• Title/Summary/Keyword: Game Market

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Success Factors of Game Products by Using a Diffusion Model and Cluster Analysis (확산모형과 군집분석을 이용한 게임제품의 흥행요소 분석)

  • Song, Sungmin;Cho, Nam-Wook;Kim, Taegu
    • Journal of Korean Institute of Industrial Engineers
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    • v.42 no.3
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    • pp.222-230
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    • 2016
  • As the global game market has been more competitive, it has been important to analyze success factors of game products. In this paper, we applied a Bass Diffusion Model and Clustering Analysis to identify the success factors of games based on data from Steam, an international game platform. By using a diffusion model, we first categorize game products into two groups : successful and unsuccessful games. Then, each group has been analyzed by using clustering analysis based on product features such as genres, price, and minimum system requirements. As a result, success factors of a game have been identified. The result shows that customers in game industry appreciate sophisticated contents. Unlike many other industries, price is not considered as a key success factor in the game industry. Expecially, advanced independent video games (commonly referred to as indie games) with killer contents show competitiveness in the market.

Approach for Evaluating the Nash Equilibrium of Cournot Game Model for N-Gencos by Using Payoff Matrix in Wholesale Electricity Market (도매전력시장에서 N-발전사업자의 보수행렬을 이용한 꾸르노 모델의 내쉬균형점 도출을 위한 방법론)

  • Park Jong-Bae;Lim Jung-Youl;Lee Ki-Song;Shin Joong-Rin
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.2
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    • pp.97-106
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    • 2005
  • This paper presents a method for evaluating the nash equilibrium of the Cournot model for N-Gencos in wholesale electricity market. In wholesale electricity market, the strategies of N-Gencos can be applied to the game model under the conditions, which the Gencos determine their strategies to maximize their benefit. Generally, the Lemke algorithm has known as the approach to evaluate the mixed nash equilibrium in the only two-player game model. In this paper, we have developed the necessary condition for obtaining the mixed nash equilibrium of N-player by using the Lemke algorithms. However, it is difficult to find the mixed nash equilibrium of two more players by using the analytic method since those have the nonlinear characteristics. To overcome the above problem, we have formulated the object function satisfied with the proposed necessary conditions for N-player nash equilibrium and applied the modified particle swarm optimization (PSO) method to obtain the equilibrium for N-player. To present the effectiveness the proposed necessary condition and the evaluation approach, this paper has shown the results of equilibrium of sample system and the cournot game model for 3-players.

A Study on Methodology for Considering Risk in Power Transactions in Futures Market (선물 시공에서의 전력거래 위험 고려 방법론 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.400-402
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    • 2000
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PooICo model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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Evaluating Korea Game Platform by Applying GE Model (GE 모델을 응용한 게임 플랫폼별 산업 평가)

  • Kim, Hyoung-Gil;Lee, Ji-Hun;Kim, Tae-Sik
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.17-23
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    • 2006
  • Most companies operate their business unit by products which occupy mostly their sales or can increase their sales. The evaluation of business units is very important part to check the market position of its business, the value of investment and business diversification. This paper applies 5 game flat forms to Korean game industry at base on GE model which can evaluate business unit with market merit and competitive advantage in market. the result of study indicates that main flat form and the other flat form distribute diversely, and can determine the time for the new product development, the flat form of main investment and marketing strategy.

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A Study for Interaction of Board Game based on Open Markets (오픈마켓 기반 보드 게임의 상호작용에 관한 연구)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.128-130
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    • 2014
  • Digital products which is concentrated on function implementation are disregarded from consumers, while those that is interacting with human and user experience based on digital contents get to high royalties and preferences currently. This trend is the same as open market based on game fields. This paper aims to find the feature of proper interaction in board game on open market and derive the key design factor of them. After many literatures were reviewed, we found how to apply interaction factors to games. We expect to develop the game with the optimal user experience to apply the proper interaction to board game in domestic open market in the future.

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A Game Theoretic Approach to the Channel Conflict Due to the Subsidies for Mobile Handsets (단말기보조금에 따른 경로갈등에 대한 게임이론적 접근)

  • Joo, Young-Jin
    • Journal of Distribution Research
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    • v.11 no.4
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    • pp.31-48
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    • 2006
  • This study was motivated by a recent channel conflict on subsidies for mobile handset between a service provider and a handset manufacturer in the mobile communication market. In this study, we have developed a two-person non-zero sum game for the channel conflict on subsidies for mobile handset, and derived its optimal strategic game solution. As a result, we have found that, between the service operator and the handset manufacturer, one who has high level of market leadership in his own market has a power to affect the optimal strategic game solution. We have also found that, when the service operator and the handset manufacturer have relatively high level of market leadership in their own market, there exist both of potential channel conflict and cooperation. The result of this study may provide an effective reference for a solution of similar channel conflicts.

