• Title/Summary/Keyword: online strategic game

Search Result 17, Processing Time 0.022 seconds

A DEA-Based Portfolio Model for Performance Management of Online Games (DEA 기반 온라인 게임 성과 관리 포트폴리오 모형)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.39 no.4
    • /
    • pp.260-270
    • /
    • 2013
  • This paper proposes a strategic portfolio model for managing performance of online games. The portfolio matrix is composed of two dimensions: financial performance and non-financial performance. Financial performance is measured by the conventional measure, average revenue per user (ARPU). In terms of non-financial performance, five non-financial key performance indicators (KPIs) that have been widely used in the online game industry are utilized: RU (Register User), VU (Visiting User), TS (Time Spent), ACU (Average Current User), MCU (Maximum Current User). Data envelopment analysis (DEA) is then employed to produce a single performance measure aggregating the five KPIs. DEA is a linear programming model for measuring the relative efficiency of decision making unit (DMUs) with multiple inputs and outputs. This study employs DEA as a tool for multiple criteria decision making (MCDM), in particular, the pure output model without inputs. Combining the two types of performance produces the online game portfolio matrix with four quadrants: Dark Horse, Stop Loss, Jack Pot, Luxury Goods. A case study of 39 online games provided by company 'N' is provided. The proposed portfolio model is expected to be fruitfully used for strategic decision making of online game companies.

Analyzing the Ecosystem of the Domestic Online Game Industry : Focusing on the Linkage between Developers and Publishers (국내 온라인 게임 산업 생태계 분석 : 개발사-퍼블리셔 관계를 중심으로)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.42 no.2
    • /
    • pp.138-150
    • /
    • 2016
  • This study aims to analyze the structure and characteristics of the domestic online game industry using network analysis. In particular, two-mode network analysis is employed to measure the network structure, centrality, and cluster for two types of online game platforms, online games and mobile games, from 1996 to 2014. We also conduct a dynamic analysis to capture the structural changes in the ecosystem by internal and external environmental changes before and after turning point for each online game platform. It is revealed that the online game econsystem has the higher number of clusters and higher concentration ratio than those of mobile game ecosystem. In dynamic analysis, both platforms exhibit similar trends over time with the increasing number of clusters, enlargement of largest cluster's size, and decreasing concentration ratio. This study is expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

Measuring Operational Efficiency of Korean Online Game Companies with DEA Window Analysis (DEA Window 분석을 이용한 국내 온라인 게임 기업의 운영 효율성 평가)

  • Chun, Hoon;Lee, Hakyeon
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.39 no.3
    • /
    • pp.23-40
    • /
    • 2014
  • This paper measures the operational efficiency of domestic online game companies and analyze its trends and patterns by using data envelopment analysis (DEA). DEA is a non-parametric approach to measuring the relative efficiency of decision-making units (DMUs) with multiple inputs and outputs. 14 online game companies are selected as DMUs and three inputs (number of employees, capital and asset) and three outputs (sales, operating profit and net profit) are selected as DEA variables. First, the output-oriented BCC model and super-efficiency model are employed to measure the static operational efficiency of the online game companies from 2003 to 2012. We also conduct the dynamic analysis with DEA window model to capture the trends of their operational efficiency influenced by internal and external environmental changes. The results are expected to provide fruitful implications for strategic decision making of online game companies and policy making for the online game industry.

A Study on Online Real-Time Strategy Game by using Hand Tracking in Augmented Reality

  • Jeon, Gwang-Ha;Um, Jang-Seok
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.12
    • /
    • pp.1761-1768
    • /
    • 2009
  • In this paper, we implemented online real time strategy game using hand as the mouse in augmented reality. Also, we introduced the algorithm for detecting hand direction, finding fingertip of the index finger and counting the number of fingers for interaction between users and the virtual objects. The proposed method increases the reality of the game by combining the real world and the virtual objects. Retinex algorithm is used to remove the effect of illumination change. The implementation of the virtual reality in the online environment enables to extend the applicability of the proposed method to the areas such as online education, remote medical treatment, and mobile interactive games.

  • PDF

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.81-93
    • /
    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

  • PDF

The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.115-124
    • /
    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

MMORPG Development Company's Successful Market Entry Strategy : A Case Study of NHNgames (MMORPG 산업에서의 성공적인 시장 진입 전략 : NHNgames 사례를 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.159-168
    • /
    • 2011
  • Online game industry has achieved remarkable development not only in Korea, but also in the world with support from huge progress in information technology. By the way, there was calm period that top tier MMORPGs had held their ranks in oligopoly situation before Aion's appearance. At that time, NHNgames succeeded to penetrate into the market and settle down as a major player. In this context, this study will identify the factors of successful market entry strategy and draw helpful ideas by analyzing case of NHNgames which succeeded to enter the market of MMORPG through the basic strategic framework of Kalyanaram and Gurumurthy. This discussion will provide several implications for the solution of online game market penetration problem which might be never ended and for the way of industry's development.

Research about The Present Situation Relating Online Game Problems (온라인 게임 관련 문제의 현황에 관한 연구)

  • Kim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.12 no.2 s.46
    • /
    • pp.299-305
    • /
    • 2007
  • This thesis will show the preparation of politic alternative plan about reaction through studying the domestic and overseas research trend and theories about online games analyzing the related problems. Online games have been already placed as the major culture trend in our society and produced the economic wealth as the major theme of 'Korean trend hot wind', including improvement of our foreign confidence. And the investments in online games and related industry are expected to be great Blue Ocean to us to have relatively deficient endowed resources. But with these beneficial effects, many unexpected reactions have happened and often published by medias, and they will be expected to be serious. So, it is to establish the united solution system of disputes related to online games which are spread in each law. Through this, we must draw prevention effects and use that as the evidence of rational judgements. And we must make the base to give online games the opportunity of upgrading to national strategic industry and try to conduct the research in various fields between academic organizations.

  • PDF

Empirical Validation for Gamer's Personality and Environmental Characteristics To Customer Royalty: The Study of Comparison Between Korean Gamers and Chinese Gamers (온라인게임에서 게이머의 개인적 특성과 환경적 특성이 충성도에 미치는 영향에 관한 연구 : 한국과 중국 온라인 게임을 중심으로)

  • Kim, Jeong-Wook
    • Journal of Korean Society for Quality Management
    • /
    • v.36 no.3
    • /
    • pp.87-101
    • /
    • 2008
  • This paper studied the determinants affected the gamer's flow and communication on personal factors and environmental factors. The study deeply researched on the influence of flow and communication on customer loyalty, comparing korean gamer's behavior with chinese ones as research objects. As a result for this study, on-line game with high customer loyalty are considered as the more successful ones, resulted in korean gamers more influential on customer loyalty than chinese gamers, and suggested the strategic directions for online game developers and services.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.107-119
    • /
    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

  • PDF