonishing market size. Despite its industrial importance, a few studies empirically considered actual purchasing behavior in mobile games rather than the intention to purchase. Therefore, this paper investigates the key drivers of in-app purchase by analyzing the game-log dataset provided from a mobile game company in Korea. Specifically, the effects of goal-directed, habitual and social-interacted playing behavior are analyzed on in-app purchase. Furthermore, the recursive relationship with playing and purchasing behaviorsis also considered. The result shows that all suggested factors have positive impacts on in-app purchase in the current period. In addition, the effect of previous habitual playing has a positive impact, but the effect of social-interacted playing and in-app purchase in the previous period have negative impacts on in-app purchase of the current period. These findings can improve our understanding of the impact of game playing on in-app purchase in mobile games, and provide meaningful insights for researchers and practitioners.