• Title/Summary/Keyword: game strategy

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Software Bundling for Competitive Advantage: Vendor Strategies and Public Policy Implications

  • Kim, Tae-Ha;Shin, Hyung-Deok;Dutta, Amitava
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.39-62
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    • 2010
  • As an engineered product, a software package has multiple dimensions that must be designed judiciously to enhance its competitive viability. Functionality, reliability and price are three such common dimensions. However, many software products are sold as bundles of individual components and the competitive impact of bundling has received less attention in the research literature. In this paper, we examine the implications of software vendors using bundling as an element of competitive strategy. A game theoretic model of the actions of an incumbent and a new entrant is developed and the impact on vendor and consumer welfare is analyzed. Numerical experiments with the model show that (i) increasing bundle size is an effective strategy for the incumbent to increase its payoff at the cost of the entrant's payoff and consumer surplus, especially when the entrant's quality is low (ii) in the presence of bundling, the entrant can still increase its own payoff and consumer surplus at the cost of the incumbent's payoff, by increasing product quality up to the level that best segments market demand with the incumbent and (iii) an increase in bundle size by the incumbent, or an increase in quality by the entrant, can both result in an increase of total surplus. Similar results are observed in a related case where the entrant offers free software bundles. Our results provide insights into how software vendors may strategically use bundling and quality as additional product dimensions in order to stay competitive in the market. These results also inform the competing vendors of the impact of bundling related public policy actions on their respective payoffs.

The Impact of the Manufacturer's E-business through Direct Internet Channel on the Incumbent Independent Physical Store and the Market (생산자의 직접경로인 전자상거래 도입이 전통적 독립중간상과 시장에 미치는 영향)

  • Yoo, Weon-Sang
    • Journal of the Korean Operations Research and Management Science Society
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    • v.34 no.3
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    • pp.165-177
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    • 2009
  • The purpose of this study is to investigate the impact of the Internet channel introduction on the channel composed of a monopoly manufacturer and an independent physical retailer. This study also examines what would be the best strategy for the Independent physical retailer to respond to the new internet channel entry. The game theoretic model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an internet store. The audition of the internet store to this channel system results in a mixed channel comprised of two different types of channels. The new internet store is launched by the manufacturer. The results show that an Internet channel entry has the following impacts on the existing channel members. First, the manufacturer's internet channel introduction mitigates the double marginalization problem of the traditional channel. Second, the manufacturer could enhance Its channel power by introducing its own internet channel while it diminishes that of the incumbent independent physical retailer. Third, manufacturer's adding a new internet store leads to a higher demand. Finally, with its own internet direct channel, the manufacturer has an opportunity to practice price discrimination. The manufacture leaves only those with a strong preference for the physical store to be served by the Independent physical store. The results suggest that the independent physical store's best strategy to the entry of the manufacturer's Internet channel is to focus on the consumers who are highly loyal to the physical store while maintaining a high retail price.

Marathon Game and Strategy of Humanoid Robot (휴머노이드 로봇의 마라톤 경기 및 전략)

  • Lee, Ki-Nam;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.1
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    • pp.64-69
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    • 2016
  • In this paper, a marathon of a humanoid robot is introduced, and its strategy is proposed. In order to develop humanoid robots for the purpose of cooperation and symbiosis with humans, the technologies such as increasing operating time and stability or recognizing surrounding environment are more important. One proper research model for the technologies is a human's marathon. In this paper, we introduce the human's marathon, and propose the humanoid robot's marathon. The marathon event of HuroCup has the most similar game rules to the human's marathon. The humanoid robot developed with the proper operating time, stability and ability to recognize the surrounding environment performed the marathon in HuroCup. The robot recognizes a marathon track using a computer vision, and builds the strategies for the race competition. By analyzing the experimental results, the humanoid robot performed in a real competition.

