• 제목/요약/키워드: game strategy

검색결과 508건 처리시간 0.022초

A Study on Marketing Strategy Cases of the Young Casual Brands in L-Department Store - Focused on 5 Big Brands -

  • Yu Ji-Hun
    • The International Journal of Costume Culture
    • /
    • 제7권2호
    • /
    • pp.123-134
    • /
    • 2004
  • This study tried to suggest the effective future marketing strategies by analysing marketing strategies of five brands which were selected by sales amount and the growth rate among young casual brands in the L-Department store from 2001 to 2002. According to analysis, brand marketing could summarize to five marketing strategies such as culture marketing, emotion marketing, co-marketing, on-line marketing, and propose marketing. Culture marketing includes 'BB family marketing, star marketing, core marketing, experience marketing. One of the emotion marketing is 'Kidult marketing' which affects cute concept. Co-marketing includes 'Charisma marketing' that cooperates with distribute industry, 'Movata marketing' which cooperates with mobile communication industry, and 'Game marketing' which cooperates with game industry. There are some other marketing strategies such as consumer calling marketing, A.S.A. marketing which is for buyers, QR marketing for quick response, Web site's differentiate marketing and Logo marketing. The suggested marketing strategies for on-coming brands are 'distinguished strategy of the online contents', 'consumer calling strategy' and 'loyalty maximizing strategy'.

  • PDF

전력거래에서 제약조건이 고려된 내쉬 균형점의 복합전략 연구 (Mixed Strategy of Nash Equilibrium in Power Transaction With Constraints)

  • 이광호
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제51권4호
    • /
    • pp.196-201
    • /
    • 2002
  • An important aspect of the study of power system markets involves the assessment of strategic behavior of participants for maximizing their profits. In models for imperfect competition of a deregulated system, the key tack is to find the Nash equilibrium. When the constraints are not considered in the power market, the equilibrium has the form of a pure strategy. However, the constraints are considered, the equilibrium has the form of a mired strategy. In this paper the bimatrix game approach leer finding a mixed equilibrium is analyzed. The Nash equilibrium of a mixed strategy will be used adequately for the analysis of market power.

적흑게임에서 p>1/2인 경우의 최적전략 (The Optimum StrategyWhen p>1/2 in Red & black)

  • 석영우;안철환
    • 한국국방경영분석학회지
    • /
    • 제29권1호
    • /
    • pp.1-7
    • /
    • 2003
  • In a game called red and black, you can stake any amount s in your possession. Suppose you. goal is 1 and you. current fortune is i with 0 < f < 1. You win back your stake and as much more with probability p and lose your stake with probability, q = 1 - p. Ahn(2000) considered optimum strategy for this game with the value of p greater than \frac{1}{2} where the player has the advantage over the house. The optimum strategy at any when p>\frac{1}{2} is to play timidly, which is to bet a small amount each time. In this paper we perform the simulation study to show that the Timin strategy is optimum.

효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구 (Case Study on Using Gamification as an Effective Marketing Strategy)

  • 두경일
    • 디지털융복합연구
    • /
    • 제18권2호
    • /
    • pp.395-401
    • /
    • 2020
  • 스마트폰이 대중화되고 디지털 기술이 나날이 발전하는 환경에 따라 마케팅 전략에도 쌍방향 커뮤니케이션을 극대화한 새로운 개념이 나타나기 시작하였다. 그 중 대표적인 것이 고객의 흥미를 유발시켜 자발적 참여를 이끄는 게임을 접목한 게이미피케이션 마케팅 전략이다. 게이미피케이션은 게임(Game)과 ~화하다(~fication)의 합성어로, 다양한 분야에서 게임 형식을 적용한 마케팅 사례들이 나타나고 있다. 이에 본 연구에서는 하나의 트렌가 된 게이미피케이션 활용이 가지는 의미를 확인하고, 여러 사례에 나타난 게이미피케이션 기법과 요소들을 분석하여 효과적인 마케팅 전략으로서 게이미피케이션의 활용 방향성을 제시하고자 한다. 게이미피케이션은 기업의 마케팅 전략에 적극 활용되고 있으며 도전, 경쟁, 성취, 보상, 관계 등의 게이미피케이션 기법을 적용하고 있다. 사례분석 결과 마케팅에 활용되고 있는 게이미피케이션 기법은 공통적으로 확인되는 중요한 요소는 '성취'와 '보상'으로 나타났다. 이는 주어진 미션이나 과제를 해결하면서 획득하게 되는 다양한 상품과 혜택 등을 게임적인 요소로 흥미를 이끌어내어 자발적으로 참여하게 만들고 몰입상태로 유도하여 소비를 촉진하는 효과적인 전략임을 확인하였다.

