• Title/Summary/Keyword: Game Analysis

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Dynamic Limit and Predatory Pricing Under Uncertainty (불확실성하(不確實性下)의 동태적(動態的) 진입제한(進入制限) 및 약탈가격(掠奪價格) 책정(策定))

  • Yoo, Yoon-ha
    • KDI Journal of Economic Policy
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    • v.13 no.1
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    • pp.151-166
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    • 1991
  • In this paper, a simple game-theoretic entry deterrence model is developed that integrates both limit pricing and predatory pricing. While there have been extensive studies which have dealt with predation and limit pricing separately, no study so far has analyzed these closely related practices in a unified framework. Treating each practice as if it were an independent phenomenon is, of course, an analytical necessity to abstract from complex realities. However, welfare analysis based on such a model may give misleading policy implications. By analyzing limit and predatory pricing within a single framework, this paper attempts to shed some light on the effects of interactions between these two frequently cited tactics of entry deterrence. Another distinctive feature of the paper is that limit and predatory pricing emerge, in equilibrium, as rational, profit maximizing strategies in the model. Until recently, the only conclusion from formal analyses of predatory pricing was that predation is unlikely to take place if every economic agent is assumed to be rational. This conclusion rests upon the argument that predation is costly; that is, it inflicts more losses upon the predator than upon the rival producer, and, therefore, is unlikely to succeed in driving out the rival, who understands that the price cutting, if it ever takes place, must be temporary. Recently several attempts have been made to overcome this modelling difficulty by Kreps and Wilson, Milgram and Roberts, Benoit, Fudenberg and Tirole, and Roberts. With the exception of Roberts, however, these studies, though successful in preserving the rationality of players, still share one serious weakness in that they resort to ad hoc, external constraints in order to generate profit maximizing predation. The present paper uses a highly stylized model of Cournot duopoly and derives the equilibrium predatory strategy without invoking external constraints except the assumption of asymmetrically distributed information. The underlying intuition behind the model can be summarized as follows. Imagine a firm that is considering entry into a monopolist's market but is uncertain about the incumbent firm's cost structure. If the monopolist has low cost, the rival would rather not enter because it would be difficult to compete with an efficient, low-cost firm. If the monopolist has high costs, however, the rival will definitely enter the market because it can make positive profits. In this situation, if the incumbent firm unwittingly produces its monopoly output, the entrant can infer the nature of the monopolist's cost by observing the monopolist's price. Knowing this, the high cost monopolist increases its output level up to what would have been produced by a low cost firm in an effort to conceal its cost condition. This constitutes limit pricing. The same logic applies when there is a rival competitor in the market. Producing a high cost duopoly output is self-revealing and thus to be avoided. Therefore, the firm chooses to produce the low cost duopoly output, consequently inflicting losses to the entrant or rival producer, thus acting in a predatory manner. The policy implications of the analysis are rather mixed. Contrary to the widely accepted hypothesis that predation is, at best, a negative sum game, and thus, a strategy that is unlikely to be played from the outset, this paper concludes that predation can be real occurence by showing that it can arise as an effective profit maximizing strategy. This conclusion alone may imply that the government can play a role in increasing the consumer welfare, say, by banning predation or limit pricing. However, the problem is that it is rather difficult to ascribe any welfare losses to these kinds of entry deterring practices. This difficulty arises from the fact that if the same practices have been adopted by a low cost firm, they could not be called entry-deterring. Moreover, the high cost incumbent in the model is doing exactly what the low cost firm would have done to keep the market to itself. All in all, this paper suggests that a government injunction of limit and predatory pricing should be applied with great care, evaluating each case on its own basis. Hasty generalization may work to the detriment, rather than the enhancement of consumer welfare.

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A Comparative Analysis of Social Commerce and Open Market Using User Reviews in Korean Mobile Commerce (사용자 리뷰를 통한 소셜커머스와 오픈마켓의 이용경험 비교분석)

