• 제목/요약/키워드: Game goods

검색결과 50건 처리시간 1.054초

A study on Prevention of Large Scale Identity Theft through the Analysis of Login Pattern(Focusing on IP/Account Blocking System in Online Games) (로그인 패턴 분석을 통한 대규모 계정도용 차단 방안에 관한 연구(온라인 게임 IP/계정 차단시스템을 중심으로))

  • Yeon, Soo-Kwon;Yoo, Jin-Ho
    • Journal of Korea Game Society
    • /
    • 제16권2호
    • /
    • pp.51-60
    • /
    • 2016
  • The incidents of massive personal information being leaked are occurring continuously over recent years. Personal information leaked outside is used for an illegal use of other's name and account theft. Especially it is happening on online games whose virtual goods, online game money and game items can be exchanged with real cash. When we research the real identity theft cases that happened in an online game, we can see that they happen massively in a short time. In this study, we define the characteristics of the mass attacks of the automated identity theft cases that occur in online games. Also we suggest a system to detect and prevent identity theft attacks in real time.

Case study: Grigon Entertainment's success and failure

  • Yoo, Byung-Joon;Kim, Kwan-Soo;Lee, Joon-Hwan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • 제4권4호
    • /
    • pp.71-88
    • /
    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

  • PDF

The Effect of Export on Firms' Profit in Contents Industry - In the Case of Visual and Game Contents Firms - (콘텐츠산업 수출이 기업 수익에 미치는 영향 - 영상 및 게임 콘텐츠 기업을 중심으로 -)

  • Oh, Choon-Ho;Cho, Yong-Rae;Kim, Won-Joon
    • The Journal of the Korea Contents Association
    • /
    • 제9권6호
    • /
    • pp.153-164
    • /
    • 2009
  • The export on visual and game industry has grown very rapidly and is expanding its role in economic growth. In contrast, researches on these firms' financial performances in strategic and policy point of view are difficult to be found regarding the export of cultural industry. In this study, we analysis the effects of firms export in cultural industry on their financial performances focusing on game and visual industry. We find that the recent activities of export in game industry have positive effect on firm's growth in game industry. However, we find that the export deteriorate the net profit. On the other hand, we find no significant results in the case of visual game industry. Our results suggest that we need more strategic approaches in exporting goods in contents industry.

Investigation about Figure Industry by Extension of Image Media (Game, Animation, Motion Picture) (영상미디어(게임, 애니메이션, 영화 분야)의 확장에 따른 피규어 산업에 대한 고찰)

  • Sohn, Jong-Nam;Lee, Jong-Han
    • The Journal of the Korea Contents Association
    • /
    • 제8권3호
    • /
    • pp.67-74
    • /
    • 2008
  • Various image media such as game, animation, movie is developing. Goods called Figure as extension that use contents source of one kind in several forms were made, and is drawing a lot of popularity today. However, is handled as simple toy of children in the Korea. So, development of allied industry is slow. In case of overseas recognized the importance by means of marketing in contents industry. In this paper, explain meaning about figure and kinds of figure and through philosophical thought and theory, analyzed personality which figure has through scientific investigation(theory of Walter Benjamin, Freud and psychologists). Nowaday, figure industry of the Korea and other foreign country is continuing development. Especially the contents of Hanryu(Korea) star figure has lots of value and possibility of future growth.

The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information (불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로)

  • Lee, Ki-Kwang;Kim, In-Gyum;Ko, Kwang-Kun
    • Journal of Information Technology Applications and Management
    • /
    • 제14권4호
    • /
    • pp.139-158
    • /
    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

  • PDF

Development of Evaluation Items for Play Ability & Operation Management in Golf Course (골프장의 경기성 및 운영관리 향상을 위한 평가항목 개발)

