• Title/Summary/Keyword: Game Startup

Search Result 10, Processing Time 0.02 seconds

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
    • /
    • v.7 no.1
    • /
    • pp.178-189
    • /
    • 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.

A Study on Pedagogical Elements of Serious Game (기능성 게임의 교육학 요소에 관한 연구)

  • Ha, Soo-Cheol
    • Journal of Digital Contents Society
    • /
    • v.18 no.8
    • /
    • pp.1677-1684
    • /
    • 2017
  • In this paper, we tried to combine the findings obtained from pedagogical analysis of serious game, which is a study of Soo-Cheol Ha [2, 3], and learning theories such as behaviorism, cognitivism, constructivism, situated learning, and other theories. Based on the previous research, we propose pedagogical elements of serious games based on theories and researches from models and other studies using learning theory. The suggested elements were applied on GSS(Global Startup Simulation), which is a serious game, and the results were confirmed through questionnaire evaluation of learners who are learning through it.

A Study on the Limits and Improvement Methods of Korean Indie Game Development Policy (국내 인디게임 육성정책의 한계 및 개선방안에 관한 연구)

  • Choi, JoongBin;Kim, SunYoung
    • Journal of Korea Game Society
    • /
    • v.19 no.6
    • /
    • pp.25-36
    • /
    • 2019
  • The Indie Game market is emerging as a niche for game startups. We analyzed policy cases related to indie games in local governments, and the private sector to suggest ways to improve the Indie Game market. As a result, the problems of Indie Game-related policies resulted in lack of market research and success case analysis, lack of manpower training program, accelerator program, and public-private cooperation project. To build an Indie Game ecosystem, we proposed the necessity of establishing an effective promotion system through cooperation between the local government and the state.

A Study on Accelerator Emergence and Accelerator Service Stage (엑셀러레이터의 출현과 엑셀러레이터 서비스 단계 연구)

  • Choi, Joong Bin
    • Journal of Information Technology Services
    • /
    • v.18 no.3
    • /
    • pp.129-141
    • /
    • 2019
  • Currently, there is a wave of second startup companies in Korea as well as within the global market, and the role of accelerators have become highly important at the center of changes. In the early 2000s, Y-Combinator has made Airbnb and Dropbox grow into a global company, and its start-up support model has begun to gain worldwide attention, and further became the beginning of the "accelerator" industry. The accelerator industry has been expanding rapidly throughout the United States, Britain and Israel, as well as China and Southeast Asia in recent years. As of the end of 2018, more than 130 accelerators have been operating in Korea, starting with Primer in 2010, and the scope of its activities has been expanding into specialty fields such as Pintech, bio industry, and Block chain, as well as Game. The purpose of this study is to study the role of the accelerator through the phenomenon of these accelerators and their step-by-step support services.

Analysis of User Interface (UI) Color Design of Children's Education Game (아동 교육용 게임의 사용자 인터페이스(UI) 색채 디자인 분석)

  • Zheng, LingJing;Lee, Dong-Lyeor
    • Journal of Digital Convergence
    • /
    • v.18 no.12
    • /
    • pp.577-583
    • /
    • 2020
  • The learning and cognition of preschool children begins with the color of the object, and the game interface is the child's first impression of the game, so reasonable color design is needed. This article selects 10 educational mobile game for preschool children, extracts colors from the game interface and startup icons, and puts them into Photoshop to analyze the three elements of color hue, lightness, and saturation. Finally, three suggestions are put forward for the color design of game UI. 1.Choose a color similar to the actual color of the thing. 2. Choose warm colors according to your child's preferences. 3. When using contrasting colors, please reduce the brightness or purity of the colors. It is hoped that the research conclusions can provide reference materials for the color design of educational game UI for preschool children.

Analysis of the Success Factors of Open Innovation fromthe Perspective of Cooperative Game Theory: Focusing on the Case of Collaboration Between Korean Large Company 'G' and Startup 'S' (협조적 게임이론 관점에서 본 대기업-스타트업 개방형 혁신 성공 요인 분석: 대기업 'G사'와 스타트업 'S사'의 협업 사례를 중심으로)

  • Jinyoung Kim;Jaehong Park;Youngwoo Sohn
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.19 no.2
    • /
    • pp.159-179
    • /
    • 2024
  • Based on the case of collaboration between large companies and startups, this study suggests the importance of establishing mutual cooperation and trust relationships for the success of open innovation strategy from the perspective of cooperative game theory. It also provides implications for how this can be implemented. Due to information asymmetry and differences in organizational culture and decision-making structures between large companies and startups, collaboration is likely to proceed in the form of non-cooperative games among players in general open innovation, leading to the paradox of open innovation, which lowers the degree of innovation. Accordingly, this study conducted a case study on collaboration between large company 'G' and startup 'S' based on the research question "How did we successfully promote open innovation through cooperative game-type collaboration?" The study found that successful open innovation requires (1) setting clear collaboration goals to solve the organizational problem between large companies and startups, (2) supporting human resources for qualitative growth of startups to solve reliability problems, (3) leading to strategic investment and joint promotion of new projects to solve the profit distribution problem. This study is significant in that it contributes to expanding the discussion of the success factors of open innovation to the importance of interaction and strategic judgment considering the organizational culture and decision-making structure among players, and empirically confirming the success conditions of open innovation from the perspective of cooperative game theory.

