• Title/Summary/Keyword: Game Market

Search Result 576, Processing Time 0.038 seconds

The Case Studies on the application of incomplete information game in Deregulated Power Pools (불완비정보게임의 전력시장 적용 사례연구)

  • Jang, Se-Hwan;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
    • /
    • 2006.07a
    • /
    • pp.361-362
    • /
    • 2006
  • This paper presents the result of survey and analysis on a theoretical approach to the application of incomplete information game in deregulated Power Pools. The deregulation power market arc modeled by the incomplete information game. The case where participants have incomplete information about the operation costs of other participants are highlighted. Pool participants define transactions to maximize their benefit in non-cooperative situation, the ISO defines transactions among participants by looking for minimum price that satisfies the demand in the Pool. The incomplete information game determines Nash equilibrium satisfied Pool participants and the ISO.

  • PDF

A Cloud Computing Technology in Overseas Game development (해외 게임 개발에서 클라우드 컴퓨팅 기술)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.461-462
    • /
    • 2015
  • Term of cloud computing has passed a long time, appeared on the important theme in IT. And cloud computing are used in various fields in which the development and market size of cloud technology increases worldwide. This paper aim to derive the cloud features of computing service that was used to game development overseas. Many literature related to cloud computing reviewed, to find out how it is applied was released overseas cloud game the present. We expected that it is guideline when develop a game by utilizing the cloud computing service.

  • PDF

Analysis on the Decision of Transmission Cost Allocation Rate Using the Arbitration Game (중재게임을 이용한 송전비용배분비율 결정에 관한 분석)

  • Chung, Koohyung;Kang, Dongjoo;Han, Seokman;Kim, Balho
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.54 no.10
    • /
    • pp.496-499
    • /
    • 2005
  • In many parts of the world, the electric power industry is undergoing unprecedented changes. Therefore, in order to reform the electric power industry efficiently and minimize the confusion of this restructuring, the systematic studies related to transmission pricing and transmission cost allocation issues are required essentially. However, even now, the basis of transmission cost allocation rate is not equipped so that the regulation body has determined the allocating rate under the common practice. In this paper, we demonstrate that the decision of transmission cost allocation rate is the regulation body's own right. For this analysis, we apply game theory to the procedure determining this rate and the competition to determine this rate between gencos and distcos is modeled as the arbitration game.

A Patent Valuation Method Using Game Theoretic Real Option Approach (실물옵션 게임이론을 이용한 특허가치 평가 방법)

  • Kim, Jinyong;Kim, Jaehee;Kim, Sheung-Kown
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.40 no.2
    • /
    • pp.43-61
    • /
    • 2015
  • The valuation of patents is very important, since technology competitiveness is crucial for firms to maintain global competitiveness. But, the patent valuation is difficult and challenging because of the uncertainty affecting their returns. Hence, we propose a patent valuation method by incorporating game theory into the real option model, which can not only potentially recognizes the effect of uncertainty on patent value, but also consider investment decision in a competitive market, as a game between firms. With the model, we can consider dynamic strategy involving an option of patent leveraging strategies enabling the firm to switch among compete, cooperate, or wait modes under different demand or competitive advantage condition.

Directional Research on 5G Networks and Game Streaming Services

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.2
    • /
    • pp.30-35
    • /
    • 2024
  • With the recent commercialization of the 5th generation mobile communication technology (5G), interest is focused on full-fledged wireless communication service products in related industries that apply the technology. In this paper, "the problems of the cloud-based video game streaming service market, which has been stagnant for a long time due to the existing 4G-based transmission delay, processing delay, and price issues, and the problems of 5G mobile communication, which began commercialization in 2019." We contains information about what type of positive changes a cloud-based video game streaming service incorporating technology will bring.

Analysis on a Combined Model of Competitive Bidding and Strategic Maintenance Scheduling of Generating Units (발전력의 경쟁적 입찰전략과 전략적 보수계획에 대한 결합모형 연구)

  • Lee, Kwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.55 no.9
    • /
    • pp.392-398
    • /
    • 2006
  • Maintenance scheduling of generating units (MSU) has strategic dimension in an oligopolistic market. Strategic MSU of gencos can affect a market power through capacity withdrawal which is related to bidding strategy in an generation wholesale market. This paper presents a combined framework that models the interrelation between competitive bidding and strategic MSU. The combined game model is represented as some sub-optimization problems of a market operator (MO) and gencos, that should be solved through bi-level optimization scheme. The gradient method with dual variables is also adopted to calculate a Nash Equilibrium (NE) by an iterative update technique in this paper. Illustrative numerical example shows that NE of a supply function equilibrium is obtained properly by using proposed solution technique. The MSU made by MO is compared with that by each genco and that under perfect competition market.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
    • /
    • s.14
    • /
    • pp.151-164
    • /
    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

  • PDF

An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China (중국 온라인 게임 이용자의 인지가치 및 충성도 영향요인에 관한 연구)

  • Lee, Young-Duck;Dong, Zhi-Juan
    • Journal of Korea Game Society
    • /
    • v.14 no.1
    • /
    • pp.7-18
    • /
    • 2014
  • For the rapid growth of Chinese on-line game market in this decade, it became more necessary to study Chinese on-line game industry, business strategy, and, especially the behavioral characteristics of on-line game users. In spite of these necessities, there were a few studies on these research fields in China. The current study investigated the relationships among perceived price, perceived quality, the flow, perceived value, and loyalty of Chinese on-line game user. In addition, we tested the influence factors on perceived value and game user loyalty of on-line game user through AMOS method. Results showed that perceived value and game loyalty are positively related perceived price and the flow, the flow and perceived value respectively.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.13 no.6
    • /
    • pp.289-295
    • /
    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.25 no.11
    • /
    • pp.59-65
    • /
    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.