• Title/Summary/Keyword: Business Simulation Game

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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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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.

The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information (불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로)

  • Lee, Ki-Kwang;Kim, In-Gyum;Ko, Kwang-Kun
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.139-158
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    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

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

  • Kim, Dohoon
    • Asia pacific journal of information systems
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    • v.23 no.2
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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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The Effects of Emergent Leader on Team Cognitive Complexity and Team Performance

  • Choi, Kyoosang
    • Journal of the Korean Data Analysis Society
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    • v.20 no.6
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    • pp.2781-2792
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    • 2018
  • From a cognitive perspective, this study investigates the role of emergent leaders in developing team cognition and affecting team performance. With application of the cognitive complexity theory, this study hypothesizes that emergent leaders' cognitive complexity will be positively associated with team cognitive complexity, and that team cognitive complexity will be positively associated with team performance. In addition, team cognitive complexity is hypothesized to mediate the effect of the cognitive complexity of emergent leaders on team performance. To test the research hypotheses, data were obtained from 100 teams comprising a total of 339 undergraduate students who participated in a business simulation game. The findings of this study suggests that the cognitive complexity of emergent leaders is a significant predictor of team cognitive complexity, and that team cognitive complexity is positively related to team performance. Moreover, team cognitive complexity significantly mediates the effect of emergent leaders' cognitive complexity and team performance.

Moderating Effect of Learning styles on the relationship of quality and satisfaction in the context of Business Simulation Game (시뮬레이션활용 경영 교육의 품질요인과 성과에 대한 학습유형의 조절효과)

  • Ahn, Tony Donghui
    • Journal of Service Research and Studies
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    • v.7 no.4
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    • pp.151-164
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    • 2017
  • This study aims to explore the effect of quality factors and learning styles on users' satisfaction in the use of business simulation tools in business education. For this purpose, statistical methods such as reliability test, factor analysis, ANOVA, regression analysis were carried out using the survey data from university students. The quality factors of education using simulation were classified into contents, education environment, interpersonal activities, and instructor support while learning styles were classified into proactive, self-directed, environmental-dependent, and passive styles. The results showed that each quality factors of education using business simulation had a strong positive effect on user satisfaction. Proactive and environment-dependent group had higher satisfaction than other groups. Learning styles had moderating effects on the quality-satisfaction relationship, and the direction and degree varied depending on the quality factors and learning styles. Theoretical and practical implications were drawn from these findings.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • v.2 no.2
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

A Research Program for Modeling Strategic Aspects of International Container Port Competition

  • Anderson, Christopher M.;Luo, Meifeng;Chang, Young-Tae;Lee, Tae-Woo;Grigalunas, Thomas A.
    • Proceedings of the Korea Port Economic Association Conference
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    • 2006.08a
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    • pp.1-12
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    • 2006
  • As national economies globalize, demand for intercontinental container shipping services is growing rapidly, providing a potential economic boon for the countries and communities that provide port services. On the promise of profits, many governments are investing heavily in port infrastructure, leading to a possible glut in port capacity, driving down prices for port services and eliminating profits as ports compete for business. Further, existing ports are making strategic investments to protect their market share, increasing the chance new ports will be overcapitalized and unprofitable. Governments and port researchers need a tool for understanding how local competition in their region will affect demand for port services at their location, and thus better assess the profitability of a prospective port. We propose to develop such a tool by extending our existing simulation model of global container traffic to incorporate demand-side shipper preferences and supply-side strategic responses by incumbent ports to changes in the global port network, including building new ports, scaling up existing ports, and unexpected port closures. We will estimate shipper preferences over routes, port attributes and port services based on US and international shipping data, and redesign the simulation model to maximize the shipper's revealed preference functions rather than simply minimize costs. As demand shifts, competing ports will adjust their pricing (short term) and infrastructure (long term) to remain competitive or defend market share, a reaction we will capture with a game theoretic model of local monopoly that will predict changes in port characteristics. The model's hypotheses will be tested in a controlled laboratory experiment tailored to local port competition in Asia, which will also serve to demonstrate the subtle game theoretic concepts of imperfect competition to a policy and industry audience. We will apply the simulation model to analyze changes in global container traffic in three scenarios: addition of a new large port in the US, extended closure of an existing large port in the US, and cooperative and competitive port infrastructure development among Korean partner countries in Asia.

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Characteristics of Business based on 'Second Life' Simulation Game (가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 -)

  • Choi, Eun-Young;Suh, Dong-Ae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.198-206
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    • 2008
  • The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real money. Particularly, fashion industry's inherent nature of snagging on-line trading is no more, now, set to ready in the virtual world let alone various daily virtual items developed by individual programmers. The purpose of this study is, focused on the virtual second life, to introduce the model of fashion business in virtual world and overall informations regarding second life business systems so as to provide the fundamental data for opening the web.3.0 era. Further various fashion items in the virtual world, developed by individual programers, will be another boost for shaping another virtual fashion business genre.

A Study on the Effect of an Educational Entrepreneurship Simulation Game (교육용 창업 시뮬레이션 게임의 효과에 관한 연구)

  • Shim, Jae-Hu;Choi, Myeong-Gil
    • Proceedings of the KAIS Fall Conference
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    • 2010.11b
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    • pp.655-658
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    • 2010
  • 역량 있는 창업가를 양성하기 위한 체계적인 창업교육의 중요성이 강조되고 있으며, 강의 중심의 창업교육을 보완하거나 대체할 수 있는 수단으로서 창업 시뮬레이션 게임이 제안되고 있다. 이 연구는 창업교육 현장에서 활용될 수 있는 창업 시뮬레이션 게임을 제안하고, 참가자의 창업가적 자기 유능감, 창업에 대한 태도 등 다양한 변수를 시뮬레이션 게임 실시 전과 실시 후에 각각 측정하여 분석함으로써 창업 시뮬레이션 게임의 교육적 효과를 검증한다. 분석 결과, 사업계획 수립과 관련된 자기 유능감과 창업에 대한 태도가 시뮬레이션 게임 실시 후에 변화되었음을 알 수 있었다. 이 연구는 시뮬레이션 게임 방식으로 창업과정을 간접 체험하는 것이 교육적으로 효과가 있다는 점을 밝혔다는 점에서 의의가 있다.

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