• 제목/요약/키워드: Game Review

검색결과 262건 처리시간 0.02초

해외시장 진입전략에서 창의성과 흡수역량, 전략적 지향성이 미치는 효과에 대한 연구: 게임산업을 중심으로 (The effect of creativity, absorptive capacity and strategic orientation on the distribution strategy of foreign market entry : Focused on Game Industry)

  • 박영은
    • 문화경제연구
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    • 제17권2호
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    • pp.29-62
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    • 2014
  • 대표적인 지식기반산업, 창조산업으로 인식되고 있는, 문화콘텐츠 산업의 하나인 게임산업은 전통적인 제조업의 해외진출과는 달리, 제품 혹은 프로젝트 기반으로 해외진출에 대한 전략과 성과가 달라진다. 따라서 이에 대한 접근도 각각의 콘텐츠 단위로 달리해야 하며, 어떠한 요인들로 인해 이들의 해외진출 의사결정과 결과가 달라지는지 살펴볼 필요가 있다. 이에 본 연구에서는 게임 산업에서 해외시장 진입 선택에 영향을 미치는 '전략적 지향성' 요인을 중심으로, 이들의 선행변수 및 후행변수에 대해 살펴보고자 한다. 본 논문에서는 팀 단위(team level)로 제품이 개발되어 각각의 해외시장별로 어떠한 전략적 지향성을 띄며 진입유형 선택에 이르게 되는지 살펴보기 위해 온라인 게임 252개의 케이스를 가지고 살펴봤다. 본 연구결과에 따르면, 팀 흡수역량이 혁신지향성에 미치는 관계를 제외한 모든 잠재변수들(창의성, 흡수역량, 시장지향성, 혁신지향성, 해외시장 성과)간의 인과관계가 유의하게 나타났다. 본 연구는 창의성과 흡수역량, 시장지향성 및 혁신지향성을 해외시장 진입 방식과 통합적으로 연결시킴으로써 기존의 전략 및 국제경영 관련 이론들을 보충하고, 문화콘텐츠 상품의 해외진입(배급) 전략을 설명하기 위한 이론적 및 실무적인 시사점을 제공해준다.

의학교육에 있어서 이러닝(e-learning)의 가능성과 한계 (Possibilities and Limitations of E-learning in Medical Education)

  • 임은정
    • 의학교육논단
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    • 제11권1호
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    • pp.21-33
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    • 2009
  • The purpose of this study is to review a variety of e-learning use in medical education, and to analyze the e-learning related research in medical education, finally to discuss possibilities and limitations of e-learning in future. Subjects of this research are 46 papers published in Korean Medical Database, PubMed, MEDLIS, RISS4U. Content analysis of 46 papers have been conducted based on the period of research, research methods, research subjects, study personnel, effectiveness. The results are as follows. First, various e-learning, such as hyper-media, simulation-based medical education (SBME), game-based learning, web-based learning, computer-based test (CBT) are implemented in medical education. Second, 35 research (76.1%) has verified the positive effect of e-learning. Third, in the case of Korean studies, experimental studies (46.2%) in a short period (46.2%) of 50-100 people (42.3%) to take the most. As a result, it is reported a lack of theoretical discussion and insight on e-learning compared to foreign research. Educational paradigms are currently shifting from off-line to on-line, from traditional classroom lecture to e-learning. But e-learning is not a substitution to traditional teaching, but a matter of choice. The choice is up to medical professors and students.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • 4차산업연구
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    • 제4권1호
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향 (The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow)

  • 이지현;김한구
    • 경영과정보연구
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    • 제37권4호
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    • pp.21-39
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    • 2018
  • 오늘날 스마트폰 기술의 향상과 함께 모바일인스턴트메신저(MIM)는 많은 사람들이 일상적으로 이용하는 커뮤니케이션 수단이 되었다. 그 중 카카오톡은 현재 국내에서 가장 높은 점유율을 차지하고 있으며 카카오게임은 대표적인 SNG 플랫폼으로 지속적인 수익을 창출하고 있다. 그러나 카카오게임의 대중적 인기와 수익창출 기여도가 증가함에도 불구하고, SNG이용자의 특성과 지속적인 게임 이용간의 관계를 다룬 연구는 부족한 실정이다. SNG이용자가 지인들 간의 관계를 통해 형성하는 사회자본과 모바일 게임 이용 시 제공하는 개인정보에 대한 우려는 모두 개인적 특성이며 커뮤니티 몰입도에 영향을 미치는 요인이다. 이에 본 연구는 개인이 타인과 관계를 형성하는 양상과 개인정보제공과 관련된 우려가 게임의 플로우 경험에 미치는 영향을 살펴보고자 하였다. 또한 플로우가 SNG재이용의도와 추천의도에 미치는 영향을 실증 분석하였다. 검증 결과, 응답자의 연결적 사회자본은 SNG에 대한 플로우에 긍정적인 영향을 미쳤으며, 결속적 사회자본은 SNG에 대한 플로우에 부정적인 영향을 미치는 것으로 나타났다. 또한 개인정보제공에 대한 인지성은 SNG에 대한 플로우에 부정적 영향을 미치나, 통제성은 긍정적인 영향을 미치는 것으로 나타났다. 마지막으로 SNG에 대한 플로우는 SNG재이용의도와 추천의도에 긍정적인 영향을 미쳤으며 SNG 재이용의도 또한 추천의도에 긍정적인 영향을 미치는 것으로 나타났다. 본 연구는 SNS의 폐쇄적 특성과 개방형 특성을 모두 갖춘 카카오 플랫폼을 중 카카오게임을 대상으로, SNG이용자의 사회자본이 플로우 경험을 통해 소비자행동에 영향을 미치는 요인이 될 수 있다는 점을 밝혔다. 또한, 아직 연구가 활발하게 진행되지 않은 SNG이용자의 개인정보제공에 대한 우려와 플로우 간의 관계를 실증적으로 검증했다는 점에서 의의가 있다. 마지막으로 본 연구의 결과를 토대로 SNG에 대한 게임몰입을 촉진시키기 위하여 이용자의 특성을 기반으로 보다 유용한 마케팅전략을 고안할 수 있을 것이다.

