• Title/Summary/Keyword: Game Payment

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A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Optimal Charging and Discharging for Multiple PHEVs with Demand Side Management in Vehicle-to-Building

  • Nguyen, Hung Khanh;Song, Ju Bin
    • Journal of Communications and Networks
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    • v.14 no.6
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    • pp.662-671
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    • 2012
  • Plug-in hybrid electric vehicles (PHEVs) will be widely used in future transportation systems to reduce oil fuel consumption. Therefore, the electrical energy demand will be increased due to the charging of a large number of vehicles. Without intelligent control strategies, the charging process can easily overload the electricity grid at peak hours. In this paper, we consider a smart charging and discharging process for multiple PHEVs in a building's garage to optimize the energy consumption profile of the building. We formulate a centralized optimization problem in which the building controller or planner aims to minimize the square Euclidean distance between the instantaneous energy demand and the average demand of the building by controlling the charging and discharging schedules of PHEVs (or 'users'). The PHEVs' batteries will be charged during low-demand periods and discharged during high-demand periods in order to reduce the peak load of the building. In a decentralized system, we design an energy cost-sharing model and apply a non-cooperative approach to formulate an energy charging and discharging scheduling game, in which the players are the users, their strategies are the battery charging and discharging schedules, and the utility function of each user is defined as the negative total energy payment to the building. Based on the game theory setup, we also propose a distributed algorithm in which each PHEV independently selects its best strategy to maximize the utility function. The PHEVs update the building planner with their energy charging and discharging schedules. We also show that the PHEV owners will have an incentive to participate in the energy charging and discharging game. Simulation results verify that the proposed distributed algorithm will minimize the peak load and the total energy cost simultaneously.

Traffic Offloading in Two-Tier Multi-Mode Small Cell Networks over Unlicensed Bands: A Hierarchical Learning Framework

  • Sun, Youming;Shao, Hongxiang;Liu, Xin;Zhang, Jian;Qiu, Junfei;Xu, Yuhua
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.11
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    • pp.4291-4310
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    • 2015
  • This paper investigates the traffic offloading over unlicensed bands for two-tier multi-mode small cell networks. We formulate this problem as a Stackelberg game and apply a hierarchical learning framework to jointly maximize the utilities of both macro base station (MBS) and small base stations (SBSs). During the learning process, the MBS behaves as a leader and the SBSs are followers. A pricing mechanism is adopt by MBS and the price information is broadcasted to all SBSs by MBS firstly, then each SBS competes with other SBSs and takes its best response strategies to appropriately allocate the traffic load in licensed and unlicensed band in the sequel, taking the traffic flow payment charged by MBS into consideration. Then, we present a hierarchical Q-learning algorithm (HQL) to discover the Stackelberg equilibrium. Additionally, if some extra information can be obtained via feedback, we propose an improved hierarchical Q-learning algorithm (IHQL) to speed up the SBSs' learning process. Last but not the least, the convergence performance of the proposed two algorithms is analyzed. Numerical experiments are presented to validate the proposed schemes and show the effectiveness.

Competition between Mobile Pay and Credit Card Systems (모바일페이사와 신용카드사의 경쟁)

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
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    • v.9 no.4
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    • pp.49-65
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    • 2018
  • This paper illustrates the competition between the mobile pay and credit card systems by utilizing the theory of two-sided markets. Two firms, as platforms, maximize the profit collecting fees from consumers on one side and from retailers on the other side. Consumers pay to buy goods and services with mobile pay, credit card, or cash. The basic model is one that each platform maximizes its profit. We show that the fees for credit card holders and retailers are higher than the respective costs. The fee for retailers of the mobile payment is higher than its cost, while the buyer's fee may be higher or lower than its cost. Applied model is the one that employs the delegation game model. The total profit of the mobile pay system is composed of its profit and the weighted demand for the mobile pay. It is shown that buyers' fee under the applied model is lower than that under the basic model, resulting in an increase of the demand for the mobile pay. The fee for the retailers rises, albeit the sum of fees for the buyers and retailers falls. The profit for the mobile pay system is increased, while that for the credit card company stays the same.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
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    • v.20 no.2
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    • pp.77-90
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    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.327-337
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    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

Estimating Method of Starting Point Bias in Bidding Game (서베이를 이용한 입찰게임에서 출발점 편의의 추정)

  • 박용치
    • Survey Research
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    • v.4 no.2
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    • pp.63-86
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    • 2003
  • The objective of this study was to investigate the existence of starting point bias in the bidding game contingent valuation elicitation technique when determining willingness to pay (WTP) for improving the qualify of running water in Seoul and its vicinity. Of all existing contingent techniques, the bidding game most closely mimics the normal price taking behavior in local markets. Three different starting points (low, medium and high) were used to determine WTP and the existence of starting point bias in the meanwhile respectively. The respondents were randomly assigned to the three different starting point groups in order to ensure homogeneity, so that any variation seen in WTP could be attributed to the starting point effects. And a pretested interviewer-administered questionnaire used to elicit WTP. Non-parametric test and the logit model were used to analyze the data for evidence of starting point bias. In this instance, the high starting point group had a high WTP, and low starting point group had a low WTP. This means there exist starting point bias in estimating WTP by bidding game in this instance. This finding might signal that people may actually be making up their minds on the maximum amount they are willing to pay for running water service as a bidding iterating is going on and is influenced by the starting point used in the bidding game. The problem of slaking point bias can be avoided if the respondent is asked directly for the maximum WTP without payment cards or a bidding game. But such a question is perceived as being very difficult to answer and this leads to problems of non-response and being unrealistic.

