July 12, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] The fourth industrial revolution and the gaming industry (Part2)

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity]


泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

The fourth industrial revolution and the gaming industry (Part2)


May. 03. 2018.

In part2, I'd like to take a look at Artificial intelligence (AI), big data technology, and blockchain.

  First of all, speaking of machine intelligence, an AI game character in online gaming was taken a helper to make up the numbers for team play, and users used to make fun of the player who does badly compare to an AI character who is not good at playing the game. But new machine learning-based AI characters will differ from existing ones. By comparison with artificial stupidity, the advanced ones will show delicate movements like a human being according to the given situation. Taking advantage of intelligence demonstrated by machines, game developers can offer whole new experiences for users, drive new revenue streams and business models, or pioneer a new genre of game as well. Developers would let AI devise new strategies in a strategic game and online gaming fans can enjoy e-sport matches between AI players, or gamers may not visit user communities anymore for team play because of a brand-new AI-character business model. And, in the not-too-distant future, a fresh game in which a player needs to rapidly bring up an AI character to reach a particular goal may launch.

  Secondly, one of the most important thing of big-data analysis is that it is based on not causality but a correlation among large data sets. Data analysis was used to identify the causes to produce useful results—improvement of problem or performance—in an old marketing strategy. However, an unexpected result that has nothing to do with a cause may be presented by analyzing big data. For instance, anyone can predict that the umbrella sells well if it rains. But it's not easy to prove causation; "Why are click-through rates and downloads of banner ads on automobile communities increased after its rains the day before?" or "Why are retention rates of NRU (New Registered User) decreased with a notice for an event coming next month?"—these data patterns only demonstrate the correlation between two random variables. Businesses will able to serve clients better through differentiated marketing strategies and customer service by apprehending not only the exact casual relationship but also interrelation.

  Finally, there are lots of possibilities for blockchain. To summarize the video game-related part, it promotes the value of intellectual property rights. Due to the nature of digital content, there is no difference between the original and a replica. However, cryptography-linked technology can allow us to distinguish the original from replicas. It means that the rightful owners will be protected in different ways from unauthorized use without permission. An increasing number of intellectual property rights have been created and promoted in the gaming industry. Blockchain technology will enhance the value of not only the IPR of digital content but a video game.

 As mentioned earlier, the gaming industry is the front-runner in the digital content market. And 4IR-based advanced technologies are changing digital businesses. I expect that the domestic gaming industry will be advanced with the times.


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

July 05, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] The fourth industrial revolution and the gaming industry (Part1)

The fourth industrial revolution and the gaming industry



泥中蟠龍's Game愛歌
[A love song for games of the dragon waiting for an opportunity]

The fourth industrial revolution and the gaming industry (Part1)


April. 12. 2018.

 The inaugural Gyeonggi Global Game Forum, which was supervised by Gyeonggi Content Agency, was held recently under the theme "Past, Present, and future of South Korea's Gaming Industry". I delivered a keynote address in the forum. Thanks to this column series that I have written for about five years, I assume that I played an important role as the opening keynote speaker. Taking this opportunity, I'd like to convey my sincere appreciation to The Kyunghyang Games.

 In my introductory statement, I needed to elaborate on past and current situations of the gaming sector and prospects for the industry in the era of the fourth industrial revolution. I kept talking about the past and present of the gaming industry through previous columns and I dealt with the future of the sector couple of times. On the other hand, I've never focused on a specific topic of the relation between the fourth industrial revolution and the gaming industry.

 Video game-related technologies typically include: digital reality—augmented reality (AR), virtual reality (VR), and mixed reality—; artificial intelligence (AI)—intelligence demonstrated by machines—; big data technologies; and blockchain—cryptocurrency is how it became known to the public. They are applied in a variety of content as well as a video game. People can easily experience VR images or videos and access AR characters. And the Internet of Things (IoT) devices connected to the AI can offer various content for users. Also, big data technologies help purchasers to find specific content, which they would like, by analyzing consumer spending patterns, and blockchain is applied to protect the intellectual property rights of diverse content. These technologies are contributed to increasing the value of digital content by and large.

