• 제목/요약/키워드: Review game

검색결과 261건 처리시간 0.023초

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

  • 김민관;한창희
    • 경영정보학연구
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    • 제10권2호
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    • pp.21-48
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    • 2008
  • 본 연구는 온라인 게임 산업의 구조적인 변화와 IPTV 환경변화에 초점을 두고 IPTV 도입에 따른 게임 산업의 변화를 시나리오 플래닝을 통해 제시해 보았다. 분석의 절차는 IPTV 도입과 관련하여 온라인 게임 산업에서 제기 되고 있는 핵심이슈들을 선별하고 각 이슈 별로 주요 추세와 불확실성요인들을 분석하여 IPTV 도입에 따른 온라인 게임 산업의 변화 양상을 논리적인 시나리오들로 제시하였다. 그리고 미래 발생 가능한 시나리오에 따른 온라인 게임 업체들의 전략적 대응 방안의 방향성을 제시하였다. 시나리오 수립에 앞서 온라인 게임 산업의 디지털 콘텐츠로써 고유한 특성과 IPTV 환경변화에 따른 산업 구조적인 변화를 반영하기 위해 디지털 콘텐츠 가치사슬 분석을 실시하였다. 분석을 통해 시나리오의 핵심이슈를 도출하고 각각에 영향을 미치는 영향요인들을 도출하였으며, 영향력과 불확실성 정도에 따라 이들 영향요인을 각각 주요추세와 불확실성 요인으로 분류할 수 있었다. 이중 불확실성이 크고 영향력이 높은 요인들을 핵심문제로 정의하였다. 이들 분석 결과를 바탕으로 형태학적 분석기법을 통해 시나리오를 수립하였다. 수립된 시나리오를 바탕으로 최종적으로 IPTV 도입에 따른 온라인 게임 환경 변화 상황에서 기업이 선택 가능한 전략적 대안의 방향을 제시하였다.

Game review- ‘화염과 폭발’테마의 SF액션 MMORPG

  • 박인오
    • 디지털콘텐츠
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    • 2호통권129호
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    • pp.80-85
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    • 2004
  • 기존의 대다수 온라인 게임들이‘검과 마법’이라는 중세 판타지식 소재로 대변된다면, RF 온라인은‘화염과 폭발’이라는 현대식 소재로 대변되는 게임이라 할 수 있다. 즉 SF 판타지적 사고에서 접근한 게임이 바로 RF 온라인이다.

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중학교 가정과 CAI 프로그램 개발 연구 -건강과 식생활 단원- (The Development of CAI Program for the Middle School Home Economics Teaching -In The Units of Health and Food Life-)

  • 이양심;윤인경
    • 한국가정과교육학회지
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    • 제6권2호
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    • pp.147-160
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    • 1994
  • The purpose of this study was to review the literatures on designing and developing the CAI program and to develop the middle school students’CAI program for tutorial and instructional game. For these purposes, the learning and instructional theories and the developing phases and strategies for the program were reviewed to design the CAI program. And then the developing unit was selected and the CAI types and the developing direction were set according to the analysis of the CAI programs and related literatures on home economics teaching, The four phases-analysis, design, development, and formative evaluation-were carried out in this study. The results of this study are as following: 1. The CAI porgram was developed on health and food life units. The program contains 12 classes on health and food life in two floppy diskettes. It consisted of total 9,000 lines and 76 frame and takes two hours to study this program. This program could be used in educational computers an could be utilized for unit learing tutorial. It was composed of three parts-unit learning, finding maze, and finding food. In the unit learning part, the learning contents in health and food life units were structured and presented. In finding maze and food part, the basic and the applied problems were presented with game. The characteristics of this program were as followings: (1)This program was able to bring learners’motivation due to the strategies of tutorial and instructional game and they can interestingly learn the program for themselves. (2) The learner could practive the learning contents repeatedly and unit learning while playing the gaming, (3) The learner himself can review and supplement the learning contents without teacher’s help. (4) This program was developed to unit learning on health and food life, on the other hand so far many CAI programs for home economics teaching were developed for studying separate learning units. 2. To effectively utilize this program, the guide book for the student and the teacher was developed. It contained method of using the program, introduction of the program, review of the program, the program objectives, the learning contents, and the keys to progress the program.

