• 제목/요약/키워드: Business Games

검색결과 239건 처리시간 0.026초

Exploring the Practical Value of Business Games: Analysis with Toulmin's Sensemaking Framework

  • Joo Baek Kim;Edward Watson;Soo Il Shin
    • Asia pacific journal of information systems
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    • 제32권4호
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    • pp.803-829
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    • 2022
  • With the advances in technology and the trend towards increased computer-based experiential learning in education settings, business games are being increasingly used by business educators. This article utilizes Toulmin's Sensemaking Framework to investigate the sensemaking process of business professionals to reveal how they consciously reason about the value of business games for learning complex business concepts and principles. Using the analysis of responses from 43 business professionals, our study identifies key areas where business professionals find value in business games and the limitations of using business games. First, business games are found to be an effective tool when teaching practical business skill sets to business professionals. Second, business games enhance the overall learning process in professional business training. Third, despite the advantages, some pitfalls in applying business games to practice are found. We also found sub-themes, claims, and argument patterns of how business professionals evaluate the value of business games through a grounded theory qualitative analysis method. Analysis results show several ground-warrant patterns exist in the arguments on values of business games including general principle - causal reasoning, personal experience - generalization, and personal projection - generalization. With these findings, we believe this paper contributes to the theory and practice of business game design, development, and the game playing and learning process.

고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석 (A Structured Analysis Model of Customer Loyalty in Online Games)

  • 최동성;박성준;김진우
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • 제11권2호
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호;권혁인
    • 한국IT서비스학회지
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    • 제5권3호
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    • pp.137-150
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

수집형 모바일 게임의 비즈니스모델 변화 (Changing the Business Model of Collection Mobile Games)

  • 이규복;김영재
    • 한국게임학회 논문지
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    • 제21권2호
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    • pp.67-78
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    • 2021
  • 2017년 <벽람항로>와 <소녀전선>의 출시 이후 수집형 모바일 게임들의 비즈니스모델이 변화하고 있다. 수집형 모바일 게임들은 캐릭터 중심으로 구성되어 있으며 비즈니스모델 또한 사용자의 선호요인과 연관성이 높다. 본 연구에서는 게임 제작의 각 분야에 종사하고 있는 전문가 10인을 대상으로 델파이 기법과 AHP 분석을 진행하여 선호요인을 확인하고, 수집형 모바일게임 5편을 선정하여 비즈니스모델을 분석해 보았다. 그 결과 '모에'로 표현된 캐릭터들이 주요 선호요인으로 파악되었으며 그에 따라 비즈니스모델 또한 캐릭터 수집을 위한 컬렉션의 완성과 캐릭터 스킨 위주의 상품으로 변화되고 있다는 것을 확인하였다.

중국 게이머의 온라인게임 참여의도에 관한 연구 (The Intention to Play Online Games in China)

  • 윤기창;서해생;임달호
    • 산경연구논집
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    • 제9권4호
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    • pp.63-72
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    • 2018
  • Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.

Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

An Interactivity-based Framework for Classifying Digital Games

  • Kim, Yong-Young;Kim, Mi-Hye
    • International Journal of Contents
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    • 제6권4호
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    • pp.35-38
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    • 2010
  • The current categorization of digital games is not objective and is unable to assess the latest and more complex digital games. Digital games need to be systematically categorized so that similarities and differences can be identified and analyzed. The fundamental characteristic of digital games is interactivity. This paper addresses the current categorization gaps through the lens of interactivity. Through this lens, a conceptual framework consisting of primary and corresponding participants and controlling characters is developed. Future research topics are then presented based on this framework.

벡터오차수정모형을 활용한 웹보드게임 규제영향에 대한 탐색적 연구 (An Empirical Analysis of the Regulation Effects on Webboard Games using VECM)

  • 유병준;전성민
    • 벤처창업연구
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    • 제9권6호
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    • pp.109-115
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    • 2014
  • 중소벤처기업으로 시작한 온라인 게임 회사들의 국내 시장규모가 10조 원을 상회할 정도로 급성장하면서, 게임산업이 산업정책과 규제의 대상화되는 문제에 대해 관심이 집중되고 있다. 특히, 웹보드게임 서비스와 관련 규제를 강화해 온 정부는 영상물등급위, 게임물 관리위원회의 모바일 웹보드게임에 대한 행정처분, 문화체육관광부의 게임산업진흥법 시행령, 여성가족부가 주도한 청소년보호법 상의 셧다운제 등 여러 주무 부서를 통해 규제를 시행 중이다. 본 연구는 2013년 7월 이후 1년여 간의 게임트릭스 시계열 자료를 이용하여 2013년 이후 강화된 게임규제의 효과를 벡터오차수정 모형(VECM, Vector Error Correction Model)을 활용하여 실증 분석하였다. 이 과정에서 추정된 공적분 관계식을 통해 웹보드게임 업계의 장기 균형관계를 분석하는 한편, 오차수정모형의 추정 분석을 통해 웹보드게임 간 발생하는 충격의 파급효과와 예측 이용시간을 분석하였다. 분석 결과, 게임 규제가 강화된 2013년 이후 대표적인 웹보드게임의 이용시간은 2013년 시작점 대비, 1/3 ~ 1/4 수준으로 줄어든 것으로 예측되었다. 즉, 대표 웹보드게임 2종의 이용은 현저히 줄어들거나 이용되지 않을 가능성에 놓여있는 것이다. 추가적으로 웹보드게임의 게임산업 전반의 영향에 대한 논점을 제시하였다.

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구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구 (An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games)

  • 권혁인;김호일;최용석
    • 한국게임학회 논문지
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    • 제11권6호
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    • pp.115-125
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    • 2011
  • 최근 스마트폰 사용자의 급격한 증가는 스마트폰게임 시장의 큰 성장을 가져왔으며 고 부가가치 시장으로서의 입지를 굳히고 있다. 이에 새롭게 부각되는 스마트폰게임에 대한 다각적인 연구가 야기되고 있으나 기존 연구가 스마트폰 이전의 휴대폰을 대상으로 연구가 대부분 이루어져 스마트폰 중심의 새로운 확장 연구가 필요한 실정이다. 따라서 선행연구를 통해 도출한 스마트폰게임의 구매영향요인을 토대로 구매의도, 구매행동, 만족, 추천, 지속사용 간의 영향관계를 알아봄으로서 추천과 지속사용에 영향을 미치는 핵심 요인을 도출하고자 하였다. 이를 위해 스마트폰 사용자 커뮤니티 등을 통해 수집한 설문응답자료 293부를 분석에 이용하였으며 변인들 간의 영향관계 분석에 이점을 가진 구조방정식 모델을 채택하였다. 본 연구를 통하여 얻은 핵심 요인들은 차후 스마트폰게임 관련 비즈니스 시장에서 좀 더 효율적으로 개발을 수행하고 보다 가시적인 성과를 거둘 수 있는 유용한 시사를 제공해 줄 수 있을 것이다.