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A Study on the Preference of Color by Genres of Smartphone Game (스마트폰 게임 장르별 색채 선호도 조사 연구)

  • Park, Ji-Hye;Hong, Soo-bong;Jung, Chool-gon
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.7-22
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    • 2016
  • While the period of 40 million smart phone users begins, mobile game has spread and evolved as quick as popularization of smart phone. Therefore, this study is written to help the improvement of a graphic image on a development of a game for a qualitative growth of a game market, and is to suggest a guideline of tone by genres, by measuring image or feeling of game genre targeting game users. As a result of study, more than 50% of adjectives game users wrote by genres corresponded. It means that tone game users prefer is relatively clear. Therefore, the researcher confirmed that it is possible to attempt the standardization of tome about genre, and suggested 3 kinds of tone and brightness of color by genres. The researcher hopes that this result of the study will help smooth color plan on a development of smart phone game, and that more diverse studies will be proceeded for a qualitative growth of a game market arriving at puberty.

Analysis of Mechanism Design for the Optimal Bilateral Contract in the Competitive Electricity Market (경쟁적 전력시장에서의 적정 직거래 계약가격 설정에 관한 연구)

  • Chung, Koo-Hyung;Roh, Jae-Hyung;Cho, Ki-Seon;Kim, Hak-Man
    • The Transactions of the Korean Institute of Electrical Engineers P
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    • v.59 no.3
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    • pp.263-267
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    • 2010
  • Although electricity market structures may be different from each country, they have a long-term forward market and a short-term spot market in general. Particularly, a bilateral contract transacted at a long-term forward market fixes the electricity price between a genco and a customer so that the customer can avoid risk due to price-spike in the spot market. The genco also can make an efficient risk-hedging strategy through the bilateral contract. In this paper, we propose a new mechanism for deriving the optimal bilateral contract price using game theory. This mechanism can make the customer reveal his true willingness to purchase so that an adequate bilateral contract price is derived.

A Study on the Analysis of the Present Conditions of Robot-typed Mechanic Games and Development Methods (로봇형 메카닉 게임 현황 분석 및 발전 방안에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • Journal of Game and Entertainment
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    • v.2 no.1
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    • pp.1-7
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    • 2006
  • While numerous On off-line and mobile games have been released in our domestic game market annually, the release of mechanic games in our domestic game market is merely a minority. The marketability of robot-typed mechanic game among our domestic game markets has net been widened. What are the reasons that the robot-typed mechanic game in our domestic games has not been expanded in terms of its users? The purpose of this study is to figure out the reasons why there have been few demands and manufactures of robot-typed mechanic games in domestic market. This study investigate the present conditions of robot-typed mechanic games released domestically and internationally and the reasons for game users' avoiding them through the ranking of sale and popularity. In addition, it analyze three biggest causes such as the absence of planning capability, cultural exclusivism against robots and difficulties in manipulation. Lastly, the study investigate the necessity and importance of robot-typed mechanic games in domestic markets.

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Research on the Development of One IP(intellectual property) Animation & Game in Chinese Market

  • Pan, Yang;Choi, Chul-Young;Meng, Zilu
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.67-75
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    • 2019
  • "No IP, No Content" has become a phenomenon in the content industry, high-quality IP has a strategic importance. It has become a Trinity in the movie-anime-game basic package, Competition is more intense. However, there is a tremendous amount of know-how hidden behind the use of IP to operate games well. We are worth exploring in detail. The research and analysis of digital IP market, the advantages and disadvantages will be the focus of our pragmatic research. As an emerging market in the digital industry, China has great research value. This paper analyzes the status quo of the current Chinese market by comparing the mature US and Japanese markets. For example, the research of American Disney Company analyzes the mature market structure of Japan. compared with the excellent case of the Chinese market legend of qin. By studying the current situation of China's digital market, analyzing the interest trends of the customer base, discovering existing problems and improving the accuracy of the prediction and judgment of the Chinese digital market in the future.According to the survey, the IP heat is mainly concentrated in six categories of games, animation, TV, variety, movies, and novels. At present, the most popular IP of manufacturers have three major categories. This article will conduct research and analysis on digital IP, and analyze the market status of China, the United States, and Japan and the research on outstanding representative works in the market.