• Title/Summary/Keyword: Gambling Industry

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Analysis of Horse Races: Prediction of Winning Horses in Horse Races Using Statistical Models (서울 경마 경기 우승마 예측 모형 연구)

  • Choe, Hyemin;Hwang, Nayoung;Hwang, Chankyoung;Song, Jongwoo
    • The Korean Journal of Applied Statistics
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    • v.28 no.6
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    • pp.1133-1146
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    • 2015
  • The Horse race industry has the largest proportion of the domestic legal gambling industry. However, there is limited statistical analysis on horse races versus other sports. We propose prediction models for winning horses in horse races using data mining techniques such as logistic regression, linear regression, and random forest. Horse races data are from the Korea Racing Authority and we use horse racing reports, information of racehorses, jockeys, and horse trainers. We consider two models based on ranks and time records. The analysis results show that prediction of ranks is affected by information on racehorses, number of wins of racehorses and jockeys. We place wagers for the last month of races based on our prediction models that produce serious profits.

The Analysis for Web-board Game Policy in China : The Case Study for 'Bianfeng' Game (중국 웹보드 게임 정책 분석: '비엔펑' 게임사례를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.436-443
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    • 2017
  • This research aims to inquiry the present state of online game industry and related laws and investigate the nature and feature of the web-board game policy through the case of web-board game operation in China. We reviewed China local literature of online mobile game industry and inspected foreign entry, copyright protection, safety audit, distribution, and shop in China laws related to online game. We examined the game operation of the most famous 'Bianfeng' game company among China web-board game and considered how the charge and exchange for game money is made at issue. The result was revealed that money exchange was made in twilight zone neither legal nor illegal due to dual feature of China law. It is an ambiguous judgment that did not take a strong prohibition. However, we found that minium regulation was gone just in case social trouble happened. The result of this research will expect to help Korea regulation authorities and game company that have plans to enter China market the guideline for game operation policy.

A Study on Private Investigator's Role against Digital Related Social Problems (디지털 관련 사회문제와 탐정의 역할)

  • Hur Myung Bum;Kim Kwon Ho;Yeom Keon Ryeong
    • Industry Promotion Research
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    • v.8 no.4
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    • pp.177-186
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    • 2023
  • Modern society is operated based on the internet, wireless networks, and digital devices to the extent that it is called a digital society. In particular, as most of financial transactions, information movement, and commercial activities are based online, various social problems and side effects related to this are increasing rapidly. Representative examples include industrial espionage activities and leakage of industrial technology, and social problems such as illegal goods trade such as drugs using online and online gambling are increasing to a serious level. These digital-based social problems cannot be solved only by the activities and capabilities of judicial institutions such as police and prosecutors. Now that the private investigation market is open, active intervention using them is necessary. To this end, it is necessary to actively cultivate private investigator's ability to investigate and collect evidence in relation to digital social and criminal problems. In addition, each private investigation education institution or association should actively invest and research this.

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
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    • v.19 no.1
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    • pp.123-145
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    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

A Case Study of eSports' NFT utilization and Discussion of Activation Plan (e스포츠의 NFT 활용 사례와 활성화 방안 논의)

  • JaeHun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.493-502
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    • 2023
  • The development of online content is changing the value of society very diversely and rapidly. In particular, the non-face-to-face e-sports industry is growing significantly in the current situation where the COVID-19 Pandemic has not been completely overcome. The use of NFT in the eSports industry is receiving positive reviews as a field with high potential for future growth that protects digital assets of eSports users, but at the same time, it is raising concerns that cash transactions of digital items could encourage gambling. In this study, the characteristics of the recent eSports industry and NFT were identified and classified through case studies using literature, official sites, and online news articles. Through various cases of eSports and NFT, we discussed the potential for future growth and activation plan of the NFT industry of eSports. The result is as follows. First, it is necessary to use NFT using IP of eSports event itself. Second, it is necessary to combine the functional role of the item with NFT to provide features that users can utilize. Third, it is necessary to provide users with opportunities to engage in economic activities using eSports and NFT. Finally, it is necessary to use NFT to strengthen the digital asset protection of eSports users. Through this study, it is expected to be used as a basis for further discussions on the NFT industry of e-sports and as a material for securing competitiveness.

Change of Value Chain and Current Issues in Game Items Real Money Trade (게임아이템 현금거래의 가치사슬 변화와 동향분석)

  • Han, Chang-Hee;Kim, Jung-Min;Park, Chae-Hee;Hong, Yu-Jin;Kim, Min-Kwan
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.45-56
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    • 2011
  • The concept, means, value chain, the persons concerned and possible issues of game item trading in cash are analyzed in this study. The trading is characterized by not only being performed with its own unique business model but also causing issues related to delicate social problems, such as digital contents distribution, work place and gambling. The way of game item trading in cash and its value chain have been changed with game market growth for the past years. I analyzed in this article the new concept of game item trading in cash that is different from the past. Also, analysis on several issues related to game item trading in cash is conducted.

A Study on Work and Family Life of Married Female Production Workers and Policy Implications(II) (대구지역 생산직 기혼여성의 취업 및 가족생활실태파악과 대책수립에 관한 연구(II))

  • 유가효
    • Journal of the Korean Home Economics Association
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    • v.30 no.1
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    • pp.283-309
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    • 1992
  • This study examines work and family life of married women employed in a manufacturing industry. Data were gathered from the use of fact-to-face interview method from a sample of 230 married working women. The major findings of this study can be summarized as follows : (1) With high rates of change of job, most of the respondents remain unstable in their working situation. It was shown that the important factors influencing job satisfaction of married women are women's life cycle, degree of contribution of wife's income toward total family income, and husband's attitude toward wife's empolyment. The degree of job satisfaction is also strongly influenced by labor structural factors such as pay, work environment and fringe benefits. (2) The amount of household labor time was limited by job-related factors rather than by family-related factors, because among these working women employment itself is necessarily for their subsistance. (3) It was shown that wives participated more actively in their marital communications than their husbands. Most of the respondents showed the syncratic type of the decision making patterns, but this results does not necessarily mean wives exercised an equal power with their husbands. The economic factors and the emotional instability of the husband are the ones mostly influencing marital conflicts of the employed women. It was found that the respondents easily revealed marital conflicts related to personal problems of their husbands(such as extramarital affairs, gambling and alchoholism). However, they tried to overcome the structural conflicts related to authoritarian attitudes of their husbands or economic problems without any complaints. (4) Mothers have difficulty in controlling their adolescent children, due to the weakening of parental authority. Although most of the respondents perceived their employment as having negative impacts on their children, they still have high expectations toward their children. Inspite of low degree of father role expectations and facther role performance of their husbands, most of the respondents anticipated expressive roles as well as traditionally instrumental role from their husbands. Finally, these findings would help us determine family welfare policies in Korea. Improvements in paid and household labor structure of married women should be accomplished at the national level. Also, the acting programs for parent education, marital councelling services, and law enforcement for equal employment between men and women should be provided in our society.

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A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.513-528
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    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.151-160
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    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.