• Title/Summary/Keyword: Game market

Search Result 573, Processing Time 0.025 seconds

Technological regime, innovation of game engine as market transaction factors (시장 거래의 요인으로서 게임엔진의 기술체제와 기술혁신)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.59-68
    • /
    • 2009
  • This study empirically analyzes game engine supplier's licensing strategy connected with supplier's technological regime and technological innovation. The results show that game engine supplier's technological regime is heterogeneously differentiated and it's user friendliness increases. "User Friendliness" of supplier's technological regime enables supplier's efficient technological transfer and increases supporting capability. Technological knowledge factors such as modularity of game engine structure, generic capability, codifiability of tacit game engine knowledge and degree of innovation turn incomplete technological market into efficient technological market by increasing supporting capability and by reducing transaction cost.

  • PDF

An Improved Generation Maintenance Strategy Analysis in Competitive Electricity Markets Using Non-Cooperative Dynamic Game Theory (비협조 동적게임이론을 이용한 경쟁적 전력시장의 발전기 보수계획 전략 분석)

  • 김진호;박종배;김발호
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.52 no.9
    • /
    • pp.542-549
    • /
    • 2003
  • In this paper, a novel approach to generator maintenance scheduling strategy in competitive electricity markets based on non-cooperative dynamic game theory is presented. The main contribution of this study can be considered to develop a game-theoretic framework for analyzing strategic behaviors of generating companies (Gencos) from the standpoints of the generator maintenance-scheduling problem (GMP) game. To obtain the equilibrium solution for the GMP game, the GMP problem is formulated as a dynamic non-cooperative game with complete information. In the proposed game, the players correspond to the profit-maximizing individual Gencos, and the payoff of each player is defined as the profits from the energy market. The optimal maintenance schedule is defined by subgame perfect equilibrium of the game. Numerical results for two-Genco system by both proposed method and conventional one are used to demonstrate that 1) the proposed framework can be successfully applied in analyzing the strategic behaviors of each Genco in changed markets and 2) both methods show considerably different results in terms of market stability or system reliability. The result indicates that generator maintenance scheduling strategy is one of the crucial strategic decision-makings whereby Gencos can maximize their profits in a competitive market environment.

Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea (실물옵션을 이용한 온라인게임 개발사 가치평가 사례연구)

  • Yoo, Chang-Sok;Heo, Eunn-Yeong;Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.11 no.5
    • /
    • pp.31-41
    • /
    • 2011
  • To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.

Study for the Transformation and Growth of MMORPGs: TIME FLOW Scenario Design (MMORPG 온라인게임의 변화와 성장을 위한 디자인 설계 TIME FLOW 시나리오 연구)

  • Jeong, Seong Hwa;Kyung, Byung Pyo;Lee, Dong Lyeor;Lee, Wan Bok;Ryu, Seuc Ho
    • Journal of Korea Game Society
    • /
    • v.15 no.4
    • /
    • pp.79-92
    • /
    • 2015
  • The trend in the domestic MMORPG online game market is on decline because of the change in customers attitude and the advent of mobile or foreign games. The underlying cause of depressed domestic game market is that it has been failing to provide quality service arising from not revising existing game design. For this reason, this paper sets out to gather game users' opinions and to analyze successful domestic and foreign games comparatively to approve the importance and necessity of scenario development and to solve current problems in the MMORPG market. As one solution, this paper proposes a new design method, TIME FLOW scenario technique. This technique aims to establish a system in which story and environment change as time progresses and thus can provide different contents to its users over time. It is expected to enable a new frame for game design environment and to restructure education environment for human resource cultivation.

An Impact Analysis of Policy Change in the Game Industry -the Arcade Game Industry approach- (게임산업의 정책 변화에 따른 영향 분석 -아케이드게임 산업을 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
    • /
    • v.11 no.2
    • /
    • pp.59-70
    • /
    • 2013
  • The arcade game market is 2nd big market in the world following console game market. It is a driving force of growth for game industry but its Korean case was decreasing growth of game industry by various kinds of factors. Therefore, it is placed too much emphasis on online game industry and it lost industry growth power. The characteristics of arcade game are spatiality, expandability of device, rewardability, amusemenability. The importance of arcade game are development of new device and freedom of application it but it is restricted by prior deliberation and regulation of industry in korea. Many problems arise from classifying speculation device to arcade game and relaxation of regulation. In this paper, we analyze effectiveness from policy change in Arcade game industry, especially we focused on regulation policy. Also, we found problems and suggested alternatives by comparision on policy of foreign country.

