• Title/Summary/Keyword: Game Market

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The Development Direction of the Game Production Pipeline Management System-based on the Example of Game Production - Focus on the texture (게임제작사례를 통한 제작파이프 라인 관리체계의 발전방향 - 텍스쳐 매핑 제작 파이프라인 중심으로 -)

  • Kim Hyun-Jo
    • The Journal of the Korea Contents Association
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    • v.5 no.2
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    • pp.165-175
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    • 2005
  • The Worldwide Game Industry is getting recognized in the center of the culture contents industry, the total amount of the worldwide game industry is going to be over a hundred billion dollars in 2008 and the worldwide game industry will play a role of leading the growth of culture contents industry. To survive under the current circumstance, it is time to consider the research of the development direction and inspection of factors which Korea game industry has the superiority in the current worldwide game industry. As the result of the rapid growth of IT technology, home networking and ubiquitous environments are getting made up and the competition power of the worldwide game market is also getting hotter, The purpose of this thesis is to show the research and development direction of the organization system that has a effective texture mapping production pipeline among the whole game graphic production pipelines in order to have a international competition power and the future of Korea game industry.

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A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Mixed Strategy of Nash Equilibrium in Power Transaction With Constraints (전력거래에서 제약조건이 고려된 내쉬 균형점의 복합전략 연구)

  • Lee, Gwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.51 no.4
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    • pp.196-201
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    • 2002
  • An important aspect of the study of power system markets involves the assessment of strategic behavior of participants for maximizing their profits. In models for imperfect competition of a deregulated system, the key tack is to find the Nash equilibrium. When the constraints are not considered in the power market, the equilibrium has the form of a pure strategy. However, the constraints are considered, the equilibrium has the form of a mired strategy. In this paper the bimatrix game approach leer finding a mixed equilibrium is analyzed. The Nash equilibrium of a mixed strategy will be used adequately for the analysis of market power.

Applying a Two-Stage Option Games Method to Investment Decisions of Business Startups: Case Study of a Smart House Startup in Indonesia

  • Wardani, Ida Sri;Fujiwara, Takao
    • Asian Journal of Innovation and Policy
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    • v.7 no.1
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    • pp.178-189
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    • 2018
  • In this paper, we present a case study of a new emerging business startup involved in smart house appliances. The irreversible investment concept and real-option theory are introduced as the fundamentals of the model. By using games theory we show that the startup's actions can trigger reactions from other firms. The first part covers initial the research and development stage, while the second part covers production and commercialization. The findings of this study suggest that, given a certain amount of initial investment, an open and shared innovation may lead to hurting a firm's investment while strengthening the competitors' position in the market. However, given the sensitivity analysis, when volatility and demand grow favorably, sharing R&D investment is not a bad option for a new player to adjust its position in the market while still maintaining positive returns.

Effect of Financial Transmission Rights on the Strategic Bidding Behavior of the Electricity Producers (재무적 송전권이 발전사의 전략적 입찰에 미치는 영향)

  • Lee, Kwang-Ho;Shin, Jae-Hong
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.59 no.7
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    • pp.1226-1231
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    • 2010
  • This paper looks at the influence of Financial Transmission Rights (FTRs) on the market value(Social Welfare; SW) in the competitive electricity market. The transmission line constraints make it difficult to compute the Nash Equilibrium (NE) due to causing a mixed strategy NE instead of a pure strategy NE. Computing a mixed strategy is more complicated in a multi-player game. The aim of this paper are to compute a mixed strategy NE and analyze SW in power transaction with FTRs. This paper introduces a formula and a technique for solving NE of multi-player game with FTRs. In addition, it analyzes the influence of holding of FTRs by generation company on SW and it proposes the SW at NE is influenced by Power Transfer Distribution Factor (PTDF) where holder of FTRs are located. The assertion is verified by calculating the mixed strategy utilizing the Cournot model widely used for studies on FTRs.

A Discretization Algorithm for Bi-Matrix Game Approach to Power Market Analysis (전력시장 해석을 위한 Bi-matrix 게임의 이산화 알고리즘)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.1
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    • pp.62-67
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    • 2003
  • An important aspect of the study of power system markets involves the assessment of strategic behavior of participants for maximizing their profits. In models of imperfect competition of a deregulated electricity system, the key task is to find the Nash equilibrium. In this paper, the bimatrix approach for finding Nash equilibria in electricity markets is investigated. This approach determines pure and mixed equilibria using the complementarity pivot algorithim. The mixed equilibrium in the matrix approach has the equal number of non-zero property. This property makes it difficult to reproduce a smooth continuous distribution for the mixed equilibrium. This paper proposes an algorithm for adjusting the quantization value of discretization to reconstruct a continuous distribution from a discrete one.

A study of playing character analysis on the Mobile Role Playing Game (모바일 RPG 게임에 나타난 플레이어 캐릭터 분석 연구)

  • Shin, Hye-Mi;Kang, Hyo-soon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.929-932
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    • 2014
  • As Smartphone Popularity Increases, mobile games market has been received increasing attention. Therefore, Games that offers a variety of Characters desired by the user is increased. and become industrial extension in the Korea mobile device market from 2012, this paper, we purposed to research and analyze effective designs of playing character that impact directly on success of the mobile role playing game.

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A Study on the Elements of Chinese Animation IP (Intellectual Property) Development Based on the Pan-Entertainment Industry

  • Yan, JiHui;Lee, Byung Chun;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.1
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    • pp.168-179
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    • 2021
  • With the introduction of China's new policies, the Chinese animation industry has gradually formed a sustainable industrial structure chain, and the output value of the animation market is also in a state of continuous growth. Since 2013, domestic animation has been developing from "lower age" to "ageing" and "adults". At the same time, with the popularization of China's pan-entertainment industry model, the multi-domain symbiosis of the Internet and mobile Internet has been realized, creating a fan economy of star IP (Intellectual Property), and promoting the linkage of various industries under the same IP. This paper mainly analyzes the development of the animation IP market in China's pan-entertainment mode in recent years, and analyzes the cross-media operation mode of the animation industry. At the same time, it studies the application of self-media in animation.

Anatomizing Slots of Social Casino: Focus on Slotomania (소셜 카지노의 슬롯 해부하기: Slotomania를 중심으로)

  • Han, Sukhee
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.77-88
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    • 2018
  • This study anatomizes various traits of slots in Slotomania, the most popular online slot game in the world. Developed by Playtika, Slotomania is a social casino genre game that runs over Facebook. Slotomania has been the number one as a title in the social casino genre, and this study multi-dimensionally analyzes various characteristics of slots that exist in the game. Specifically, it analyzes factors of 1) User Interface(UI) 2) Theme 3) Payline & Betting 4) Structure & Symbol 5) Bonus 6) Additional Traits. As a reuslt, it reports that there is "diversity". Therefore, it not only researches how and why those slots are attractive to people but also explores the market of social casino based on Facebook.

A study on the development of digital board game contents for music education of elementary schoolchild to improve cognitive recognition (인지능력 향상을 위한 초등학생 음악교육용 디지털 보드게임 콘텐츠 개발 연구)

  • Park, Eunee;Jeong, Won Jun;Oh, Seok-Hee
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.133-142
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    • 2020
  • Digital educational game market is growing as it expands to smart platforms such as smart phones and tablet PCs. As games have become digital in the classroom evolving to two-ways. In this paper, it designed that enables elementary students to acquire musical knowledge related to musicians through digital board games. By collecting achievement cards of musicians associated with. Elementary students repeatedly gain relevant musical knowledge in the end. The developed game was simulated using Petri net to check the gameplay flow.