Price-based Resource Allocation for Virtualized Cognitive Radio Networks

  • Li, Qun;Xu, Ding
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.4748-4765
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    • 2016
  • We consider a virtualized cognitive radio (CR) network, where multiple virtual network operators (VNOs) who own different virtual cognitive base stations (VCBSs) share the same physical CBS (PCBS) which is owned by an infrastructure provider (InP), sharing the spectrum with the primary user (PU). The uplink scenario is considered where the secondary users (SUs) transmit to the VCBSs. The PU is protected by constraining the interference power from the SUs. Such constraint is applied by the InP through pricing the interference. A Stackelberg game is formulated to jointly maximize the revenue of the InP and the individual utilities of the VNOs, and then the Stackelberg equilibrium is investigated. Specifically, the optimal interference price and channel allocation for the VNOs to maximize the revenue of the InP and the optimal power allocation for the SUs to maximize the individual utilities of the VNOs are derived. In addition, a low‐complexity ±‐optimal solution is also proposed for obtaining the interference price and channel allocation for the VNOs. Simulations are provided to verify the proposed strategies. It is shown that the proposed strategies are effective in resource allocation and the ±‐optimal strategy achieves practically the same performance as the optimal strategy can achieve. It is also shown that the InP will not benefit from a large interference power limit, and selecting VNOs with higher unit rate utility gain to share the resources of the InP is beneficial to both the InP and the VNOs.

Effects of Harassment Experiences in Online Games, Expectation on Organizational Response, and Gender on Coping Strategies (온라인 게임 내 괴롭힘 경험, 조직대응에 대한 기대, 유저의 성별이 대응전략에 미치는 영향)

  • Kim, Min-Chae;Ro, Hea-Kyung
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.266-277
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    • 2019
  • This study is an exploratory study on the factors that affect the types of user's coping strategies in online game harassment situations. A survey(N=416) was conducted to investigate the experiences of harassment in online games, expectations on organizational response, and the frequencies of selecting each type of coping strategy. The result shows that the female users usually experience more harassment than the male users, especially in sexual harassment. Female users often choose gender masking, seeking help, avoidance, and mirroring strategies compared to males, while males choose self-blame. The effects of harassment experiences, expectation on organizational response, and gender on each type of coping strategy were analyzed using the structural equation model(SEM). Sexual harassment experiences significantly affect all types of strategies, and the higher the expectation on organizational response, the more likely users to seek help rather than to select gender masking. These results are expected to serve the basis for establishing harassment-related regulations in online games.

Mathematical Elaboration Process of the Elementary Gifted Children's Board Game Re-creation in Group Project (모둠별 게임 변형을 통한 초등수학영재들의 수학적 정교화 과정 분석)

  • Sung, Ye Won;Song, Sang Hun
    • School Mathematics
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    • v.15 no.3
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    • pp.619-632
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    • 2013
  • One area where research is especially needed is their elaboration process and how they elaborate their idea as a group in a mathematical board game re-creation project. In this research, this process was named 'Mathematical Elaboration Process'. The purpose of this research is to understand how the gifted children elaborate their idea in a small group, and which idea can be chosen for a new board game when they are exposed to a project for making new mathematical board games using the what-if-not strategy. One of the gifted children's classes was chosen in which there were twenty students, and the class was composed of four groups in an elementary school in Korea. The researcher presented a series of re-creation game projects to them during the course of five weeks. To interpret their process of elaborating, the communication of the gifted students was recorded and transcribed. Students' elaboration processes were constructed through the interaction of both the mathematical route and the non-mathematical route. In the mathematical route, there were three routes; favorable thoughts, unfavorable thoughts and a neutral route. Favorable thoughts was concluded as 'Accepting', unfavorable thoughts resulted in 'Rejecting', and finally, the neutral route lead to a 'non-mathematical route'. Mainly, in a mathematical route, the reason of accepting the rule was mathematical thinking and logical reasons. The gifted children also show four categorized non-mathematical reactions when they re-created a mathematical board game; Inconsistency, Liking, Social Proof and Authority.

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Estimate Customer Churn Rate with the Review-Feedback Process: Empirical Study with Text Mining, Econometrics, and Quai-Experiment Methodologies (리뷰-피드백 프로세스를 통한 고객 이탈률 추정: 텍스트 마이닝, 계량경제학, 준실험설계 방법론을 활용한 실증적 연구)

  • Choi Kim;Jaemin Kim;Gahyung Jeong;Jaehong Park
    • Information Systems Review
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    • v.23 no.3
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    • pp.159-176
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    • 2021
  • Obviating user churn is a prominent strategy to capitalize on online games, eluding the initial investments required for the development of another. Extant literature has examined factors that may induce user churn, mainly from perspectives of motives to play and game as a virtual society. However, such works largely dismiss the service aspects of online games. Dissatisfaction of user needs constitutes a crucial aspect for user churn, especially with online services where users expect a continuous improvement in service quality via software updates. Hence, we examine the relationship between a game's quality management and its user base. With text mining and survival analysis, we identify complaint factors that act as key predictors of user churn. Additionally, we find that enjoyment-related factors are greater threats to user base than usability-related ones. Furthermore, subsequent quasi-experiment shows that improvements in the complaint factors (i.e., via game patches) curb churn and foster user retention. Our results shed light on the responsive role of developers in retaining the user base of online games. Moreover, we provide practical insights for game operators, i.e., to identify and prioritize more perilous complaint factors in planning successive game patches.

