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This research analyzed the current status concerning pro games in order to identify the level of vitalization for the e-sports in Korea with the goal of increasing qualitative growth. Along with current status analysis, this research examined socio-cultural significance of e-sports. As such, the purpose of this research is to provide implications so that the e-sports can be established properly and...
The self-interest of agents in strategic networks, i.e. networks where self-interested agents interact, leads to intrinsic incentive problems which impact the stability and efficiency of such networks. This paper propose the first game-theoretic framework for analyzing and understanding how strategic networks are formed endogenously, driven by the self-interested decisions of individual agents aiming...
The network cultural industry is a sunrise industry with huge development potential. This paper summarized the current situation of China's network culture industry development and gave targeted measure and advices to existed problems, through looking up latest data given by CNNIC and other authoritative institutes and analyzing on the data statistically.
The Japanese feature-phone has traced a relatively unique evolutionary path considering its unique service development context in the last decade. The global trend of smart phones has provided a new direction in evolution for the mobile service business in Japan. This transition in a unique ecosystem and user experience provides an opportunity to identify the driving factors for mobile service business...
Crowd sourcing is evolving as a distributed problem-solving and business production model in recent years. In crowd sourcing paradigm, tasks are distributed to networked people to complete such that a company's production cost can be greatly reduced. In 2003, Luis von Ahn and his colleagues pioneered the concept of "human computation", which utilizes human abilities to perform computation...
Based on the practical experience of developing web-based educational games in a joint universities project in Hong Kong, the authors discuss a `even-stage rapid game development model' with a `dynamic fine tuning' of team composition. Reflection on lessons learned from the practical experience is described.
This study investigates the monetary value of time spent in virtual worlds in the context of 24 most popular MMORPGs. Building on classic economic theory, we approach this issue through a combination of theoretical modeling, experiment, and cross-sectional time series data analysis. Our findings suggest that intensive social networking and flatter social hierarchy structures are associated with lower...
Begin with discussing the deficiency of the traditional ceramic pattern designing procedure, the concepts of the designer-customer cooperation in ceramic pattern designing is advanced. Meanwhile, this paper mainly discusses the theory and the key technology of the Internet-based ceramic pattern's cooperative module, then it is implemented and used in the Internet-based interactive ceramic pattern...
The rapid development of e-commerce is now demanding a huge number of professional people to develop, manage and plan the e-commerce systems. It is very important and necessary for the e-commerce teachers to educate and train students to master more extensive knowledge and better practical skill. In this paper the problems of the current e-commerce teaching are analyzed, and then the innovative models...
Communities are undergoing a fundamental transformation in structure. This change in social organization has implications for group formation, loyalty strength, and the flow of information and resources through social networks. Both the former and new structures have unique advantages as well as particular weaknesses. This paper explores both sets of community structures, and examines how various...
On-line virtual games and community have becoming a new way of entertainment and networking. As people exhibit different activities in the virtual world as the real world, obsession in virtual world enjoyment might seems to reduce peoplepsilas time on real life consumption, job, which seems to jeopardize their job performance and curtail the revenue generated from the real world. This article tried...
The art of computer-based game production is an aspiring goal and a challenging task. It involves many different activities, expertise and skills into many different areas such as: game theory, programming skills, multimedia, 2D/3D graphics and animation, sound engineering, story writing, project design and management, physics, logic design, interface programming, artificial intelligence (AI) and...
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