• Title/Summary/Keyword: investment game

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A Design of Serious Game Metadata Schema for Reliability and Compatibility (신뢰도와 호환성을 위한 기능성게임 메타데이터 스키마 설계)

  • Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.73-82
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    • 2010
  • The Metadata are used for the reuse of core information, distribution and management, protection of copyright and prevention of overlapping investment. Serious game consists of multi-hierarchial multimedia data. And quality information is very important for selection according to the purpose of the game. In this paper, we designed the serious game metadata schema, including multi-media characteristic information and measurable quality information. This study will lay the groundwork for the development of metadata system which can provide serious game users with reliability through quality information, and with compatibility through multi-media characteristic information. Furthermore, we hope this study will be helpful to stable growth in serious game industry.

The development of Metadata Prototype for Educational Game (교육용 게임을 위한 메타데이터 프로토타입 개발)

  • Yoon, Sean-Jeang;Yoon, Tae-Soo
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.3-13
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    • 2008
  • We think that it is important to develop the metadata for educational game. Because they are applicable to game contents, separate learning sources and studying components in the game-based LCMS. But markets of eduainment and educational games are newborn field, so systematic development of metadata is not advanced yet. Therefore in this paper, we first established the design process of educational game metadata, and then according to the rule, we suggested this as a prototype. And we defined the extracted data as metadata for educational game through inspection of an expert group. If these metadata prototype are operated by adopting through standardization stage of public institutes, we can provide the convenience of searching, managing and recycling these metadata to learner, instructor and the developing institute. And we can also expect the prevention of overlapping investment.

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The Effectiveness of the Cooperation Agenda in FTAs: Ways to Promote Foreign Investment and Development Assistance in Asia

  • Hur, Nany
    • Journal of Korea Trade
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    • v.25 no.6
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    • pp.1-19
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    • 2021
  • Purpose - This paper aims at analyzing the functions and effectiveness of the cooperation agenda in Free Trade Agreements (FTAs), focusing on the cases of Asian countries. This paper estimates the contribution of this agenda to the sustainable development in Asia by providing the 'side payment' of the economic integration that encourages foreign investment and change in global value chains (GVC). Design/methodology - This study analyzes the functions of the cooperation chapter in FTAs by applying the cooperative game theory and reviewing the structures of the related FTAs. Also, as an empirical study, the existing FTA provisions and related development assistant programs in Asia are reviewed in this paper, especially focusing on the FTAs signed by Korea. Findings - Our main findings can be summarized as follows: The drawback of the economic integration, which would be the imbalanced economic benefit, can be redressed by the cooperation chapter in FTAs functioning as a 'side payment'. Indeed, as the examples of Korean FTAs show, more foreign investment and the GVC expansion in Asian countries have been encouraged thanks to the implementation of the cooperation chapters. Originality/value - This paper attempts to find how a legally binding agreement would influence the cooperation agenda in Asia which has never been analyzed despite the increasing number of so-called 'cooperation' chapters in the FTAs.

Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea (실물옵션을 이용한 온라인게임 개발사 가치평가 사례연구)

  • Yoo, Chang-Sok;Heo, Eunn-Yeong;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.31-41
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    • 2011
  • To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.

Stock investment with a redistribution model of the history-dependent Parrondo game (과거의존 파론도 게임의 재분배 모형을 이용한 주식 투자)

  • Jin, Geonjoo;Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.781-790
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    • 2015
  • The Parrondo paradox is the counter-intuitive phenomenon: when we combine two losing games we can win the game or when we combine two winning games we can lose the game. In this paper, we assume that an investor adopts the rule of the history-dependent Parrondo game for investment in the stock market. Using the KRX (Korea Exchange) data from 2012 to 2014, we found the Parrondo paradox in the stock trading: the redistribution of profits among accounts can turn the decrease of the expected cumulative profit into the increase of the expected cumulative profit. We also found that the opposite case, namely the reverse Parrondo effect, can happen in the stock trading.

Parrondo Paradox and Stock Investment

  • Cho, Dong-Seob;Lee, Ji-Yeon
    • The Korean Journal of Applied Statistics
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    • v.25 no.4
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    • pp.543-552
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    • 2012
  • Parrondo paradox is a counter-intuitive phenomenon where two losing games can be combined to win or two winning games can be combined to lose. When we trade stocks with a history-dependent Parrondo game rule (where we buy and sell stocks based on recent investment outcomes) we found Parrondo paradox in stock trading. Using stock data of the KRX from 2008 to 2010, we analyzed the Parrondo paradoxical cases in the Korean stock market.

Diffusion Model을 활용한 온라인 게임 간 수요 확산패턴 연구

  • Choe, Jeong-Uk
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2006.11a
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    • pp.17-22
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    • 2006
  • Online game industry is one of the most value added industry and continues to grow rapidly nowadays. This paper classifies the diffusion patterns of online games according to online game genre, estimates coefficients of innovation and imitation using Bass model, extracts the Bass-based adoption life cycle model which reflects the properties of each game, and then analyzes the diffusion pattern of each game. Through the research on the diffusion pattern of online games, if we can identify the characteristics of changing market and consumers in accordance with the product life cycle, we will provide the implications to the marketing strategy, which have to change at every stage of adoption life cycle, not to mention to investment plan.

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A Patent Valuation Method Using Game Theoretic Real Option Approach (실물옵션 게임이론을 이용한 특허가치 평가 방법)

  • Kim, Jinyong;Kim, Jaehee;Kim, Sheung-Kown
    • Journal of the Korean Operations Research and Management Science Society
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    • v.40 no.2
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    • pp.43-61
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    • 2015
  • The valuation of patents is very important, since technology competitiveness is crucial for firms to maintain global competitiveness. But, the patent valuation is difficult and challenging because of the uncertainty affecting their returns. Hence, we propose a patent valuation method by incorporating game theory into the real option model, which can not only potentially recognizes the effect of uncertainty on patent value, but also consider investment decision in a competitive market, as a game between firms. With the model, we can consider dynamic strategy involving an option of patent leveraging strategies enabling the firm to switch among compete, cooperate, or wait modes under different demand or competitive advantage condition.

An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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Design Elements To Improve MMORPG Software Quality (MMORPG 소프트웨어 품질 향상을 위한 디자인 요소)

  • Yoo, Hang-Suk;Chang, Tae-Mu
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.3
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    • pp.83-91
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    • 2009
  • Recently game industry is emerging as a core of the domestic cultural contents by rapid development of IT technology and also the market scale has growing highly every year. Among various games, particularly the market ratio of MMORPG increases rapidly in domestic and oversea online game market. However it is true that the competition in the oversea market is too week for the investment to the MMORPG development efforts from the domestic game industry. Accordingly this paper collects the interests which players concern. Also this paper analyses and classifies design elements of successful MMORPGS as a way to obtain competition and shows a model in terms of game software qualify to be referred by MMORPG development organizations or companies.