• 제목/요약/키워드: Game Competition

검색결과 223건 처리시간 0.023초

양면시장형 컨버전스 산업생태계에서 플랫폼 경쟁에 관한 진화게임 모형 (An Application of Evolutionary Game Theory to Platform Competition in Two Sided Market)

  • 김도훈
    • 한국경영과학회지
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    • 제35권4호
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    • pp.55-79
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    • 2010
  • This study deals with a model for platform competition in a two-sided market. We suppose there are both direct and indirect network externalities between suppliers and users of each platform. Moreover, we suppose that both users and suppliers are distributed in their relative affinity for each platform type. That is, each user [supplier] has his/her own preferential position toward each platform, and users [suppliers] are horizontally differentiated over [0, 1]. And for analytical tractability, some parameters like direct and indirect network externalities are the same across the markets. Given the parameters and the pricing profile, users and suppliers conduct subscription game, where participants select the platform that gives them the highest payoffs. This game proceeds according to a replicator dynamics of the evolutionary game, which is simplified by properly defining gains from participant's strategy in the subscription game. We find that depending on the strength of these network effects, there might either be multiple stable equilibria, at which users and suppliers distribute across both platforms, or one unstable interior equilibrium corresponding to the market tipping in favor of either platform. In both cases, we also consider the pricing power of competing platform providers under the framework of the Stackelberg game. In particular, our study examines the possible effects of the type of competition between platform providers, which may constrain the equilibrium selection in the subscription game.

기능성게임대회 현황 및 발전방향에 대한 연구 : 교육기능성게임을 중심으로 (A Study on the Status and Vitalizations of Serious Game Competition: Focusing on Serious Educational Game)

  • 최훈;윤영두
    • 만화애니메이션 연구
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    • 통권33호
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    • pp.579-595
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    • 2013
  • 최근 들어, 게임의 부정적 인식에서 벗어나 기능성이라는 목적을 추가한 기능성게임에 대한 관심이 고조되고 있다. 특히, 교육용기능성게임은 재미와 교육의 목적을 동시에 만족시켜줄 뿐만 아니라, 디지털교과서보급과 함께 새로운 교육방법으로 등장하고 있으며 이를 활용한 연구가 활발히 진행되고 있다. 기능성 게임이 게임이라는 부정적 인식에서 벗어나 학습을 보다 즐겁고 자기 주도적 학습을 위하여 다양한 교육용 기능성게임 활성화 정책을 펼치고 있다. 그중에서도 대표적으로 사람들의 기능성게임에 대한 인식을 전환시키며 활성화시키기 위한 기능성게임대회가 펼쳐지고 있다. 하지만 이러한 기능성게임대회 운영전략에도 불구하고 다양한 문제점이 도출되고 있으며, 게임대회의 주된 목적인 저변확대가 잘 이루어지지 않는 실정이다. 따라서 본 연구에서는 교육용 기능성게임 및 게임 대회를 분석하고 효과적인 게임대회운영 전략을 제시하고자 한다.

What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • 이보경;전성민
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2017년도 춘계학술대회
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park;Changsok Yoo;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • 제30권2호
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    • pp.420-438
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    • 2020
  • Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

Analysis of Price-Clearing in the Generation Bidding Competition

  • Chung, Koohyung;Kang, Dongjoo;Kim, Balho H.;Chun, Yeonghan
    • KIEE International Transactions on Power Engineering
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    • 제4A권4호
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    • pp.243-253
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    • 2004
  • As deregulation evolves, pricing electricity becomes a major issue in the electric power industry. Participants in the competitive marketplace are able to improve their profits substantially by effectively pricing the electricity. In this paper, game theory is applied to analyze price-clearing in the generation bidding competition with the competition modeled as the non-cooperative and complete information game. The result of this analysis can be useful in understanding spot price-clearing of electricity as well as GENCOs' strategic behavior in the competitive electricity market.

Analysis on the Game of Co-opetition of ports in the China Yangtze Delta -Taking Shanghai port and Ningbo-Zhoushan port as an example

  • Shao, Yan-Bo
    • 한국항해항만학회지
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    • 제36권2호
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    • pp.123-129
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    • 2012
  • Due to rapid growth of economy in the world, which results into shipping goods flow one place to another in large volumes, the competition becoming more intense among ports. Shanghai port and Ningbo-Zhoushan port are the two most important ports in the Yangtze River Delta and have the same economic hinterland, inevitably there is a heated competition between the two ports. This paper using the approach of SWOT to analyze the issue of competition and cooperation between the two ports, and then makes an analysis of their Co-opetition strategies by employing the analyzing methods based on the Game theory. Finally, it puts forward some strategies to enhance the cooperation between the two ports.

캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동과 주의 전환이 모바일 증강 현실 게임 사용자의 애착에 미치는 영향 (The effects of attitude toward characters, social interaction, competition, physical activity, and attention switching on user's attachment to a mobile augmented reality game)

  • 이규동
    • 한국융합학회논문지
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    • 제11권4호
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    • pp.143-149
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    • 2020
  • 많은 사람들이 위치 기반 증강현실 게임인 포켓몬 고를 즐기고 있다. 본 연구는 애착의 관점에서 포켓몬 고의사용에 대해 분석한다. 온라인 설문 방식을 통해 총 182명의 포켓몬 고 사용자의 자료가 수집되었다. 회귀분석 결과, 캐릭터에 대한 태도, 대인 교류, 경쟁심, 신체 활동은 게임 애착을 증가시켰고, 주의 전환은 게임 애착을 감소시켰다. 연구 결과는 위치 기반 증강현실 게임 설계 및 운영에 있어서 원천 캐릭터의 중요성, 게임에 반영된 대인 교류와 경쟁심이라는 사회적 상호작용 요소, 신체 활동의 증가라는 혜택이 애착을 증가시키는 요소임을 제시한다. 또한, 사용자의 주의 전환은 게임에 대한 애착을 감소시켰다. 본 연구는 모바일 증강현실 게임이 사회적 욕구와 신체 활동을 통한 건강증진이라는 혜택을 제공함으로써 사용자의 애착을 얻을 수 있음을 시사한다.

Dynamic Incomplete Information Game을 이용한 선도기업과 추종기업 간의 표준화 경쟁과 전략 분석 (The Analysis on Standardization Competition between a Leader and a Follower and their strategies through Dynamic Incomplete Information Game)

  • 박웅;곽용원;민재홍
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2003년도 춘계종합학술대회
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    • pp.804-807
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    • 2003
  • 최근 정보통신 산업에서 일어나고 있는 기술 및 제품 경쟁은 표준화 경쟁이라고 해도 과언이 아닐 정도로 표준 획득은 시장을 선점하기 위하여 핵심 요소로 정보통신기술 변화의 흐름은 표준화를 지향하고 있다. 더욱이 WTO TBT(Technical Barries to Trade)의 발효는 범세계적으로 하나의 표준을 지향해 나아감에 따라 국제표준(Global Standards)의 중요성은 크게 증대되고 있다. 이에 기업은 물론 각 국가는 표준을 핵심 전략으로 인식하고, 다양한 전략적 접근을 통하여 시장선점 나아가 표준획득을 위해 치열한 경쟁을 하고 있다. 본 고에서는 게임이론 중 상대 경기자의 유형(type)을 알 수 없는 동적 불비정보게임(Dynamic Incomplete Information Game)을 이용하여, 정보통신 산업 내 먼저 네트워크를 형성한 선도기업과 이에 대하여 선도기업의 기술과의 호환을 추구하고자 진입한 추종기업간의 경쟁을 분석하고, 이를 통하여 선도기업과 추종기업 간 표준화 경쟁에 있어서 최선의 경쟁 전략을 분석해 보고자 한다.

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인스타그램 마케팅의 게임 다이내믹스 차원이 소비자의 반응에 미치는 영향 (Effects of game dynamics on consumer responses in Instagram marketing)

  • 신재원;안태현;이현화
    • 복식문화연구
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    • 제27권2호
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    • pp.154-168
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    • 2019
  • The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.

환적화물 유치를 위한 동북아 항만간 경쟁에 게임이론의 응용 (On the Application of Game Theory to the Competition among Major Ports in NE Asia for T/S Cargos)

  • 한욱;박계각;안태영
    • 한국지능시스템학회논문지
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    • 제22권2호
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    • pp.261-266
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    • 2012
  • 동북아시아 경제의 급성장으로 인한 지역 물동량 및 해운시장 환경 변화에 따라서 부산항과 상해항은 동북아 물류 중심 허브가 되기 위하여 항만개발 및 항만 경쟁력을 강화해 왔으며, 최근에는 환적 컨테이너 화물 유치경쟁이 더욱 심화되고 있다. 따라서 본 연구에서는 동북아 주요 컨테이너 항만중 경쟁관계에 있는 부산항과 상해항을 대상으로 이 두 항만이 피더항의 환적화물을 유치하기 위한 경쟁의 게임모형을 수립하여 경쟁상황을 분석하였다.