• Title/Summary/Keyword: game strategy

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Developing the On-line Game Industry's Changing Scenario and Establishing Business Strategy According to the Introduction of IPTV (IPTV 도입에 따른 온라인 게임 산업의 변와 시나리오 개발 및 경영 전략 수립)

  • Kim, Min-Kwan;Han, Chang-Hee
    • Information Systems Review
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    • v.10 no.2
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    • pp.21-48
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    • 2008
  • The Korean on-line game industry is going through a rapid change. The future business environments for potential on-line game companies are very uncertain due to the new service and the different market trends. In this paper, I propose the use of morphological analysis approach for scenario generation about the future of the On-line game industry. The stages of research process were as follows; Firstly, digital contents analysis and key issues were drawn on IPTV in the on-line game industry. Secondly, each key issue was analyzed and the influence factors and directivity flow were found. Thirdly, highly probable future on-line game industry scenarios were derived. In this case, morphological analysis. On the basis of the developed scenarios, I formulated some implications for business strategy of a potential on-line game companies.

The Analysis on Brand Marketing Strategy of Mobie Game (<펜타스톰> 모바일 게임의 브랜드 마케팅 전략 분석)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.194-196
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    • 2017
  • is a MOBA game developed by 2015 at the Tentent's Tianmei Studios. The operation of the game was very successful, ranking first in the global mobile gaming revenue list in May 2017. However, most of the discussion about this game are the moral critique of game addiction. In fact, a game's success is closely related to the Marketing strategy beyond the contents of the game. This research using a neutral point of view to see the communication modes of during the early, development and outbreak period, analyze the integrated marketing communication strategy (IMC) through the method of case study, and concluded that the key to the success of IMC is the flexible use of various communication methods to achieve a three-dimensional offensive according to the famous Synergy Theory. It is also hoped that this article will be helpful for practitioners to realize the importance of Publicity and promotion of other game products.

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Solving Mixed Strategy Equilibria of Multi-Player Games with a Transmission Congestion (다자게임 전력시장에서 송전선 혼잡시의 복합전략 내쉬균형 계산)

  • Lee, Kwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.55 no.11
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    • pp.492-497
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    • 2006
  • Nash Equilibrium (NE) is essential to investigate a participant's bidding strategy in a competitive electricity market. The transmission line constraints make it difficult to compute the NE due to causing a mixed strategy NE instead of a pure strategy NE. Computing a mixed strategy is more complicated in a multi-player game. The competition among multi-participants is modeled by a two-level hierarchical optimization problem. A mathematical programming approach is widely used in finding this equilibrium. However, there are difficulties to solving a mixed strategy NE. This paper presents two propositions to add heuristics to the mathematical programming method. The propositions are based on empirical studies on mixed strategies in numerous sample systems. Based on the propositions a new formulation is provided with a set of linear and nonlinear equations, and an algorithm is suggested for using the prepositions and the newly-formulated equations.

Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

2D Strategy Mobile Game on Body Infection (감염을 소재로 한 2D 전략 모바일 게임)

  • Kim, Soo Kyun;Im, WonGkyu;Gwon, Giseok;Choe, Junyeong;Jung, JinYoung;Jang, Soo-Jin;An, Syungog
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.95-96
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    • 2018
  • 본 논문에서는 신체기관에 대한 거부감을 귀여운 스프라이트를 사용하여 거부감을 완화 시키고 플랫폼을 모바일로 사용해 언제 어디서나 쉽게 플레이 할 수 있는 게임을 개발한다. 신체 감염을 소재로 한 제안 게임은 신체를 보호하는 위주의 게임에 반대적인 신체를 감염시키는 흥미로운 느끼게 하는 게임으로 신체기관이 대해 거부감을 느낄 수 있는 요소를 귀엽고 심플한 리소스를 사용하여 거부감을 덜게 하였고 플랫폼을 모바일로 하여 장소에 상관없이 간단한 조작으로 플레이 할 수 있는 장점을 가진다.

