• Title/Summary/Keyword: Change in Game Situation

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A system dynamics study on the Trust and Cooperation in the Policy Implementation Network (정책집행 네트워크에서의 신뢰와 협력생성에 관한 시스템다이내믹스 연구)

  • 박성진;맹보학
    • Korean System Dynamics Review
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    • v.1 no.2
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    • pp.61-89
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    • 2000
  • The purpose of this study is first, to find out what factors affect the cooperation and trust within the functions in the policy implementation network and in what mechanism these factors interact, second to investigate the whys to manage trust and cooperation successfully in the dynamic situation such as the network setting. For these purpose, this study reviews the concept and characteristics of policy implementation organizations, second, extracts the various factors affecting trust and cooperation in the network situation, third applies and analyzes the relationship among factors to system dynamics model based on the game theory. The results of this study could be summarized as follows: It was found that the utility change within the participants by persuasion & mutual understanding and change of rule would be leading to success in policy implementation network. Also bureaucratic management such as power enforcement does not have any good impact in the managing network. In this study, system simulation method tried to analyze the hypothesis. Quantitative and case analyses were not accompanied and analysis was limited to two-person game theory. So there is some doubt this results could be generalized to actual situation which is N-person game.

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Theoretical Background of Games for Social Change (사회 변화를 촉구하는 기능성 게임의 이론적 배경)

  • Chu, Jean Ho
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.55-64
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    • 2022
  • Serious games are developed under particular purpose. This study provides a theoretical background on serious games for social change as a basis for future experiments and practice. By examining the elements of games and related theories, narrative immersion and critical participation are identified as the two main experiences of games, which are realized through role play. Based on educational theories for behavioral and cognitive change, this study suggests to use role play as a strategy on serious games for social change. Analyzing the cases of serious games in Korea, this study concludes that participants are able to experience the context of the situation through role play.

Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Legal Issues and Improvements surrounding the Arcade Game (아케이드게임을 둘러싼 법적문제와 개선방안)

  • Noh, Jae-Chul;Ko, Zoon-ki
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.415-425
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    • 2016
  • Game industry is certain to change rapidly as its attribute. Therefore, It's not easy that the law response to reflect the technological change of game industry properly, and a new legal issue that is difficult to cover with the existing law. Recently, Court battle or cases about games are socially receiving attention. Nevertheless, Research accumulation about the legal action to response this is rare situation. The legal system that is related games mostly approach in the regulation and punishment of one-sided administration so far. Relatively, Approach from the game industry development and promotion act standpoint is low. Shrinking rapidly the current game industry is not an irrelevance to this. So It is necessary to reconstruct rationally in side that embrace with variety of views of members of the society and interests about current game-related laws, systems and regulation instruments. Access to how will develop competitiveness of the game industry in legal aspects and how will promote the balanced development between game industries are needed. The problems that needs to handle in legal aspect such as game development, game distribution, and game usage which in the part of the game industry are getting more and more in the future. Therefore, there is a need to review consistently in the legal aspect for the game industry promotion.

Chronological change of smart phone's games by pc oline games (PC온라인게임과 스마트폰 게임의 변화에 대한 연구)

  • Kang, Sung-gu;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.925-928
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    • 2014
  • Currently, smart phone game's advances are going to more similar to the development of a computer games. there are many similar portions between an affinity for the genre of the game and the kind of developed game, which smart-phone technology is going to reach the computer's ability. In this paper, According to the pc online games and mobile game's graphics technology and the development of the network, there are analysis about An preference of the game by the user by the chronological situation, and about factors of results of preferred direction by the user.

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A Study on the Application of Color as Process of Symbolic Metaphor in the Game Storytelling (게임 스토리텔링에서 상징적 메타포로 작용하는 색채의 역할)

  • Cho, Yoon-Kyung;Han, Hye-Jeong;Kim, Kyu-Jung
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.41-48
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    • 2008
  • If an association for a color develops and comes to form any kind of common idea, a symbolic meaning is given to the color. It is called' symbolism of color' that color builds up an abstract general idea, an emblem, feeling except things concrete. The color of game is the visual element that one can be immersed in the game, the image which act as important meaning, the attribute of light, and visual perceptional factor. With form, motion, light and shade, the color function importantly as media which express a person and person's circumstance. In game, the color is used symbolically to suggest not only mental change of character but also the situation, mood, attribute and strength of energy. These transmission of meaning express symbolism of the color iconically. So, the color for image express of game take on universality. This study research that focus on how the symbolical meaning of the color is reflected in game.

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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 Case Study on the Teaching Method of the "Noise" Unit (소음 단원의 교수-학습 모형 개발 및 적용에 관한 현장 연구)

  • 송호열
    • Hwankyungkyoyuk
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    • v.15 no.2
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    • pp.14-29
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    • 2002
  • The environment of the world becomes deteriorated rapidly as the result of the development of technology, the increase of the standard of living, and the growth of population. These circumstances called for environmental education in Korea, creating an environment course in the middle and high school in 1995. Despite the increasing importance of environmental education, however, the situation has not developed in its favor because of the current system of the university entrance examination. The school has failed to develop the curriculum of environmental education in the secondary education. This paper solves this problem internally in terms of the improvement of the contents, organization, teaching method (role-playing game), and teaching materials of environmental education, with a case study of the “noise” unit in 10th grade. This case study expects to change the attitude toward noise, increase the interest and knowledge in environment, and lead to responsible environmental behavior.

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A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games (양면게임 이론으로 분석한 한국GM 경영정상화 협상연구)

  • Lee, Ji-Seok
    • Korea Trade Review
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    • v.44 no.1
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    • pp.31-44
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    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.