R&D Spillovers with Endogenous Absorptive Capacity: Lessons for Developing Countries

  • Bae, Chankwon
    • East Asian Economic Review
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    • 제20권2호
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    • pp.191-228
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    • 2016
  • This paper analyzes the role of absorptive capacity in R&D spillovers through strategic R&D investments in a game-theoretic framework. In the model, a firm's effective R&D is composed of idiosyncratic R&D, which produces its own innovations, and identical R&D, which improves absorptive capacity. The model shows that in the presence of absorptive capacity firms have a tendency to underinvest (overinvest) in idiosyncratic (identical) R&D relative to the social optimum. As the spillover becomes larger, firms decrease their own R&D while they become more inclined towards strategic exploitation of rivals' efforts. Since the former effect overpowers the latter, the total amount of R&D decreases as the spillover increases. This is socially undesirable, providing a potential justification for a governmental subsidy for idiosyncratic R&D and a tax on identical R&D. The findings may have important implications for newly industrialized or emerging countries that consider a redirection of national R&D policy and intellectual property rights (IPR) regime.

An Experimental Study on Internal and External Negotiation for Trade Agreements

  • Sung, Hankyoung
    • East Asian Economic Review
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    • 제21권2호
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    • pp.103-121
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    • 2017
  • This paper experimentally studies the performance of negotiation considering individual and party, like a country, share of benefit over the best ones. It experiments two-stage bargaining games, internal and external negotiations. From the experimental results, this paper shows strong tendency to select fair allocation in the internal negotiations, but the tendency would be weaker with attractive outside option. In addition, the outside option may claim difference in individual benefit. From the regressions on individual performance in the negotiations, being a proposing party would matter to enhance the performance. However, relative individual performance within party fairness matters. Still attractive no-agreement options happen to break the tendency. As policy implication for trade negotiation, this paper warns that possible loss in individual benefit from not active participation to the external negotiations, no active role of proposer in case that players stick to internal allocations, and deviation of advantageous sector due to attractive outside options.

비대칭적 정보 하에서 진입 억제와 가격 경쟁 (Entry Deterrence and Price Competition under Asymmetric Information)

  • 맹주열;최성용
    • 경영과학
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    • 제33권4호
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    • pp.65-75
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    • 2016
  • We study limit pricing in a price-based duopoly market under asymmetric information on the demand state. An incumbent, who is a monopolist in the initial period, has complete information on the size of a market, while a potential entrant only knows it partially. After observing the sales price of the incumbent in the first period, the entrant decides whether to enter a duopoly market and the sales price if she chooses to. We present a separating perfect Bayesian equilibrium, which indicates that limit pricing can deter the entry of a potential entrant under price competition when there is information asymmetry about the demand state.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제2권2호
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Whither the TPP? Political Economy of Ratification and Effect on Trade Architecture in East Asia

  • Choi, Byung-il
    • East Asian Economic Review
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    • 제20권3호
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    • pp.311-338
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    • 2016
  • In the race for establishing trading architecture consistent with new landscape of the global economy, the US is ahead of the game by concluding the Trans Pacific Partnership Agreement with 11 countries. To make it reality, the ratification is essential. In the battle for ratification in the US, declining globalism confronts rising protectionism. This paper models the ratification process as contest between globalism and protectionism, and analyzes the optimal timing for ratification. Based on this framework, various ratification scenarios are analyzed. The paper argues less likelihood for the lame-duck session passage and more likelihood for prolonged and protracted delay, due to changing political dynamics and declining intellectual support for globalism. Hence, the future of Trans Pacific Partnership Agreement may prove different, compared to the North American Free Trade Agreement and the Korea-US Free Trade Agreement, both of which were renegotiated and ratified eventually. Then, the US would lose the first move advantage. The paper also discusses strategic implications of delayed ratification on the evolution of trading architecture in East Asia.

로그자료 분석을 통한 인터넷 서버의 용량 분석 (Capacity Analysis of Internet Servers Based on Log-Data Analysis)

  • 김수진;윤복식;이용주;강금석
    • 경영과학
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    • 제19권1호
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    • pp.29-38
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    • 2002
  • Due to the rapid increase In the Internet traffic volume, ISPs are faced with the definite need of the expansion of server capacity. In order to Provide prompt services for customers and still prevent excessive facility cost, it is critical to determine the optimum level of internet server capacity. The purpose of this Paper is to provide a simple but effective strategy on the expansion of servers capacity according to the increase in internet traffic. We model an internet server as an M/G/m/m queueing system and derive an efficient method to compute the loss probability which, In turn, Is used as a basis to determine proper server capacity. The Process of estimating the traffic parameter values at each server based on log data analysis is also given. All the procedures are numerically demonstrated through the process of analyzing actual log data collected from a game company.