  • Chae, Seung Hoon;Lim, Jay Ick;Kang, Juyoung
    • Journal of Intelligence and Information Systems
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    • v.21 no.4
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    • pp.53-77
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    • 2015
  • Mobile commerce provides a convenient shopping experience in which users can buy products without the constraints of time and space. Mobile commerce has already set off a mega trend in Korea. The market size is estimated at approximately 15 trillion won (KRW) for 2015, thus far. In the Korean market, social commerce and open market are key components. Social commerce has an overwhelming open market in terms of the number of users in the Korean mobile commerce market. From the point of view of the industry, quick market entry, and content curation are considered to be the major success factors, reflecting the rapid growth of social commerce in the market. However, academics' empirical research and analysis to prove the success rate of social commerce is still insufficient. Henceforward, it is to be expected that social commerce and the open market in the Korean mobile commerce will compete intensively. So it is important to conduct an empirical analysis to prove the differences in user experience between social commerce and open market. This paper is an exploratory study that shows a comparative analysis of social commerce and the open market regarding user experience, which is based on the mobile users' reviews. Firstly, this study includes a collection of approximately 10,000 user reviews of social commerce and open market listed Google play. A collection of mobile user reviews were classified into topics, such as perceived usefulness and perceived ease of use through LDA topic modeling. Then, a sentimental analysis and co-occurrence analysis on the topics of perceived usefulness and perceived ease of use was conducted. The study's results demonstrated that social commerce users have a more positive experience in terms of service usefulness and convenience versus open market in the mobile commerce market. Social commerce has provided positive user experiences to mobile users in terms of service areas, like 'delivery,' 'coupon,' and 'discount,' while open market has been faced with user complaints in terms of technical problems and inconveniences like 'login error,' 'view details,' and 'stoppage.' This result has shown that social commerce has a good performance in terms of user service experience, since the aggressive marketing campaign conducted and there have been investments in building logistics infrastructure. However, the open market still has mobile optimization problems, since the open market in mobile commerce still has not resolved user complaints and inconveniences from technical problems. This study presents an exploratory research method used to analyze user experience by utilizing an empirical approach to user reviews. In contrast to previous studies, which conducted surveys to analyze user experience, this study was conducted by using empirical analysis that incorporates user reviews for reflecting users' vivid and actual experiences. Specifically, by using an LDA topic model and TAM this study presents its methodology, which shows an analysis of user reviews that are effective due to the method of dividing user reviews into service areas and technical areas from a new perspective. The methodology of this study has not only proven the differences in user experience between social commerce and open market, but also has provided a deep understanding of user experience in Korean mobile commerce. In addition, the results of this study have important implications on social commerce and open market by proving that user insights can be utilized in establishing competitive and groundbreaking strategies in the market. The limitations and research direction for follow-up studies are as follows. In a follow-up study, it will be required to design a more elaborate technique of the text analysis. This study could not clearly refine the user reviews, even though the ones online have inherent typos and mistakes. This study has proven that the user reviews are an invaluable source to analyze user experience. The methodology of this study can be expected to further expand comparative research of services using user reviews. Even at this moment, users around the world are posting their reviews about service experiences after using the mobile game, commerce, and messenger applications.

The Study on the Current Status and Condition of Internet Addiction related to Disabled Person Information Technology Education (장애인 정보화교육에 따른 인터넷 중독 현황 및 실태에 관한 연구)

  • Lee, S.D.;Hong, J.A.;Yeum, D.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.6 no.2
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    • pp.63-69
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    • 2012
  • The analysis was conducted for studying the degree of internet addiction and the difference between addicted group and non-addicted group based on usage time. The target group is consisted of 30 people who receive the training at home. The purpose of this training is to reduce digital divide for the disabled with reduced mobility. As a result, the typical user group, less than the 31-point appeared as 4 cases, the potentially dangerous user I group, from 31 to 54 points appeared as 25 cases, the potentially dangerous user II group, from the 54-67 points appeared as only one person. However, there was no game addiction case, more than 67 points. In addition, there was no significant difference in impulsivity and aggression between the high-risk group of 9 persons using internet more than 2.7 hours and the typical user group of 21 persons with less risk. From the result, there are two possibilities. On the one hand, an increase of the usage time for the disabled might not lead to addiction. Or, on the other hand, a measure of addiction for non-disabled might not suitable for the disabled addiction examination.

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Estimating the determinants of victory and defeat through analyzing records of Korean pro-basketball (한국남자프로농구 경기기록 분석을 통한 승패결정요인 추정: 2010-2011시즌, 2011-2012시즌 정규리그 기록 적용)

  • Kim, Sae-Hyung;Lee, Jun-Woo;Lee, Mi-Sook
    • Journal of the Korean Data and Information Science Society
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    • v.23 no.5
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    • pp.993-1003
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    • 2012
  • The purpose of this study was to estimate the determinants of victory and defeat through analyzing records of Korean men pro-basketball. Statistical models of victory and defeat were established by collecting present basketball records (2010-2011, 2011-2012 season). Korea Basketball League (KBL) informs records of every pro-basketball game data. The six offence variables (2P%, 3P%, FT%, OR, AS, TO), and the four defense variables (DR, ST, GD, BS) were used in this study. PASW program was used for logistic regression and Answer Tree program was used for the decision tree. All significance levels were set at .05. Major results were as follows. In the logistic regression, 2P%, 3P%, and TO were three offense variables significantly affecting victory and defeat, and DR, ST, and BS were three significant defense variables. Offensive variables 2P%, 3P%, TO, and AS are used in constructing the decision tree. The highest percentage of victory was 80.85% when 2P% was in 51%-58%, 3P% was more than 31 percent, and TO was less than 11 times. In the decision tree of the defence variables, the highest percentage of victory was 94.12% when DR was more than 24, ST was more than six, and BS was more than two times.

