• Title/Summary/Keyword: Game Companies

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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.

Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

Strategic Alliance and Profit Sharing in the Internet Market with Network Effects (인터넷기업 간 전략적 제휴와 이윤배분: 네트워크 효과를 중심으로)

  • Oh, Jeong-Hun
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.229-241
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    • 2006
  • In this paper, we develop three stage non-cooperative game models to analyze the alliance strategies of companies in internet markets where network effects are present. Regardless of its market share, an internet company's strategic alliance appears to be a superior strategy. The analysis also identifies profit sharing structures in the internet market where a smaller and unknown company is enforced to split its own profits with a larger and well-known company. It is shown that the amount of profit sharing grows as the size of network effects becomes larger.

Survey of Capability Maturity for Digital Contents Process (디지털 콘텐츠 프로세스를 위한 역량성숙도 조사)

  • 궁상환
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.406-414
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    • 2004
  • It is being emphasized that management of core process is another crutial factor in the development of a product, besides of management of quality factors for the product itself. The study purposes to introduce process quality concept to digital contents market, and also aimes at meauring of process maturity, based on level 2 and 3 of Capability Maturity Model, for domestic companies especially devoted to digital contents area. The result shows that the maturity level of most of companies surveyed is very low and that mobile and game fields are slightly more matured than animation field. The paper also proposes some of future efforts to be made fur improving maturity level of digital contents companies.

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An Analysis of Evaluation Indicators for the Construction of Gwang-Ju Culture Industrial Cluster (광주 문화산업클러스터 조성을 위한 평가지표 분석)

  • Kim, Sam-Cheol;Kim, Iltae
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.677-689
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    • 2013
  • This paper derives the evaluation indicators relating to the mechanism and success factors of culture industrial cluster from the successful cases of culture industry in foreign countries and provides policy implications for the successful construction of culture industrial cluster by comparing with the survey of Gwang-Ju city's culture content companies. This paper shows that policy implications are linkage by leading firm of successful companies, securing huge hinterlands nearby metro city, cultivating of creative talented persons, operating of capital funds, promoting main force business(game, animation, mobile)-oriented culture industry, positive vitalization of network, role strengthening of city or Information & Culture Industry Promotion Agency as vision provider, and aggressive granting of incentives for attracting companies.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

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.

Extended Information Entropy via Correlation for Autonomous Attribute Reduction of BigData (빅 데이터의 자율 속성 감축을 위한 확장된 정보 엔트로피 기반 상관척도)

  • Park, In-Kyu
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.105-114
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    • 2018
  • Various data analysis methods used for customer type analysis are very important for game companies to understand their type and characteristics in an attempt to plan customized content for our customers and to provide more convenient services. In this paper, we propose a k-mode cluster analysis algorithm that uses information uncertainty by extending information entropy to reduce information loss. Therefore, the measurement of the similarity of attributes is considered in two aspects. One is to measure the uncertainty between each attribute on the center of each partition and the other is to measure the uncertainty about the probability distribution of the uncertainty of each property. In particular, the uncertainty in attributes is taken into account in the non-probabilistic and probabilistic scales because the entropy of the attribute is transformed into probabilistic information to measure the uncertainty. The accuracy of the algorithm is observable to the result of cluster analysis based on the optimal initial value through extensive performance analysis and various indexes.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

Analyzing Game Streaming Application Reviews Using Text Mining Approach: Research to Strengthen Digital Competitiveness (텍스트마이닝 기법을 활용한 게임 스트리밍 애플리케이션 리뷰 분석: 디지털 경쟁력 강화를 위한 연구)

  • Jin, Wenhui;Lee, Jungwoo
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.279-290
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    • 2022
  • As the growth of the live streaming service market is accelerating due to COVID-19, the number of downloads and reviews of live streaming mobile applications is also rapidly skyrocketing. This study is to research game streaming applications using Twitch reviews as database. A total of 8 topics are extracted through LDA topic modeling and 7 out of them are detected to be inconvenience factors. Then, to pinpoint the main inconvenience factors, co-occurrence analysis is used in order to find out main factors. Finally, based on previous studies, several solutions are provided, which can solve the inconvenience factors(advertisement, UI design, technology problems) as well as strengthening digital competitiveness. This study will serve as an opportunity to improve digital competitiveness not only for Twitch but also for other game live streaming service companies in the future.