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저공해차량의 최적구매행태 분석모형: 게임이론적 접근 (A Model to Analyze the Optimal Purchase of the Cleaner Vehicles: A Game Theoretic Approach)

  • 조인성
    • 산학경영연구
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    • 제21권1호
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    • pp.1-17
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    • 2008
  • 저공해차량의 최적구매행태를 분석하는 게임이론 모형을 설정하고 이를 분석한다. 현실적으로 적용가능한 게임이론 모형을 설정하기 위해 게임의 결과(outcome)에 대한 의사결정자의 서수적 선호관계를 현실에서 얻을 수 있는 자료를 이용하여 수치로 나타내는 문제를 고찰하고, 각 시나리오별 게임의 분석에는 게임분석도구인 GAMBIT을 이용하는 방법을 살펴본다.

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Policy Diffusion in The Beer Game

  • Duggan, Jim
    • 한국시스템다이내믹스연구
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    • 제5권2호
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    • pp.175-197
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    • 2004
  • The research studies the classic beer game simulation model from a new perspective. It does so by providing each agent with two ordering policies, and creating a set of rules that allow an agent to change its policy. Such a change is triggered based on an agent's confidence in their own performance, and on the relative confidence of their nearest neighbour. The overall effect is that policy diffusion can occur, where, under certain circumstances, an agent will mimic the behaviour of its neighbour, if it believes that its neighbour is performing better. The motivation behind this research is to provide an experimental base upon which the decision making strategies of business agent can be studied.

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Web 인지도를 반영한 전자상거래 마케팅 채널 경쟁에 관한 연구 (Analysis of marketing Channel competition in Electronic Commerce Incorporating Web Awareness)

  • 차춘남;조형래
    • 경영과학
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    • 제17권3호
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    • pp.49-60
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    • 2000
  • The proliferation of electronic commerce(EC) has led manufactureres to consider Internet based marketing as a salient candidate for strategic diversification of marketing channel. In this case, each manufacturer can build its own Web store or rent an existing special EC store. Such decision making of ‘build’ or ‘rent’ can be analyzed by a game model which derives the Nash solutions for price and profit considering degree of competition with other competitive manufacturers. In this paper, to overcome the drawbacks of the traditional linear demand function, we first propose a new linear demand function which incorporates not only the price difference between competitive products but the awareness of Web stores perceived by the consumers, then design the game models to analyze the characteristics of three typical types of marketing channel in duopoly market. Based on the Nash solutions of the game models, we analyzed the effect of the degree of competition and Web awareness in selecting the optimal marketing channel.

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정책집행 네트워크에서의 신뢰와 협력생성에 관한 시스템다이내믹스 연구 (A system dynamics study on the Trust and Cooperation in the Policy Implementation Network)

  • 박성진;맹보학
    • 한국시스템다이내믹스연구
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    • 제1권2호
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    • pp.61-89
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    • 2000
  • The purpose of this study is first, to find out what factors affect the cooperation and trust within the functions in the policy implementation network and in what mechanism these factors interact, second to investigate the whys to manage trust and cooperation successfully in the dynamic situation such as the network setting. For these purpose, this study reviews the concept and characteristics of policy implementation organizations, second, extracts the various factors affecting trust and cooperation in the network situation, third applies and analyzes the relationship among factors to system dynamics model based on the game theory. The results of this study could be summarized as follows: It was found that the utility change within the participants by persuasion & mutual understanding and change of rule would be leading to success in policy implementation network. Also bureaucratic management such as power enforcement does not have any good impact in the managing network. In this study, system simulation method tried to analyze the hypothesis. Quantitative and case analyses were not accompanied and analysis was limited to two-person game theory. So there is some doubt this results could be generalized to actual situation which is N-person game.

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