• Title/Summary/Keyword: Game Companies

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The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
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    • v.11 no.2
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    • pp.1-30
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    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

A Study on the Selection of a Bidding Parameter at the Bidding Function Model in an Electricity Market (전력시장 입찰함수모형에서 입찰 파라미터 선택에 관한 연구)

  • Cho Cheol-Hee;Lee Kwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.11
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    • pp.630-635
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    • 2004
  • Generation companies(Genco) submit the supply functions as a bidding function to a bid market in a competitive electricity market. The profits of Gencos vary in accordance with the bid functions, so the selection of a bidding function plays a key role in increasing their profits. In order to get a profitable bidding function which is usually linear, it is required to modify adequately the intersection and the slope of a linear supply function. This paper presents an analysis of the selection of the supply function from the viewpoint of Nash equilibrium(NE). Four types of bidding function parameters are used for analizing the electricity market. The competition of selecting bidding parameters is modeled as two level games in this research. One is a subgame where a certain type of parameters is given and the players compete to select values of the underlying parameters. The other is an overall game where the players compete to select a profitable type among the four types of parameters. The NEs in both games are computed by an using analytic method and a payoff matrix method. It is verified in case studies for the NE of overall game to satisfy the equilibrium condition.

Analysis of speech in game marketing video using text mining techniques (텍스트 마이닝 기법을 이용한 게임 마케팅 비디오에서의 스피치 분석)

  • Lee, Yeokyung;Kim, Jaejik
    • The Korean Journal of Applied Statistics
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    • v.35 no.1
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    • pp.147-159
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    • 2022
  • Nowadays, various social media platforms are widely spread and people closely use such platforms in daily life. By doing so, social influencers with a large number of subscribers, views, and comments have huge impact in our society. Following this trend, many companies are actively using influencers for marketing purpose to promote their products and services. In this study, we extract the speeches of influencers from videos for game marketing and analyze them using various text mining techniques. In the analysis, we distinguish game videos leading to successful marketing and failed marketing, and we explore and compare the linguistic features of the influencers for successful and failed marketings.

A Comparative Welfare Analysis on the Trading System in an Electricity Market by Using Game Theory (게임이론을 적용한 전력시장 전력거래방식의 후생 측면 비교 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.10
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    • pp.616-623
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    • 2003
  • Competition among electric generation companies is a major goal of restructuring in the electricity industry, The trading system in an electricity market has been one of the most important issues in deregulated electricity market. This paper deals with comparisons of the major two types of the trading system: compulsory pool market and bilateral contract market. The two trading systems are compared quantitatively from the viewpoint of consumer's surplus and social welfare, This paper, also, proposes a unified model of Cournot and Bertrand for analyzing the mixed trading system of pool market and bilateral contract market. Nash equilibrium of the unified model is derived by criteria for participating in bilateral contract market. Numerical results from a sample case show that a mixed trading system of pool market and price-competitive bilateral market is beneficial to consumer from the view points of consumer's surplus.

Co-creation and Personalization as Incentive Mechanisms of Utilizing External Innovation Sources: Which Performs Better?

  • Lee, Sangjic;Nishiyama, Kohei;Kimita, Koji;Nishino, Nariaki
    • Asian Journal of Innovation and Policy
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    • v.10 no.3
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    • pp.274-293
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    • 2021
  • Utilizing outside knowledge for innovation is an important task for companies in the competitive economy. Due to the rapid advance in the internet communication technology, the number and quality of innovation sourcing methods are increasing. We select co-creation, personalization and in-house R&D as the representative forms of innovation sourcing and suggest a game theory model that enables the comparative analysis between them. The decision and surplus outcome of the innovation mechanisms are compared under various settings of the input parameters of the model. The stakeholders voluntarily participate into all mechanisms when the product price is moderately high and the participation cost is low, while co-creation is the only feasible one when the product quality is niche. When the participation cost is relatively high, personalization outperforms co-creation.

BETTER INPUTS FOR KNOWLEDGE MANAGEMENT INFORMATION SYSTEMS: KNOWLEDGE SHARING MODELING AND THE INCENTIVES SYSTEM DESIGN

  • S. Ping Ho;Yaowen Hsu;Szu-Wei Lo
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.564-568
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    • 2005
  • Recently, Knowledge Management (KM) has been applied to construction industry. Surprising, there is few studies that address the most fundamental problem in KM: people may prefer not to share their knowledge so as to preserve their intellectual or unique values in the organization. Without the premise of each individual's willingness to share knowledge, there will be no valuable input for the IT system and, thus, no knowledge management at all. This paper aims to model the behavioral dynamics of knowledge sharing and to design an incentive system that may facilitate knowledge sharing for construction companies. In this paper, a game-theory based model will be developed, and the framework for designing an incentive system will be proposed according to the model.

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The Effect of Game Platform Evaluation and Flow Experience on Player Loyalty in Mobile Game Application (모바일 게임 플랫폼 평가 및 플로우경험이 게임사용자의 애호도에 미치는 영향)

  • Oh, Se-Gu
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.235-244
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    • 2020
  • In the 4th Industrial age, mobile games are a highly competitive but highly profitable industry, with hundreds of games per day. To produce a successful mobile game, it is necessary to understand the mobile environment and consumers in the mobile era, and a study that can provide implications for the importance of various factors is needed. The purpose of this study is to explore the in- and out-of-game factors that influence the success of mobile games and to examine the relationship between these factors and customer satisfaction and loyalty. As a result, the game platform's system quality and service quality had a positive effect on the evaluation, and the price policy did not have a significant effect on the evaluation. Also in the flow factor, goal and interaction (relationship) had a positive effect on the flow, and skill or challenge did not have a significant effect. The effects of flow and platform evaluation on customer loyalty were all positively affected. First. Companies must derive customer opinions and actions about the game through continuous interaction with customers. Second, if the game gives customers the proper goals and functions to enable the interaction between users, more successful games can be developed.

An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

Linking Findings from Text Analyses to Online Sales Strategies (온라인상의 기업 및 소비자 텍스트 분석과 이를 활용한 온라인 매출 증진 전략)

  • Kim, Jeeyeon;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • Journal of the Korean Operations Research and Management Science Society
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    • v.41 no.2
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    • pp.81-100
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    • 2016
  • Much effort has been exerted to analyze online texts and understand how empirical results can help improve sales performance. In this research, we aim to extend this stream of research by decomposing online texts based on text sources, namely, companies and consumers. To be specific, we investigate how online texts driven by companies differ from those generated by consumers, and the extent to which both types of online texts have different effects on online sales. We obtained sales data from one of the biggest game publishers and merged them with online texts provided by companies using news articles and those created by consumers in user communities. The empirical analyses yield the following findings. Word visualization and topic analyses show that firms and consumers generate different contexts. Specifically, companies spread word to promote their own events whereas consumers produce online words to share winning strategies. Moreover, online sales are influenced by consumer-generated community topics whereas firm-driven topics in news articles have little to no effect. These findings suggest that companies should focus more on online texts generated by consumers rather than spreading their own words. Moreover, online sales strategies should take advantage of specific topics that have been proven to increase online sales. In particular, these findings give startup companies and small business owners in variety of industries the advantage when they use the online channel for distribution and as a marketing platform.