• Title/Summary/Keyword: strategic game

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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
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    • v.39 no.3
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    • pp.23-40
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    • 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.

US-China Trade War and Game Theory in Asymmetric Bargaining Power (미중 무역전쟁과 게임이론: 협상력 비대칭 상황에서의 협조적 균형 가능성)

  • Kim, Hong-Youl
    • Korea Trade Review
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    • v.44 no.3
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    • pp.105-121
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    • 2019
  • This study applies diverse game theories to the US-China Trade War. The US-China Trade War can be analyzed as a game situation because the strategic decision-making process to maximize one's profit while considering the reaction of the other party is a game situation. However, related research suffered from some mistakes in applying the US-China Trade War as it is to classic game theory, because while the prisoners dilemma is based on the situation of No Communication, No Trust, No Cooperation, the US-China Trade War has a precondition different from that of prisoners dilemma, since it mutually communicates information and negotiation is repeated several times in a cooperative situation. The result of the trade negotiation will likely end as 'cooperate-cooperate'. Further, considering trade volume, trade interdependence, bargaining power based on economy, and the scale of damage caused by the Trade War, the US-China Trade War is progressing with the bargaining power of the US being higher than that of China. Since the current US-China Trade War is in an asymmetrical situation under the dominant bargaining power of the US, it is likely to reach 'US defect-China cooperative' in the long run.

Stackelberg Game between Multi-Leader and Multi-Follower for Detecting Black Hole and Warm Hole Attacks In WSN

  • S.Suganthi;D.Usha
    • International Journal of Computer Science & Network Security
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    • v.23 no.8
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    • pp.159-167
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    • 2023
  • Objective: • To detect black hole and warm hole attacks in wireless sensor networks. • To give a solution for energy depletion and security breach in wireless sensor networks. • To address the security problem using strategic decision support system. Methods: The proposed stackelberg game is used to make the spirited relations between multi leaders and multi followers. In this game, all cluster heads are acts as leaders, whereas agent nodes are acts as followers. The game is initially modeled as Quadratic Programming and also use backtracking search optimization algorithm for getting threshold value to determine the optimal strategies of both defender and attacker. Findings: To find optimal payoffs of multi leaders and multi followers are based on their utility functions. The attacks are easily detected based on some defined rules and optimum results of the game. Finally, the simulations are executed in matlab and the impacts of detection of black hole and warm hole attacks are also presented in this paper. Novelty: The novelty of this study is to considering the stackelberg game with backtracking search optimization algorithm (BSOA). BSOA is based on iterative process which tries to minimize the objective function. Thus we obtain the better optimization results than the earlier approaches.

Cognitive Radio Anti-Jamming Scheme for Security Provisioning IoT Communications

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.4177-4190
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    • 2015
  • Current research on Internet of Things (IoT) has primarily addressed the means to enhancing smart resource allocation, automatic network operation, and secure service provisioning. In particular, providing satisfactory security service in IoT systems is indispensable to its mission critical applications. However, limited resources prevent full security coverage at all times. Therefore, these limited resources must be deployed intelligently by considering differences in priorities of targets that require security coverage. In this study, we have developed a new application of Cognitive Radio (CR) technology for IoT systems and provide an appropriate security solution that will enable IoT to be more affordable and applicable than it is currently. To resolve the security-related resource allocation problem, game theory is a suitable and effective tool. Based on the Blotto game model, we propose a new strategic power allocation scheme to ensure secure CR communications. A simulation shows that our proposed scheme can effectively respond to current system conditions and perform more effectively than other existing schemes in dynamically changeable IoT environments.

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
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    • v.12 no.12
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    • pp.1761-1768
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    • 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.

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Relationship between Middle School Boys' Boredom Proneness and Game Addiction : Focused on the Mediation Effects of Impulsiveness (남자 중학생들의 권태성향과 게임중독의 관계: 충동성의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.610-618
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    • 2014
  • The purpose of this study was to examine the mediation effects of impulsiveness on the relationship between boredom proneness and game addiction. For this study, 364 middle school boys in Kyungki and Chungcheong areas were included in the analysis. The results showed that boredom proneness was positively correlated with impulsiveness and game addiction. Impulsiveness was found to fully mediate the influence of the boys' boredom proneness (independent variable) on game addiction(dependent variable). Based on these results, strategic interventions including impulsiveness control and self-leadership training were suggested to prevent game addiction.

Environmental Corporate Social Responsibility in a Polluting Duopoly and Endogenous Timing Game (오염배출기업의 환경에 대한 사회적 책임과 내생적 시간게임)

  • Lee, Sang-Ho;Park, Chul-Hi
    • Environmental and Resource Economics Review
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    • v.27 no.1
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    • pp.1-28
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    • 2018
  • This study investigates the strategic environmental corporate social responsibility (ECSR) of polluting duopoly when two firms have different production costs and compete with prices. We then examine an endogenous timing game in choosing ECSR and its effects on environmental damage and social welfare. The followings are the main findings: First, sequential choice of ECSR is strategic complements and it provides late adopter advantage irrespective of cost difference. Second, sequential choice of ECSR is the equilibrium of endogenous timing game. In particular, an efficient firm-leading ECSR is the payoff dominance equilibrium when cost difference is significant. Finally, environmental damage and social welfare depend on the social cost of pollution. In particular, an efficient firm-leading ECSR is socially desirable when social cost is high. However, an inefficient firm-leading ECSR increases environmental damage irrespective of social cost and it reduces social welfare when cost difference is significant.

A Study on the Power Process and Sustainable Competitive Advantage (파워 프로세스와 지속가능 경쟁우위에 관한 연구)

  • Lee, Kyung-Hwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.14 no.3
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    • pp.76-97
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    • 2009
  • The strategic management process includes the establishment of competitive strategy, its implementation and the measurement of its performance. The sucess of strategic management largely depends on the integration of strategic management process into a managerial tool. This study is on the integration of strategic management process into a managerial tool based on the power process, so that it contributes to strategic success or sustainable competitive advantage of a £inn In order to do this, I discussed the principles of the power process, its characteristics, and then suggest their applications to the integration of the strategic management process. According to the results, the power process offers a theoretical and managerial tool which integrates the establishment of competitive strategy with managerial concepts, so that it increases the likelihood of strategic success. Furthermore I discussed the position of the power process approach to competitive advantage in a manner that displays similarities and differences with existing approaches such as industry organizational, resource-based and game theory approach.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Study on Strategic Marketing Plans for the Effective Expansion of Mobile Game Industry (모바일 게임 산업의 효과적 전략적 마케팅 전략 방안에 관한 연구)

  • Kang, Tae-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.297-309
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    • 2021
  • Many game companies are releasing various games based on mobile platforms, and they are using various marketing strategies such as using celebrities to expand their influence on the initial market. This increases the related cost, which makes the continued development of small and medium-sized game companies more difficult. Therefore, this study attempts to understand consumer values according to the type of mobile game marketing and to explore the factors that affect the switching intention of mobile games based on real users of mobile games. As a result of this study, it was found that the playfulness and economics of mobile game marketing have positive effect on the attitudes towards mobile game advertisements and attitudes towards mobile games, but the attractiveness of mobile game marketing using celebrities does not. It was found that attitudes towards mobile game advertisements and attitudes towards mobile games have an influence on the switching intention of mobile games. Through this, we intend to provide useful implications for small and medium game companies to seek effective marketing plans.