ROKN's Response Strategy to North Korea's SLBM Threat (북한 SLBM 위협과 대응방향)

  • Moon, Chang-Hwan
    • Strategy21
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    • s.40
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    • pp.82-114
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    • 2016
  • The purpose of this article is to analyze the progress of North Korea's SLBM threat, and to assess the technological capacity and threat level of its SLBMs. Currently, North Korea has approximately 1000 ballistic missiles, such as the SCUD, Musudan, and Nodong, in stock. This article pays close attention to the background and strategical implication behind North Korea's obsession with developing SLBMs despite possessing sufficient means to launch provocations with its current arsenal of ground based ballistic missiles and conventional weapons. Based on the abovementioned analysis, this article will recommend possible response directions for the ROK Armed Forces to North Korea's SLBM threat. It is highly difficult to detect SLBMs due to its stealthy nature, as it is launched underwater after covert infiltration. North Korea's SLBM is considered a game changer in that even one SLBM can significantly change the strategic balance of North East Asia. North Korea's SLBM test launch in August has made a 500km flight, landing 80km inside the JADIZ (Japan Air Defense Identification Zone), and as such, it is assessed that North Korea already possesses underwater ejection and cold launch capabilities. The most realistic response to North Korea's imminent SLBM threat is bolstering anti-submarine capabilities. ROK Armed Forces need to upgrade its underwater kill-chain by modernizing and introducing new airborne anti-submarine assets and nuclear-powered submarines, among many options. Moreover, we should integrate SM-3 missiles with the Aegis Combat system that possess strong detection capabilities and flexibility, thereby establishing a sea-based Ballistic Missle Defense (BMD) system centered around the Aegis Combat System, as sea-based ballistic missile threats are best countered out in the seas. Finally, the capabilities gap that could arise as a result of budgetary concerns and timing of fielding new assets should be filled by establishing firm ROK-US-Japan combined defense posture.

The Effect of Psychological Temptation, Site Quality and Sense of Community upon Online Game (심리적 유인과 사이트 품질, 공동체의식이 온라인게임에 미치는 영향)

  • Lee, Sang-Chul;Kim, Nam-Hee;Moon, Jae-Young;Suh, Young-Ho
    • Asia pacific journal of information systems
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    • v.13 no.4
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    • pp.207-227
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and to identify causalities among flow, addiction, customer satisfaction and customer loyalty in online industry. Many previous researches in the area of online games have been carried out about addiction by psychologist and about the development of related technologies by scientists. There are only a few studies about the customer satisfaction from the online business perspective. However, this research is different from the previous ones in the sense that both flow and addiction are considered in the study of the relationship between customer satisfaction/loyalty and flow/addiction in the area of online industry. The empirical results of high-order factor analysis indicate that six independent variables such as design, information, feedback, impulsiveness and motivation have converge three second-order variables such psychological temptation, site quality and sense of community. Consequently, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Conclusively, customer satisfaction and loyalty are positively related not with the addiction but with the flow. Besides, customer loyalty is significantly influenced by the flow and the customer satisfaction. This indicates that companies in the online game industry have to develop a strategy for the flow which is more socially and ethically allowable than the addiction.

Adaptive Network Pricing Scheme based on the Stackelberg Model (슈타켈버그 모델을 이용한 적응적 네트워크 가격 결정 기법에 대한 연구)

  • Jung, Woo-Suk;Kim, Sung-Wook
    • Journal of KIISE:Information Networking
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    • v.37 no.2
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    • pp.94-98
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    • 2010
  • In this paper, we formalize a new adaptive online price control scheme based on the Stackelberg game model. By using the hierarchical interaction strategy, control decisions in each mechanism act cooperatively and collaborate with each other to satisfy conflicting performance criteria. In addition, our dynamic online approach is practical for real network implementation. With a simulation study, the proposed scheme can adaptively adjust the network price to approximate an optimized solution under widely diverse network situations.