온라인 게임 컨텐츠 서비스 재이용 의도에 미치는 요인에 관한 연구 (A Study on Factors to Influence the Reuse Intention of the Online Game Contents Service)

  • 이지훈
    • 한국게임학회 논문지
    • /
    • 제9권6호
    • /
    • pp.79-92
    • /
    • 2009
  • 국내 온라인 게임 시장은 빠르게 성장하고 있지만, 게임사들은 이용자들의 심리를 파악하지 않고, 일괄된 컨텐츠 서비스 공급에만 급급하다. 이는 게임 컨텐츠 서비스에 이용자의 심리를 반영하지 못한다면 기업의 충성도가 낮아진다. 따라서 기존고객의 감소 및 신규고객의 유치가 어렵고, 시장 점유율이 떨어져 기업 매출에 큰 타격을 줄 것이다. 본 연구에서는 온라인 게임 이용자들의 재이용 의도에 미치는 요인들을 찾아내어 게임사들의 게임 컨텐츠 서비스에 관한 마케팅 전략을 제시하고자 한다.

  • PDF

Game Theory Based Coevolutionary Algorithm: A New Computational Coevolutionary Approach

  • Sim, Kwee-Bo;Lee, Dong-Wook;Kim, Ji-Yoon
    • International Journal of Control, Automation, and Systems
    • /
    • 제2권4호
    • /
    • pp.463-474
    • /
    • 2004
  • Game theory is a method of mathematical analysis developed to study the decision making process. In 1928, Von Neumann mathematically proved that every two-person, zero-sum game with many pure finite strategies for each player is deterministic. In the early 50's, Nash presented another concept as the basis for a generalization of Von Neumann's theorem. Another central achievement of game theory is the introduction of evolutionary game theory, by which agents can play optimal strategies in the absence of rationality. Through the process of Darwinian selection, a population of agents can evolve to an Evolutionary Stable Strategy (ESS) as introduced by Maynard Smith in 1982. Keeping pace with these game theoretical studies, the first computer simulation of coevolution was tried out by Hillis. Moreover, Kauffman proposed the NK model to analyze coevolutionary dynamics between different species. He showed how coevolutionary phenomenon reaches static states and that these states are either Nash equilibrium or ESS in game theory. Since studies concerning coevolutionary phenomenon were initiated, there have been numerous other researchers who have developed coevolutionary algorithms. In this paper we propose a new coevolutionary algorithm named Game theory based Coevolutionary Algorithm (GCEA) and we confirm that this algorithm can be a solution of evolutionary problems by searching the ESS. To evaluate this newly designed approach, we solve several test Multiobjective Optimization Problems (MOPs). From the results of these evaluations, we confirm that evolutionary game can be embodied by the coevolutionary algorithm and analyze the optimization performance of our algorithm by comparing the performance of our algorithm with that of other evolutionary optimization algorithms.