  • Seok, Young Han;Moon, Seok Ki;Lee, Eun Yeob
    • Journal of the Korean Society of Environmental Restoration Technology
    • /
    • 제12권1호
    • /
    • pp.1-12
    • /
    • 2009
  • The purpose of this study is to discovered assessment items for improving athletic efficiency and management of golf courses. Through this, the study intended to provide basic data for creating competitive golf courses and management. Important assessment items were selected by inducing preliminary assessment items and conducting a preliminary survey and a main survey for specialists through a theoretical study. For the survey results studied, reliability and average value for importance were calculated using SPSS/PC Window Release 12.0. As assessment of importance by assessment area, in athletic efficiency assessment, course management level was the highest, followed by fairness of games and operation of games. In management assessment, importance of service level, information management, facility management, management of game assistants, etc. were high. As assessment of importance by assessment item, it was found that 'variety of golf shot' and 'the length of a course' were important in course layout. Also 'start interval among teams' and 'disturbance of play' were assessed as important items in game operation, while 'fair reservation' and 'rounding rotation time' were important in fairness of games. In addition, in information management, 'kind service of golf course staffs' and 'prompt reservation and notification' were found to be important assessment items. In facility management, all assessment indexes were over 4.0, which means all of them are important for quality of golf course and competitiveness. In membership service, 'appropriate price of goods for sale' and 'service for members' were relatively important assessment items. Further, in management of game assistants, 'qualifications and skillfulness of game assistants' was assessed as a very important index. Although the current study only selected important items to assess excellent golf courses, it is necessary to apply the study results to the actual sites and verify them for golf course both at domestic and abroad.

A Study on the Possibility of Self-Correction in the Market for Protecting Internet Privacy (인터넷 개인정보보호의 시장자체해결가능성에 대한 연구)

  • Chung, Sukkyun
    • Journal of Digital Convergence
    • /
    • 제10권9호
    • /
    • pp.27-37
    • /
    • 2012
  • Internet privacy has become a significant issue in recent years in light of the sharp increase in internet-based social and economic activities. The technology which collects, processes and disseminates personal information is improving significantly and the demand for personal information is rising given its inherent value in regard to targeted marketing and customized services. The high value placed on personal information has turned it into a commodity with economic worth which can be transacted in the marketplace. Therefore, it is strongly required to approach the issue of privacy from economic perspective in addition to the prevailing approaches. This article analyzes the behaviors of consumers and firms in gathering personal information, and shielding it from unauthorized access, using a game theory framework in which players strive to do their best under the given conditions. The analysis shows that there exist no market forces which require all firms to respect consumer privacy, and that government intervention in the form of a nudging incentive for information sharing and/or strict regulation is necessary.

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

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
    • /
    • 제9권4호
    • /
    • pp.49-65
    • /
    • 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.

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

  • 박용치
    • Survey Research
    • /
    • 제4권2호
    • /
    • pp.63-86
    • /
    • 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.

  • PDF

A Study on the Presen Condition of Reformed Korean Traditional Clothing and a Scheme for High Quality (생활한복의 디자인 현황과 고급화 방안 연구)

  • 양정은;유송옥
    • Journal of the Korean Society of Costume
    • /
    • 제50권3호
    • /
    • pp.145-159
    • /
    • 2000
  • The first introduction of reformed Korean traditional cloth in was started in the age of civilization and until liberation from imperialism it was made a reformation in faculty from Korean traditional clothing. And by 1980s western style costume took lead but after Asian Game in 1986 and Seoul Olympic in 1988 Korean traditional beauty was added to costume and there were various attempt to produce truly reformed Korean traditional clothing. The present condition of reformed Korean traditional clothing in 1990s are like this : 1) Most of reformed Korean traditional clothing ships could not fractionalize customers. So it needs to subdivide and specialize customer and investment to improvement of design. 2) A large percentage of reformed Korean traditional clothing is ordinary dresses. So it should develop various sorts and color, design and textile and be in harmony with international trend. 3) Most of shops handled a coordinate goods like a bag and shoes. 4) In the investigation customers they wanted various colors, high quality in design , logical price and a periodical sale. So four pieces of the reformed Korean traditional costumes were designed and produced based on the present condition.

  • PDF