A Study on Learning Effect of Serious Game for Memory Improvement (기억력 향상 기능성 게임의 학습 효과에 대한 연구)

  • Lee, Hwa-Min;Hong, Min
    • The Journal of Korean Association of Computer Education
    • /
    • v.14 no.5
    • /
    • pp.39-46
    • /
    • 2011
  • Serious games are designed for special purposes of education, training, treatment as well as game-like fun and entertainment. Recently, domestic and foreign market of serious game are growing rapidly. By dissemination of smartphone, the global market for serious game will be expanded for various purposes and users. In this paper, we design and implement serious game 'QUICK REMEMBER 20' for memory improvement using smartphone. We analyze game users based on socio-demographic characteristics and evaluate the learning effectiveness of this game with statistic method.

  • PDF

Research on improving efficiency in VR game development

  • Kim Tae Gyu
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.74-80
    • /
    • 2023
  • Currently, hardware companies such as Oculus, Samsung, and HTC are producing virtual reality devices, and game software development companies are developing or servicing VR games using these devices. Accordingly, the VR game market is expected to continue to grow in the future. However, in order for the VR game market to become active, various problems raised during game development and service must be resolved. This paper investigates solutions to problems raised during the development and service of VR games, such as cyber sickness, risk of injury due to environmental restrictions during play, and reconnection induction problems. Cybersickness can be alleviated by utilizing multiple GPUs for each display processing to achieve higher frame rates and optimizing play space design. Environmental constraints during play can be mitigated by optimizing space design, and the problem of inducing reconnection can be solved by continuously providing the motivation and purpose used in existing game methods. Through this, we were able to apply it to develop VR content that can be played continuously.

A case study of Abusing of Game Technology License - The Konami's Music Game Licence Lawsuit Approach - (게임 기술 특허 남용에 대한 사례연구 -코나미사의 음악게임 특허 소송 사례를 중심으로-)

  • Jeon, Hong Sik;Koh, Chan
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.81-88
    • /
    • 2014
  • The patent right is that creators are received the right of monopoly for supporting their creation work perseveringly but sometimes it causes infringement of freedom of creation. In this study, we examine the patent of music game in arcade game field and also examine Konami's, which is a main producer in this field, institutes many lawsuits repeatedly. It brought on diversion of rivals and depression of game market. We examine the abuse of music game patent through the case of Konami. We examine the negative influence through all music game market that creativity blocked by repetitive patent lawsuit institutes from little change of operation device and music game hardware even though it is reasonable for guarantee of new technology patent in game field which is a idea industry. We examine the lawsuit cases of abuse of music game patent in Korea, China and Japan and we analyze market change through the cases. We recommend policy for this industry development.

A study on the types of real money trade of game items and limited point of MMORPG (MMORPG의 게임 아이템 현금거래 유형과 한계점 연구)

  • Lim, Ha-Na
    • Journal of Korea Game Society
    • /
    • v.9 no.1
    • /
    • pp.33-41
    • /
    • 2009
  • In this paper we tried to figure out the types of real money trade of game items, and in order to study it we examined the Leveling System of MMORPG which is a perfect competitive market and how the closed structure of the game economy emits real money trade. The over production of the MMORPG's leveling system which is a perfect competitive market increases the amount of currency in circulation and then induces arbitrage due to mudfalation inside the game. In order to improve this problem, there are three methods of resolutions. The first is stabling the game economy by spontaneous order among the game users, but this is much local than the artificial order which takes a long time and evokes discrepance in MMORPG competitive characteristic. Secondly, legislational regulations from the government could improve the problem, but this method doesn't grant information or services as non-material labor in which it couldn't follow up the developing speed of the game market. Finally, delicate modulation among game items by the designer isn't possible to constrain them, and there is a limited reason that it couldn't control the increase of currency which is the main factor of arbitrage.

  • PDF

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.3
    • /
    • pp.627-637
    • /
    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.