• Title/Summary/Keyword: Game Business Model

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Gambler's Fallacy Bias on the Supply Chain (도박사 오류 바이어스가 공급사슬에 미치는 영향에 관한 연구)

  • Moon, Seong-Am;Park, Young-Il;Seok, Sun-Bok
    • Korean System Dynamics Review
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    • v.12 no.4
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    • pp.157-175
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    • 2011
  • The purpose of this paper is to find out the effects of the gambler's fallacy bias on the supply chain. For this study, the simulation was based on a casual structure of the Beer Distribution Game from Sterman(2000)'s Business Dynamics and designed into 2 different models : the first model carries the exact same structure as the reference mentioned above and for the second model, the comparison model is used reflecting gambler's fallacy bias. Each model has 2 different demand patterns. The 4 cases of models was tested with 1,000 different random number seeds. The results for the simulation are following : In the aspect of the inventory and out of stock, the basic model resulted better than the comparison. However, in the bullwhip effect, the comparison model has less than the basic in terms of the level demand pattern. But there was no significant difference in the cycle demand.

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Policy Diffusion in The Beer Game

  • Duggan, Jim
    • Korean System Dynamics Review
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    • v.5 no.2
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    • pp.175-197
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    • 2004
  • The research studies the classic beer game simulation model from a new perspective. It does so by providing each agent with two ordering policies, and creating a set of rules that allow an agent to change its policy. Such a change is triggered based on an agent's confidence in their own performance, and on the relative confidence of their nearest neighbour. The overall effect is that policy diffusion can occur, where, under certain circumstances, an agent will mimic the behaviour of its neighbour, if it believes that its neighbour is performing better. The motivation behind this research is to provide an experimental base upon which the decision making strategies of business agent can be studied.

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Arbitrator's Reputation and PR Cost: A Signaling Approach

  • Joon Yeop Kwon;Sung Ryong Kim
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.129-146
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    • 2023
  • We construct a signaling game model between the arbitrator and claimants, in which the arbitrator's marketing amount is adopted as the signaling device. Assuming that the parties to the dispute select an arbitrator, and if there is a difference in the arbitrator's fee depending on the arbitrator's reputation, the arbitrator will pay to further enhance his reputation. We would like to analyze the cost differences between arbitrators who already have a high reputation and arbitrators who strive to further enhance their reputation using the signal model. From the Analysis of our study, We derive perfect Bayesian equilibrium of the signaling game and refine the equilibrium into a unique equilibrium by invoking the Intuitive Criterion of Cho and Kreps (1987). Further, we characterize the refined equilibrium.

A study on development methodology of web-based business simulation game (웹 기반의 경영시뮬레이션 게임 개발 방법론)

  • Kim, Hyung-Sub
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.53-60
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    • 2017
  • The time of digital era and the increasing complexity of the management environment have raised uncertainties about the future. Companies have made steady investments in education as a way to prepare for the future. In this study, design and development methodology based on web - based management simulation games (manufacturing, distribution, finance) which author participated in development was presented. The development methodology presented in this study can be roughly divided into business simulation game design methodology and business simulation game development methodology. Since there is no existing research methodology for development methodology, development model is presented based on empirical based on development case. In this paper, we propose an overall content development methodology and propose a detailed methodology of the content.

Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable (증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로)

  • Cho, Namjae;Wang, YanRui;Cheong, Eunjeong;Yu, Giseob
    • Journal of Information Technology Applications and Management
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    • v.28 no.6
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

Study of the effectiveness of a supporting model for the domestic online game industry to go abroad (국내 온라인 게임 기업의 해외진출지원 모델의 효율성 연구)

  • Joo, KiHwan;Moon, Nammee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5769-5775
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    • 2014
  • This paper reports the political supporting platform, and the outcome evaluation model, which was developed for the Korean on-line game companies that have started to go abroad to publish their games. When they begin to sell their games, they have many difficulties in promoting in other countries including the USA & EU. They try to find solutions to solve these problems, but on-line games still do not have a successful business model because of their unique attributes and environmental features, even though they spent a lot of money and time to enter the international on line game market. Thus far, the local on-line game supporting policy has tried to improve the world competitiveness of local companies by doing diverse activities, such as Global Service Platform(GSP) service, international game competition, and globalization, marketing. On the other hand, there has been only a small number of fruitful results except for GSP. Therefore, in this paper, the result of GSP was verified using the Global on-line game Supporting Chain Model(GoGSCM), which is the new political supporting and evaluation model through survey targeting GSP participations. As a result, GSP was evaluated based on the compatibility, efficiency, effectiveness, and continuity.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

The Role of Public Food Delivery Mobile Applications in the Food Delivery Market: A Game Theory Model

  • Bo-Hun SEO;Da-Hye SONG;Jong Woo CHOI
    • Journal of Distribution Science
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    • v.22 no.4
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    • pp.91-104
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    • 2024
  • Purpose: The study aims to assess the current status of domestic public food delivery apps and analyze the process through which sellers choose between private delivery apps and public delivery apps. This involves exploring strategiesto achieve the original purpose of public food delivery apps, which is to enhance the small business owners income and promote consumer welfare by preventing the monopoly of private food delivery apps. Research design, data and methodology: the research methodology is based on a model that introduces adjustments for non-economic effects, considering the preferences of multi-homing consumers, to more realistically reflect the benefits of sellers' choices. For data analysis, real business performance data from 'Daeguro', 'Meokkaebi', and 'Somunnan Shop' were used. Results: The study revealed that if the market share of public delivery apps within a specific region increases beyond a certain level, the benefits for small-business sellers also increase. This leads to the strategic advantage of simultaneously using both delivery apps. Furthermore, the results exhibit a tendency similar to real social phenomena. Conclusions: This analysis confirmed the role of public food delivery apps in the domestic delivery app market and presents policy recommendations, including application integration and the implementation of exclusive public interest functions, to effectively fulfill this role.

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.