 The game sector is the leader within the digital content industry. Now multiple game developers are made VR games and not a few new generations of games with virtual reality technology are released in the market. VR games give players a truly immersive experience more than any other existing game genre although this technology still leaves much room for improvement. This applied science is in its beginning stages, however, with so many platforms offering virtual reality games, VR amusement parks or VR theme parks have sprung up here and there. Increasingly affordable prices of VR hardware and improved usability also help the related market expand. Only a few years later, we may reminisce of players—who put themselves in a heroic character's shoes—on the computer fighting an evil king off or having a gun battle using a keyboard and a computer mouse in a first-person shooter (FPS). AR games—Pokémon Go is a prime example—bringing digital characters into reality offers a brand-new experience for anyone who plays the game. Many Pokémon Go fans, who took their time to look at their smartphone screens on the roadside at this time last year, made me think of the monsters living together in this world.


※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.
   (http://www.khgames.co.kr)

   Translation by Kim Ki-hui

June 28, 2020

泥中蟠龍's Game愛歌 [A love song for games of the dragon waiting for an opportunity] Golden boy and availability bias

Golden boy and availability bias


泥中蟠龍's Game愛歌

[A love song for games of the dragon waiting for an opportunity]


Golden boy and availability bias


March. 29. 2018.


As I mentioned many times, I meet various chief executive officers because of my job. Leadership positions must weigh heavily on everybody. A boss of a firm needs to set a direction for the future of the corporation, make decisions, and pay employees' salaries every month. Envying the head's authority, staff members don't consider the leader's authority. Compare to the power which is easily seen, workers cannot feel responsible for something until they experience it. Even if there are no big consequences, I cannot help respecting countless representatives who have run a business for several years. Because I went out of business long ago.


  On the other hand, a great number of leaders tend to make the wrong decision. It's a natural behavior of risk avoidance because they don't want to take upon themselves for anything. The availability bias is a miscalculation that the chief executive officers often make in such a situation. The availability heuristic occurs when evaluating a specific topic or conclusion relying on not inaccurate data but immediate examples that come to a given person's mind. Media outlets seem to reinforce this tendency. The mass media, by the nature of the people they serve, is apt to write an article about something unusual. For instance, a newspaper doesn't print the story of a person who loses millions of won or tens of millions of won on the stock market on contrary to a man who made tens of billions of won. While repeatedly reading biased articles, people are apt to mistake talent for luck thinking that anyone can easily make tens of billions of won if they want to. Numerous mothers are reluctant to speak ill of their sons and daughters although they devote so much time to brag about their children. A legend about a golden boy—it's called "Eom-chin-a (literally mother's friends' son or daughter)" in South Korea—is credited like this.


  Recently, I spoke with the head of video game development. The CEO, a former talented programmer, was very proud of a self-made game that he had developed in person for several years. I thought that the game was technically mature. However, despite the high-quality work, unfortunately, programming perfection doesn't guarantee fun of the game. The company had to terminate its service due to a high-maintenance fee long after its launch. I cannot say for certain, but I believe that there are problems with game design. But the leader put the project failure down to lack of marketing budget for an hour in the meeting.


  Many game developers talk about how much they spent a promotional budget for profit. And they want to suppose that a specific sum of money would ensure some level of expected return. Without leaders' objective perspective on things, the matters would not be solved based on what they want to believe. If mothers don't stop nagging mentioning a golden boy, it would just make their children feel annoyed or less confident. I sincerely expect game developers not to make a wrong decision under the delusion about Eomchina.



※ This is from Kyunghyang Games column by 泥中蟠龍 since September 2013.

   (http://www.khgames.co.kr)


   Translation by Kim Ki-hui