  • PDF

The Design of Gamification to Improve Youth's Creativity : The Cases of 'Idea League' and 'Idea Company' (청소년의 창의성 향상을 위한 게이미피케이션 설계 방안 : '아이디어 리그' 및 '아이디어 컴퍼니' 사례)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong;Lee, Hwanjoo
    • Journal of Korea Game Society
    • /
    • v.19 no.1
    • /
    • pp.47-60
    • /
    • 2019
  • This study presents the cases of 'Idea League' and 'Idea Company' designed to improve the creativity of youth, the protagonist of the future startup in 'Idea Maru' platform. The 'Idea League' is a service where youths suggest ideas about questions that require creativity, and it can be fun to compete rankings of ideas or directly evaluate other ideas. Besides, 'Idea Company' is a service for youths to establish a virtual company, and they can receive mentoring and simulated investment for the established virtual company. The result of this study suggests that gamification can be applied in non-game areas, and it will contribute to spreading positive perception of the game.

Tech shop building plan and its effect to encourage local start-up (지역 창업 활성화를 위한 테크숍 구축 방안과 기대효과)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.1
    • /
    • pp.133-139
    • /
    • 2019
  • The Tech Shop, which provides an environment for fast prototyping by using 3D printers and various work tools, is a place where the fusion design education can be realized and creative ideas can be produced in the era of industrial 4.0. The purpose of this study is to propose and establish the possibility of a tech shop for the revitalization of local businesses in the Chungcheong province where many of contents related universities and institutions are located. For this purpose, we reviewed the necessity and the requirements of a tech shop, and analyzed the necessary components of a tech shop for successful operation. If the proposed tech shop is built and efficient operation is applied, it is expected that many of prototypes based on good ideas could be quickly produced and commercialized.

Linking Findings from Text Analyses to Online Sales Strategies (온라인상의 기업 및 소비자 텍스트 분석과 이를 활용한 온라인 매출 증진 전략)

  • Kim, Jeeyeon;Jo, Wooyong;Choi, Jeonghye;Chung, Yerim
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.41 no.2
    • /
    • pp.81-100
    • /
    • 2016
  • Much effort has been exerted to analyze online texts and understand how empirical results can help improve sales performance. In this research, we aim to extend this stream of research by decomposing online texts based on text sources, namely, companies and consumers. To be specific, we investigate how online texts driven by companies differ from those generated by consumers, and the extent to which both types of online texts have different effects on online sales. We obtained sales data from one of the biggest game publishers and merged them with online texts provided by companies using news articles and those created by consumers in user communities. The empirical analyses yield the following findings. Word visualization and topic analyses show that firms and consumers generate different contexts. Specifically, companies spread word to promote their own events whereas consumers produce online words to share winning strategies. Moreover, online sales are influenced by consumer-generated community topics whereas firm-driven topics in news articles have little to no effect. These findings suggest that companies should focus more on online texts generated by consumers rather than spreading their own words. Moreover, online sales strategies should take advantage of specific topics that have been proven to increase online sales. In particular, these findings give startup companies and small business owners in variety of industries the advantage when they use the online channel for distribution and as a marketing platform.

Analysis of Global Entrepreneurship Trends Due to COVID-19: Focusing on Crunchbase (Covid-19에 따른 글로벌 창업 트렌드 분석: Crunchbase를 중심으로)

  • Shinho Kim;Youngjung Geum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.18 no.3
    • /
    • pp.141-156
    • /
    • 2023
  • Due to the unprecedented worldwide pandemic of the new Covid-19 infection, business trends of companies have changed significantly. Therefore, it is strongly required to monitor the rapid changes of innovation trends to design and plan future businesses. Since the pandemic, many studies have attempted to analyze business changes, but they are limited to specific industries and are insufficient in terms of data objectivity. In response, this study aims to analyze business trends after Covid-19 using Crunchbase, a global startup data. The data is collected and preprocessed every two years from 2018 to 2021 to compare the business trends. To capture the major trends, a network analysis is conducted for the industry groups and industry information based on the co-occurrence. To analyze the minor trends, LDA-based topic modelling and word2vec-based clustering is used. As a result, e-commerce, education, delivery, game and entertainment industries are promising based on their technological advances, showing extension and diversification of industry boundaries as well as digitalization and servitization of business contents. This study is expected to help venture capitalists and entrepreneurs to understand the rapid changes under the impact of Covid-19 and to make right decisions for the future.

  • PDF