Eye Tracking Using Neural Network and Mean-shift (신경망과 Mean-shift를 이용한 눈 추적)

  • Kang, Sin-Kuk;Kim, Kyung-Tai;Shin, Yun-Hee;Kim, Na-Yeon;Kim, Eun-Yi
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.1
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    • pp.56-63
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    • 2007
  • In this paper, an eye tracking method is presented using a neural network (NN) and mean-shift algorithm that can accurately detect and track user's eyes under the cluttered background. In the proposed method, to deal with the rigid head motion, the facial region is first obtained using skin-color model and con-nected-component analysis. Thereafter the eye regions are localized using neural network (NN)-based tex-ture classifier that discriminates the facial region into eye class and non-eye class, which enables our method to accurately detect users' eyes even if they put on glasses. Once the eye region is localized, they are continuously and correctly tracking by mean-shift algorithm. To assess the validity of the proposed method, it is applied to the interface system using eye movement and is tested with a group of 25 users through playing a 'aligns games.' The results show that the system process more than 30 frames/sec on PC for the $320{\times}240$ size input image and supply a user-friendly and convenient access to a computer in real-time operation.

Analysis of error source in subjective evaluation results on Taekwondo Poomsae: Application of generalizability theory (태권도 품새 경기의 주관적 평가결과의 오차원 분석: 일반화가능도 이론 적용)

  • Cho, Eun Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.27 no.2
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    • pp.395-407
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    • 2016
  • This study aims to apply the G-theory for estimation of reliability of evaluation scores between raters on Taekwondo Poomsae rating categories. Selecting a number of game days and raters as multiple error sources, we analyzed the error sources caused by relative magnitude of error variances of interaction between the factors and proceeded with D-study based on the results of G-study for optimal determination of measurement condition. The results showed below. The estimated outcomes of variance component for accuracy among the Taekwondo Poomsae categories with G-theory showed that impact of error was the biggest influence factor in raters conditions and in order of interaction in subjects and between subjects, also impact of variance component estimation error on expression category was the major influence factor in interaction and in order of the between subjects and raters. Finally, the result of generalizability coefficient estimation via D-study showed that measurement condition of optimal level depend on the number of raters was 8 persons of raters on accuracy category, and stable reliability on expression category was gained when the raters were 7 persons.

The Relationship between Lexical Retrieval and Coverbal Gestures (어휘인출과 구어동반 제스처의 관계)

  • Ha, Ji-Wan;Sim, Hyun-Sub
    • Korean Journal of Cognitive Science
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    • v.22 no.2
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    • pp.123-143
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    • 2011
  • At what point in the process of speech production are gestures involved? According to the Lexical Retrieval Hypothesis, gestures are involved in the lexicalization in the formulating stage. According to the Information Packaging Hypothesis, gestures are involved in the conceptual planning of massages in the conceptualizing stage. We investigated these hypotheses, using the game situation in a TV program that induced the players to involve in both lexicalization and conceptualization simultaneously. The transcription of the verbal utterances was augmented with all arm and hand gestures produced by the players. Coverbal gestures were classified into two types of gestures: lexical gestures and motor gestures. As a result, concrete words elicited lexical gestures significantly more frequently than abstract words, and abstract words elicited motor gestures significantly more frequently than concrete words. The difficulty of conceptualization in concrete words was significantly correlated with the amount of lexical gestures. However, the amount of words and the word frequency were not correlated with the amount of both gestures. This result supports the Information Packaging Hypothesis. Most of all, the importance of motor gestures was inferred from the result that abstract words elicited motor gestures more frequently rather than concrete words. Motor gestures, which have been considered as unrelated to verbal production, were excluded from analysis in many gestural studies. This study revealed motor gestures seemed to be connected to the abstract conceptualization.