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Adolescents' Actual Conditions of Buying and Impulsive Buying, Imitative Buying, and Conspicuous Consumption on the Internet Items (청소년의 인터넷 아이템의 구매실태 및 충동, 모방, 과시소비 성향)

  • Chung, Eun-Young;Lee, Eun-Hee
    • Journal of the Korean Home Economics Association
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    • v.45 no.8
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    • pp.105-126
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    • 2007
  • The aims of this study were to examine the actual conditions surrounding the purchasing of online game items and Internet cyberspace items by adolescents the propensity of adolescents to consume these items, to determine the difference in the propensity for high and low consumption of these items among adolescents, and to investigate the characteristics of the adolescents who show a high propensity for the consumption of Internet items. The data for this study were collected from 483 adolescent consumers who were middle school and high school students in the city of Bucheon in Gyeonggi Province. The statistical methods used for the data analysis included frequency, percentage, standard deviation, t-test, and one-way ANOVA. The results of the present study can be summarized as follows. The majority(79.5%) of the students surveyed had had the experience of purchasing items. Most students(67.5%) had a rare frequency of buying ($1{\sim}2$ times in a period of 6 months or less). Nearly half (47.9%) of the students spent less than 1000 won per month on the item(s) purchased. Most of the students purchased items with their parents' permission, but 26.6% of the students bought the items without their parents' permission. Most of the characteristics of the items purchased, such as the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, and whether or not they had their parents' permission differed according to gender, grade level, record, and monthly allowance. The level of propensity to consume the items was not high. The propensity of imitation consumption (1.96) was lower than that of impulsive consumption (2.38) and conspicuous consumption (2.45). Most of the buying characteristics, including the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, parents' permission, grade level, and monthly allowance were different between the high and low propensity for consumption groups.

A Distributed Decision-Making Mechanism for Wireless P2P Networks

  • Wu, Xu;He, Jingsha;Xu, Fei;Zhang, Xi
    • Journal of Communications and Networks
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    • v.11 no.4
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    • pp.359-367
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    • 2009
  • Trust-based solutions provide some form of payment to peers to encourage good behavior. The problem with trust management systems is that they require prior knowledge to work. In other words, peers are vulnerable to attack if they do not have knowledge or correct knowledge of other peers in a trust management system. Therefore, considering only trust is inadequate when a decision is made to identify the best set of peers to utilize. In order to solve the problem, we propose a distributed decision-making mechanism for wireless peer-to-peer (P2P) networks based on game theory and relevant trust mechanisms in which we incorporate the element of trust and risk into a single model. The main idea of our mechanism is to use utility function to express the relationship between benefits and costs of peers, and then make the decision based on expected utility as well as risk attitude in a fully distributed fashion. The unique feature of our mechanism is that it not only helps a peer to select its partners, but also mitigates vulnerabilities in trust-based mechanisms. Through analysis and experiments, we believe our approach is useful for peers to make the decision regarding who to interact with. In addition, it is also a good starting point for exploring tradeoffs among risk, trust and utility.

ESTABLISHMENT OF CONSTRUCTION INDUSTRY CREDIT GUARANTEE SYSTEM-BASED ON TAIWAN'S CONSTRUCTION INDUSTRY

  • Ting-Ya Hsieh;Tsung-Shi Liu
    • International conference on construction engineering and project management
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    • 2011.02a
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    • pp.399-406
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    • 2011
  • Various construction bonds and warranties critically burden the general contractor. Also, sporadic or cumulative delays of progress payment by the owner can further trap the contractor in a financial quagmire. Facing the possibility of cash flow deficiency and callous response from the banks, most construction firms may become financially incapable of market competition, and attractive project tenders become a bidding game among few deep-pocket players. The downside of such market environment is that the depth of pocket, rather than that of professional competency dictates the choice of market winners. In Taiwan, this has been a potential crisis to the construction industry after the financial crisis which started out since 2008. To encounter this problem, this research will examine the means to better manage the construction industry. Essentially, a credit guarantee system (CGS) is the prime solution to strengthen a bank's confidence in any particular construction firm. Thus establishing a national platform which evaluates and rewards a construction firm's overall credibility is pivotal, and this third-party rated credit can help a bank to render a loan more wisely. Finally, this paper will propose the ideal operating schemes of construction-specific CGS in Taiwan and a credit scoring prototype model for construction industry, as reference for the government and banks, respectively.

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