효과적인 구성주의 학습도구로써 온라인게임의 활용 -대학생을 대상으로 온라인게임 '군주'를 활용한 경영전략 수업의 구성주의적 고찰- (Utilizing Online Game as a effective learning material - Consideration of a Business Strategy Lecture by Utilizing Online Game, 'Goonzu', for University students as a View of Constructivism -)

  • 위정현;원은석
    • 한국게임학회 논문지
    • /
    • 제6권4호
    • /
    • pp.25-37
    • /
    • 2006
  • 최근 구성주의 학습이 강조되고 있음에도 불구하고 교사들은 교육현장에서 구성주의 학습이론에 기반을 둔 수업을 진행하는데 많은 부담을 느끼고 있다. 이에 대한 주된 원인으로 교사들이 구성주의 학습활동에서 활용할 수 있는 적절한 학습도구를 찾기 힘들다는 점을 언급할 수 있다. 최근 연구를 통해 온라인게임은 학습도구로서 효과적임이 증명되었다. 이에 본 연구는 구성주의 학습에 온라인게임이 효과적인 학습도구로 활용될 수 있음을 논의해 보고자 한다. 본 연구는 2006년 온라인게임 '군주'를 활용하여 중앙대학교 대학생 50명을 대상으로 9주 동안 진행된 전략경영 수업과정을 구성주의 학습의 관점으로 살펴보았다. 그 결과 온라인게임을 활용한 수업에서 구성주의 학습방법이 효과적으로 적용되고 있음을 알 수 있었다. 이러한 논의를 바탕으로 구성주의 학습활동의 효과적인 도구로써 온라인게임이 활용될 수 있음을 논의하였다.

  • PDF

빅데이터를 통한 OTT 오리지널 콘텐츠의 성공요인 분석, 넷플릭스의 '오징어게임 시즌2' 제언 (Analysis of Success Factors of OTT Original Contents Through BigData, Netflix's 'Squid Game Season 2' Proposal)

  • 안성훈;정재우;오세종
    • 디지털산업정보학회논문지
    • /
    • 제18권1호
    • /
    • pp.55-64
    • /
    • 2022
  • This study analyzes the success factors of OTT original content through big data, and intends to suggest scenarios, casting, fun, and moving elements when producing the next work. In addition, I would like to offer suggestions for the success of 'Squid Game Season 2'. The success factor of 'Squid Game' through big data is first, it is a simple psychological experimental game. Second, it is a retro strategy. Third, modern visual beauty and color. Fourth, it is simple aesthetics. Fifth, it is the platform of OTT Netflix. Sixth, Netflix's video recommendation algorithm. Seventh, it induced Binge-Watch. Lastly, it can be said that the consensus was high as it was related to the time to think about 'death' and 'money' in a pandemic situation. The suggestions for 'Squid Game Season 2' are as follows. First, it is a fusion of famous traditional games of each country. Second, it is an AI-based planned MD product production and sales strategy. Third, it is casting based on artificial intelligence big data. Fourth, secondary copyright and copyright sales strategy. The limitations of this study were analyzed only through external data. Data inside the Netflix platform was not utilized. In this study, if AI big data is used not only in the OTT field but also in entertainment and film companies, it will be possible to discover better business models and generate stable profits.

영재학급 학생들이 What-If-Not 전략을 사용하여 만든 변형 루미큐브 게임 사례 분석 (The case analysis of Rummikub game redeveloped by gifted class using What-If-Not strategy)

  • 이대희;송상헌
    • 한국초등수학교육학회지
    • /
    • 제17권2호
    • /
    • pp.285-299
    • /
    • 2013
  • 영재들에게는 교과서에서 요구하는 문제 만들기 수준을 넘어 생활 주변에서 경험하는 다양한 수학적 소재들을 창의적으로 재구성해보는 경험이, 영재 지도 교사에게는 그 학생들의 사고를 이해하고 후속적인 지도를 위한 교훈과 반성이 필요하다. 본 연구는 영재학급 학생들에게 문제 만들기 전략 활용 수업의 가능성을 확인하고, What-If-Not 전략을 배우고 난 영재학생들이 루미큐브라는 보드게임을 자신이 알고 있는 수학적인 요소에 맞게 변형해 본 다양한 사례들을 분석한다. 그 결과물을 교육과정의 내용(주제)별로 제시하고 변형 루미큐브 만들기 수업의 교육적 가치와 영재들을 위한 교육적 시사점을 제안하였다.

  • PDF

다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구 (The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements)

  • 임득수;이국철;박현지
    • Journal of Information Technology Applications and Management
    • /
    • 제15권1호
    • /
    • pp.67-81
    • /
    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

  • PDF