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Estimating willingness-to-pay for Kremezin in delaying the initiation of dialysis treatments among patients with chronic renal failure (크레메진의 만성신부전증 환자 투석도입 지연효과에 대한 최대지불의사액(willingness-to-pay) 추청)

  • Lee Sun-Mi;Mun Youn-Ok;Cho Woo-Hyun;Lee Hoo-Yeon;Kang Hye-Young
    • Health Policy and Management
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    • v.16 no.2
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    • pp.96-116
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    • 2006
  • To assess the economic value of pharmaceutical therapy with Kremezin, we investigated the maximum amount of willingness-to-pay (WTP) of patients with chronic renal failure (CRF) for a hypothetical effect of Kremezin in delaying the initiation of dialysis treatments. A face-to-face survey was carried out in a sample of 141 CRF patients from 2 dialysis centers, composed of 82 hemodialysis patients, 38 peritoneal dialysis patients, and 21 non-dialysis CRF patients. Using a bidding game method with a starting point of 320,000 Won, which is the average monthly out-of-pocket payment for dialysis treatment, we asked the study subjects how much they would pay per month to receive Kremezin therapy. The mean out-of-pocket monthly WTP for Kremezin was 310,000, 430,000, and 520,000 Won (p<0.05, repeated one-way ANOVA)) when Kremezin delays the initiation of dialysis treatments by 1, 2, and 4 years. Significant correlation between the respondent's WTP and income $(r=0.266{\sim}0.368,\;p<0.05)$ confirmed the construct validity of the WTP instrument. Regression results showed that patients with a higher education, with diabetes as a major causes of CRF, and undergoing hemodialysis treatments tended to express higher WTP for Kremezin. The economic value of WTP from the perspective of patients varied from 310,000 to 520,000 Won depending on the effect size of Kremezin. The mean WTP was higher than 32,000 Won, only when the hypothetical effect of Kremezin in delaying the initiation of dialysis is for 2 years. This implies that Kremezin might be the preferred choice of therapy by CRF patients if it delays the initiation of dialysis treatment for at least 2 years.

Knowledge, Attitude, and Performance Competence on Cardiopulmonary Resuscitation in Football Players (축구선수의 기본심폐소생술에 대한 지식, 태도 및 수행능력)

  • Moon, Tae-Young;Park, Sun-Mun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.7
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    • pp.3085-3093
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    • 2012
  • The purpose of this study is to examine difference in knowledge level, attitude and performance competence on CPR (Cardiopulmonary Resuscitation) in football players. For this, questionnaire survey was carried out from October 5, 2011 to October 19 targeting 234 football players of high schools and universities where are located in Seoul, Gyeonggi, and Gangwon-do Province. The collected data was carried out frequency, t-test ANOVA, and correlation analysis by using SPSS/PC 19.0 for Windows. All the statistical analyses were set for significance level in p<.05. The results are as follows. Knowledge level, attitude and performance competence on CPR according to football players' general characteristics were indicated to have influence upon gender, academic background, and the appearance of educational experience in CPR. It was indicated that there is difference between CPR-related characteristics, and knowledge level, attitude & performance competence. Also, it was indicated that there is correlation among knowledge level, attitude and performance competence on CPR in football players. Based on these results, it accurately grasps experience and knowledge level on CPR in football players, thereby making a place available for having a game with security, resulting in being considered to possibly make the better sports.

Effects of Perceived Stress of University Students on Internet Gaming Disorder and Lifestyle: Focusing on Mediating Effects of Social Support (대학생의 지각된 스트레스가 인터넷게임장애에 미치는 영향과 생활습관: 사회적 지지의 매개효과를 중심으로)

  • Seo, Bo-Kyung;Seong, Myeong-Hee
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.653-664
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    • 2020
  • The purpose of this study was to investigate the actual status of Internet gaming disorder in university students, the relationship between perceived stress, social support, lifestyle and Internet gaming disorder, and the medium effect of social support in the relationship between perceived stress and Internet gaming disorder. The main results of the survey and analysis of 1,154 university students located in Gyeonggi Province are as follows. First, the prevalence of Internet gaming disorder among university students was 14.0 percent, which is very high. Second, the perceived stress had a positive correlation with the Internet gaming disorder. The more negatively perceived stress events occurred by university students, the higher the degree of internet gaming disorder was. Third, social support had a negative correlation with perceived stress and internet gaming disorder. The higher the support of parents, friends, and others, the lower the perceived stress and the lower the internet gaming disorder. Fourth, social support partially mediated the relationship between perceived stress and Internet gaming disorder. Even though stress was negatively perceived, the degree of internet gaming disorder was low when social support was high. Fifth, among the lifestyle habits of students, the rate of alcoholism was higher in the Internet gaming disorder group than in the non-disorder group. Finally, the results of the study and ways to prevent Internet gaming disorder among university students were discussed.