• Title/Summary/Keyword: Game Competition

Search Result 223, Processing Time 0.023 seconds

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

  • Kim, Do-Hoon
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.35 no.4
    • /
    • pp.55-79
    • /
    • 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.

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

  • Choi, Hun;Yoon, Young-Doo
    • Cartoon and Animation Studies
    • /
    • s.33
    • /
    • pp.579-595
    • /
    • 2013
  • Recently, there has been an increasing interest of serious games escaping it's negative views on games in general, broadening and widening the area in the scopes of game field. Among these, educational serious games not only satisfy both the purpose of enjoyment and educational values, but also has been looking for new ways of distribution of the digital textbooks and utilizing them to the best of their potentials. This can change the ways we understand things by using the revitalization on the basis of serious game competitions. The purpose of this study was to analyze educational game and game competition and to develop the efficient management strategies.

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

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2017.04a
    • /
    • pp.51-51
    • /
    • 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.

  • PDF

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
    • /
    • v.30 no.2
    • /
    • pp.420-438
    • /
    • 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
    • /
    • v.4A no.4
    • /
    • pp.243-253
    • /
    • 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
    • Journal of Navigation and Port Research
    • /
    • v.36 no.2
    • /
    • pp.123-129
    • /
    • 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.

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

  • Lee, Gyu-Dong
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.4
    • /
    • pp.143-149
    • /
    • 2020
  • Many users enjoy a location-based augmented reality game such as Pokémon GO. From the perspective of attachment, this paper investigated the antecedents of Pokémon GO use. A total of 182 responses from Pokemon Go users was collected through an online survey. The result of regression analysis showed that attitude toward game characters, social interaction, competition, and physical activity increased attachment to game. Attention switching, however, decreased attachment to the game. This study suggested that attachment to mobile augmented games could be achieved through social interaction, competition, and physical activity. Implications for researchers and practitioners were discussed.

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

  • Park, Wung;Kwak, Yong-Won;Min, Jae-Hong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2003.05a
    • /
    • pp.804-807
    • /
    • 2003
  • Recently, standardization is essential strategic tool for a firm to preoccupy a market. Also WTO TBT(Technical Barriers to Trade) makes importance of standardization greater in telecommunication industry. Therefore countries, not to speak of firms, recognize standards essential strategy to preoccupy markets. In this paper, we will examine the standardization competition between a leader and a follower and their strategies through dynamic incomplete information game model.

  • PDF

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

  • Shin, Jaewon;Ahn, Tae Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
    • /
    • v.27 no.2
    • /
    • pp.154-168
    • /
    • 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.

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

  • Han, Xu;Park, Gyei-Kark;Ahn, Tae-Young
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.22 no.2
    • /
    • pp.261-266
    • /
    • 2012
  • Due to rapid growth of East Asian economy, some changes are being made in trade volume and shipping market of this area. Busan port in Korea and Shanghai port in China are continually increasing their investment in port development and competitiveness in order to become the logistics hub of Northeast Asia. Especially the competition for transshipment containers becomes more and more fierce. So in this study, we set a goal of increasing the port competitiveness on transshipment cargo by an analysis of competition strategies. We choose the Busan port and the Shanghai port as the research objects, game competition model and real data is used to analyze the two ports' price strategies and market share. According to the results, some advices will be put forward to enhance competitiveness of the two ports.