• Title/Summary/Keyword: Game Business Model

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Proper Incentives to Promote Information Exchange

  • Obayashi, Atsuomi
    • Industrial Engineering and Management Systems
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    • v.6 no.1
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    • pp.55-63
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    • 2007
  • Exchange of information is essential to the process of innovation such as product development. However, in many cases innovation fails because of a lack of knowledge sharing among parties concerned, even if parties individually have pieces of useful knowledge and skills. Besides physical factors like communication costs, the possibility of opportunistic behavior by parties like stealing ideas can discourage information exchange. This paper introduces a model to analyze incentives of information exchange. The model is a game by two players who alternately opt to offer information to the partner. It is suggested that information exchange can stop before reaching the efficient level. In order to attain the efficient information exchange, expectation of mutual benefit and absence of opportunistic motives in both players are needed. Methods for promoting information exchange include modifying payoff structure to meet the condition of information exchange. The fluidity of partnership may increase a variety of information exchange partners, but discourage building trust between partners which promotes information exchange.

Effects of Channel Structure on the Quality Competition of Exclusively Distributed Products

  • Kang, Yeong Seon
    • Asia Marketing Journal
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    • v.19 no.4
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    • pp.37-59
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    • 2018
  • This study investigates the effects of the distribution channel structure on quality decisions under duopoly competition. I considers a set-up in which two retailers compete on product quality and retail price. In the set-up, the integrated retailer has the power to determine the quality of its exclusive product, while the decentralized retailer does not. For the decentralized retailer, the supplier determines product quality. I find that asymmetric pairs of a decentralized channel by one retailer and an integrated channel by the other retailer can be a Nash equilibrium in a simultaneous-channel-choice model. The two retailers select different levels of quality, and this quality competition benefits retailers by softening price competition. In a sequential-channel-choice model, I find that the leader can obtain a first-mover advantage. From the perspective of the supplier, which can decide the distribution channel structure and level of quality, both suppliers choose the decentralized channel in equilibrium.

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.

The Effect of Customers Loyal to National Brand on Brand Launch Strategy

  • Kang, Min-Jeong;Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.16 no.2
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    • pp.47-51
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    • 2018
  • Purpose - Typically, retailers will want PB(Private Brand) products to expand to the needs of low-PB loyal customers as well as existing PB(Private Brand) loyal customers. Therefore, a strategy of minimizing the share of the manufacturer brand in the distributor can be considered as a way to maximize the profit of the distributor. Research design, data, and methodology - In the previous study, the researches about the rivalry and conflict between the NB(National Brand) products and the PB products were mainly made. Previous studies did not model inter-national brand-level competition and inter-store competition. In addition, they have focused only on distributors' decisions from the manufacturer's perspective, and assume channel members have the same level of members(Choi, 1996). Results - This paper tries to apply the game theory to researches on how retailers can maximize the benefits of distributing NB(National Brand) products and PB(Private Brand) products, while distributors can also take advantage of their profits. Conclusions - It was found that providing cheap PBs did not help manufacturers and distributors. Distributors and manufacturers' profits were determined by consumers who purchased NB products that were higher in price and higher in perceived quality before providing existing PB products to consumers.

Economics of Antagonistic Conflict Between Political Forces in Korea: Expansion (한국의 정치세력 간 적대적 갈등의 경제학: 확장)

  • Lee, Jongmin
    • Asia-Pacific Journal of Business
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    • v.11 no.3
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    • pp.217-227
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    • 2020
  • Purpose - Against the backdrop of the recent intense political conflict in Korea's political circles, it is to reveal from an economic point of view the hidden aspects behind the hostile conflict between the two political forces. Design/methodology/approach - This paper is not a normative study to find a solution to political conflict, but a positive study to reveal the mechanism of reciprocity that exists between the two parties of conflict in real politics. Therefore, the analysis is based on game theory methodology. Findings - It is shown that the ruling party should choose a level of preemptive response that is neither insufficient nor excessive if it aims to avoid radical anti-government struggles by opposition parties. We also find that even if the chances of success of the opposition's radical offensive struggle are low, the use of that strategy is not necessarily reduced. In addition, we have obtained comparative static results that do not deviate much from our intuition. What's interesting is that unlike our intuition that the choice of the method will be indifferent if the marginal effects of radical and normal methods of struggle are the same, the opposition party rather chooses the normal method of struggle more often. Research implications or Originality - In forming the analytical model, it reflected the support of the general public following the opposition's struggle against the ruling party in order to capture real politics well in the conflict between the two opposing parties.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

The Impact of the Manufacturer's E-business through Direct Internet Channel on the Incumbent Independent Physical Store and the Market (생산자의 직접경로인 전자상거래 도입이 전통적 독립중간상과 시장에 미치는 영향)

  • Yoo, Weon-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.34 no.3
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    • pp.165-177
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    • 2009
  • The purpose of this study is to investigate the impact of the Internet channel introduction on the channel composed of a monopoly manufacturer and an independent physical retailer. This study also examines what would be the best strategy for the Independent physical retailer to respond to the new internet channel entry. The game theoretic model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an internet store. The audition of the internet store to this channel system results in a mixed channel comprised of two different types of channels. The new internet store is launched by the manufacturer. The results show that an Internet channel entry has the following impacts on the existing channel members. First, the manufacturer's internet channel introduction mitigates the double marginalization problem of the traditional channel. Second, the manufacturer could enhance Its channel power by introducing its own internet channel while it diminishes that of the incumbent independent physical retailer. Third, manufacturer's adding a new internet store leads to a higher demand. Finally, with its own internet direct channel, the manufacturer has an opportunity to practice price discrimination. The manufacture leaves only those with a strong preference for the physical store to be served by the Independent physical store. The results suggest that the independent physical store's best strategy to the entry of the manufacturer's Internet channel is to focus on the consumers who are highly loyal to the physical store while maintaining a high retail price.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

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.