• Title/Summary/Keyword: Business Simulation Game

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A Study on Usage and Demand of the Business Simulation Game, and Design of the Course Model (경영시뮬레이션게임의 활용실태와 교과모형)

  • Lee, Jae-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.1
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    • pp.73-86
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    • 2012
  • This study has the purpose to increase the suitability for the introduction and operation of the curriculum utilizing business simulation games from university education. So we investigated about the usage in management education department of domestic and foreign universities, institutions target for enterprise level education, and giant companies such as Samsung and LG. We surveyed about the demand of it from college students at the management and engineering departments and then designed two basic course models. As research methods, literature research, on-site experts and operators interview on domestic enterprises and institutions of representative companies was conducted. We analysed the course syllabi of some domestic and about 50 foreign universities utilizing it with the literature review. Then we analysed the result of usage investigation and demand survey. According to the results, the relatively small number of universities and corporate institutions compared to U.S. were utilizing it for their training courses in short-term and partial Lab. Results are expected to be used in the training courses of business administration in universities and corporate.

A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.535-540
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    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

Policy Diffusion in The Beer Game

  • Duggan, Jim
    • Korean System Dynamics Review
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    • v.5 no.2
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    • pp.175-197
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    • 2004
  • The research studies the classic beer game simulation model from a new perspective. It does so by providing each agent with two ordering policies, and creating a set of rules that allow an agent to change its policy. Such a change is triggered based on an agent's confidence in their own performance, and on the relative confidence of their nearest neighbour. The overall effect is that policy diffusion can occur, where, under certain circumstances, an agent will mimic the behaviour of its neighbour, if it believes that its neighbour is performing better. The motivation behind this research is to provide an experimental base upon which the decision making strategies of business agent can be studied.

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Feasibility Analysis and Curriculum Design for the Business Simulation Learning (경영 시뮬레이션 학습의 타당성 분석 및 교수모형 설계)

  • Lee, Jae-Won;Park, Jin- Meyoung
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.309-323
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    • 2009
  • Business simulation learning is a business education method of the software applications that applied for the university's management training. Its interest is increasing as management training tools to simulate the virtual enterprise and to learn the business management knowledge, management skills, experience and problem-solving. This research was done for the feasibility analysis and management education model design of the business simulation learning. As a prior research to the introduction and operation of the university's business simulation learning curriculum, the need and literature research on the possibility recognition of classes for college students and corporate executives, a demand survey research and analysis was done and discussed the necessity and possibility of the business simulation learning for the industry and universities education area. In addition, we designed a curriculum of the business simulation learning and presented some of education models of management for the university's management training purpose by using the results of the survey research and literature analysis.

A Study of Analyzing Realtime Strategy Game Data using Data Mining (Data Mining을 이용한 전략시뮬레이션 게임 데이터 분석)

  • Yong, Hye-Ryeon;Kim, Do-Jin;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.59-68
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    • 2015
  • The progress in Information & Communication Technology enables data scientists to analyze big data for identifying peoples' daily lives and tacit preferences. A variety of industries already aware the potential usefulness of analyzing big data. However limited use of big data has been performed in game industry. In this research, we adopt data mining technique to analyze data gathered from a strategic simulation game. Decision Tree, Random Forest, Multi-class SVM, and Linear Regression techniques are used to find the most important variables to users' game levels. We provide practical guides for game design and usability based on the analyzed results.

Gambler's Fallacy Bias on the Supply Chain (도박사 오류 바이어스가 공급사슬에 미치는 영향에 관한 연구)

  • Moon, Seong-Am;Park, Young-Il;Seok, Sun-Bok
    • Korean System Dynamics Review
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    • v.12 no.4
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    • pp.157-175
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    • 2011
  • The purpose of this paper is to find out the effects of the gambler's fallacy bias on the supply chain. For this study, the simulation was based on a casual structure of the Beer Distribution Game from Sterman(2000)'s Business Dynamics and designed into 2 different models : the first model carries the exact same structure as the reference mentioned above and for the second model, the comparison model is used reflecting gambler's fallacy bias. Each model has 2 different demand patterns. The 4 cases of models was tested with 1,000 different random number seeds. The results for the simulation are following : In the aspect of the inventory and out of stock, the basic model resulted better than the comparison. However, in the bullwhip effect, the comparison model has less than the basic in terms of the level demand pattern. But there was no significant difference in the cycle demand.

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Decision-Making based on Uncertain Information in a Beer Distribution Game U sing the Taguchi Method (맥주매송게임에서 다구찌 방법에 의한 불확실 정보 기반 의사결정 연구)

  • Lee, Ki-Kwang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.3
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    • pp.162-168
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    • 2010
  • Information is known to be a key element for the successful operation of a supply chain, which is required of the efficient ordering strategies and accurate predictions of demands. This study proposes a method to effectively utilize the meteorological forecast information in order to make decisions about ordering and prediction of demands by using the Taguchi experimental design. It is supposed that each echelon in a supply chain determines the order quantity with the prediction of precipitation in the next day based on probability forecast information. The precipitation event is predicted when the probability of the precipitation exceeds a chosen threshold. Accordingly, the choice of the threshold affect the performances of a supply chain. The Taguchi method is adopted to deduce a set of thresholds for echelons which is least sensitive to changes in environmental conditions, such as variability of demand distributions and production periods. A simulation of the beer distribution game was conducted to show that the set of thresholds found by the Taguchi method can reduce the cumulative chain cost, which consists of inventory and backlog costs.

Design of Baseball Simulation Game Development Using Sensor Technology (센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계)

  • Kim, Do-Goan;Nam, Soo-tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.199-201
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    • 2013
  • 'Sportainment' like Golfzon, which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcome many limitations such as time and place in real sports. For ultimately developing baseball simulation game as 'sportainment', this paper as the early stage suggests the system which can analyze pitching and swing. Unlike speed-gun measurement for moving ball, it uses sensor technology to take information of ball speed and movement and reproduces graphic screen based on the information collected from sensors with graphic technology. Hitter's swing and hit-ball can be measured in the similar way. This baseball simulation game is expected to develop as one of successful indoor spotainment businesses such as Golfzon.

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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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Development of Social Network Game Engine based on ActionScript (액션 스크립트 기반의 소셜 네트워크 게임엔진의 개발)

  • Woo, Chong-Woo;Kim, Dae-Ryung
    • Journal of Internet Computing and Services
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    • v.13 no.1
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    • pp.125-134
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    • 2012
  • As the social networking service (SNS), Facebook, and Cyworld, is developing, the social network game and social business commerce based on this service is activated. Especially, the Social Network Game (SNG) is getting explosive interests and it becomes popular, because it is small scale and user can enjoy the game among close friends. The market for this game is getting larger every year, but still it has some limitations in developing the game. Especially, the current game engine is aiming for developing online or console game, and there is no exclusive game engine for developing SNG. Therefore, it takes lots of time for developing SNG with this game engine. In this paper, we described a design and development of the game engine optimized for developing SNG, which not only adapts the main characteristics of the previous game engine, but also considers the specific characteristics of the SNG. The engine also supports map for the simulation game that is the most popular game in SNG, and also provides modules and tools for developing character animation easily. The evaluation standard for the performance of the game engine is the output generation speed of image, text and character. And the results showed reasonable output speed for developing the SNG in generation of image, text, and character.