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The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis (온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여)

  • Bae, Sung Hun;Kim, Hyun Mook;Lee, Ui Jun;Lee, Sae Rom
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.161-187
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    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

Effects on Extension of Mathematical Communication Ability by Applying of Computational-Strategy Games (계산 전략 게임 적용이 수학적 의사소통 능력 신장에 미치는 영향)

  • 박병서
    • Education of Primary School Mathematics
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    • v.3 no.2
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    • pp.133-142
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    • 1999
  • When the game is used in mathematics loaming, students take pleasure of game in themselves and communicate through interaction with other students naturally. It is important because the game is activity for intellectual growth and social development. Also students have had affirmative attitude about mathematics by Emu. The communication in mathematics loaming helps that linking informal and intuitive thinking of students with abstract and basic mathematical language and that it also helps changing from the dependent situation to teacher to the self-directive teaming of students. The purpose of this thesis is to effect on extension of mathematical communication ability to the second grade of elementary school students by applying of computational-strategy games. It has conclusion as follows. Application of computational-strategy games had effected on extension of mathematical communication ability importantly. When students have mathematical communication through computational-strategy games, at the beginning, the words which students used was long, incorrect, and unnecessary words. But at the later, students became to use clear, correct concise words as they connect their routine language with mathematical symbol. Therefore we can make sure that mathematical communication ability of the second grade students' is extended by applying of computational-strategy games.

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Incentives to Pioneer the Next Generation Market for Two Firms with Asymmetric Conditions (비대칭적 조건하에서 기업간의 신시장 개척 유인 분석)

  • Lim, Jong-In;Oh, Hyung-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.189-207
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    • 1996
  • In this paper, a market share competition model for two firms with asymmetric conditions is considered with. In the model, the asymmetry between two firms is given by the difference of market shares In the existing market and the change of market share is supposed to be occurred only through pioneering a new market. Since the timing decision of market pioneering is based on the continuous time domain, a super game structure which has infinitely many numbers of subgames is employed for the modeling. In the course of equilibrium finding, we show that there exists no subgame-perfect pure strategy equilibrium In this game. So, we apply a mixed strategy concept and find a unique subgame-perfect equilibrium behavior strategy. As a result of equilibrium analysis, we know that the relative sizes of pioneering Incentives between two firms are varying with parameter conditions. However, the global speed of market pioneering is proven to be independent with the level of asymmetry between two firms.

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A Case Study on Design and Operation of Engineering Theory Classes Applying Review Games (복습게임을 활용한 공학이론 수업의 설계 및 운영 사례)

  • Kim, Gi Dae;Han, Anna
    • Journal of Engineering Education Research
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    • v.24 no.4
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    • pp.52-60
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    • 2021
  • This study designed and developed a class using review games as a way to enhance students' interest, class participation, and class comprehension in engineering theory classes, and explored their educational effectiveness. To this end, a review game strategy based on the Creative Training Technique was established and applied to three engineering theory subjects. The types of review games include Jin-jin-ga, Bingo, Challenge Golden Bell, Finding hidden terms, and Completing initial sentences. As a result of applying this review game strategy to the classes over the past decade, students' satisfaction and lecture evaluation scores significantly increased compared to before application, and it was confirmed that students' interest in and understanding of the class increased significantly. Furthermore, this gamification class strategy can be a way to increase students' participation in theory classes regardless of their major, and can be applied to non-face-to-face online classes.

Making Fun Strategy of Gag Concert (<개그콘서트>의 웃음생성 전략)

  • Hong, Kyung-Soo;Cho, Eui-Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.138-145
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    • 2012
  • , Korea's popular television comedy program cast the strategy of making fun by word game interweaving meaning and nonmeaning and started to making fun by narrative game. So called Digital Narrative strategy seems to reflect the changes of social trends. Getting verisimilitude by detail description, parody realism, hierarchy of word body naked, anxiety for influence or star cameo seems to be principal strategy. With a minute realism strategy, new method of making meaning appropriate to digital era seems to appear.