Научная статья на тему 'Logistics of gaming approach to specific economical and management problems in area of the modern industry'

Logistics of gaming approach to specific economical and management problems in area of the modern industry Текст научной статьи по специальности «Экономика и бизнес»

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LOGISTICS / COMPUTER GAMES / SIMULATION / HUMAN RESOURCE / CROWD FUNDING / EFFICIENCY OF ECONOMY / MARKETING

Аннотация научной статьи по экономике и бизнесу, автор научной работы — Grigoriev M.N., Semichev P.M.

Article from the modern point of view examines the gaming approach to economical and management problems of the modern industry. Special attention is paid to logistics engineering.

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Текст научной работы на тему «Logistics of gaming approach to specific economical and management problems in area of the modern industry»

_МЕЖДУНАРОДНЫЙ НАУЧНЫЙ ЖУРНАЛ «СИМВОЛ НАУКИ» №11-1/2016 ISSN 2410-700Х_

ЭКОНОМИЧЕСКИЕ НАУКИ

УДК 330.1

M.N. Grigoriev

PhD of technical sciences, Professor Baltic State Technical University «VOENMECH» named after D. F. Ustinov St. Petersburg, Russian Federation P. M. Semichev Graduate student Baltic State Technical University «VOENMECH» named after D. F. Ustinov St. Petersburg, Russian Federation

LOGISTICS OF GAMING APPROACH TO SPECIFIC ECONOMICAL AND MANAGEMENT PROBLEMS IN AREA OF THE MODERN INDUSTRY

Annotation

Article from the modern point of view examines the gaming approach to economical and management problems of the modern industry. Special attention is paid to logistics engineering.

Keywords

Logistics, computer games, simulation, human resource, crowd funding, efficiency of economy, marketing

At the current stage of social development - computer games are not only a way to entertain like they used to be, they've become a huge industry that uses all the achievements of marketing and psychology [1]. Everyone has seen a lot of weak-willed people staring at their mobile phones and pressing colorful shapes that chaotically appear at the screen [2, 3, 4]. The reason of such behavior is a trend of the gaming development industry which main idea is «to catch and attach» player, making him pay for absurd things that he doesn't need instead of creating an unique and quality content, that worth buying.

The market of PC-games is various and covers almost every area of social life, from social interaction to war activity in all the past periods of human history and hypothetical future. There are many simulators developed that are offering people to try a role of: strategist (Age of Empires), racer (Need for Speed) and all kind of sportsman in sports simulators from Electronic Arts. However sometimes you can find also a devious solutions such as "I am Bread" - the bread simulator, The Rock simulator and The Goat simulator, which means that some percent of people prefer being bread or just pretending someone instead of trying to achieve goals in real life.

The Gaming Industry is a huge area for potential scientific researches not only for economists but psychologists and behaviorists as well. Examine behavior of different people in stress situations, see the decision making process of people of different ages, genders and professions - this is all easy by involving them into games, because exactly during the game process people are attracted enough to stop pretending and behave the way they would behave in real life situations. PC-games and MMORPGs have a huge human resource.

One of the most successful solution is to recreate a real processes as a simulation inside the game, which means to use the crowd funding in a row of MMORPGs or online/offline -games, to reproduce the situation in advance and see all the results before it happens itself [5]. Players will be offered to independently define the probable results of some events, and also to find the unique ways of solving assigned tasks.

Here are couples of possible options of recreating experiments:

a) Creating so-called simulation with a use of already existed game.

MMORPG Lineage II is one of the most successful examples of market relationships imitation and represents a set of social situations modeled spontaneously by the players themselves in a middle-age fantasy

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world. The formation of market occurs according to the supply and demand law, which means that in "competitive market" the unit price for particular goods may vary depending on a supply and demand amount. Deficit (that can be created manually) of a key resource may cause absence or overpriced cost of the final product what can also increase the demand. This framework may be used to simulate the social and economic interactions between people or groups of people. As a result we can not only see the full picture of the process progress, but also to realize the motivation of players in decision making.

b) Creating simulation with a use of gaming mechanics:

For a demanded situation we select a game with a set of game mechanics and mathematical variables that fit the required ones, such: Geo-data (physical characteristics of a surface), possibility of terraforming and a game logic. SimCity4 (Electronic Arts, 2004) is a great example of such simulation. The player here tries a role of a mayor and offered to build the abstract town with a set of tools, such as roads/infrastructure objects, social objects, landmarks etc. Fundamentally important not only to build a correct transport logistics but also to meet the budget, follow the demands of citizens and social services.

Such framework can be used to find optional logistics and urban planning policy.

c) Simulation of a new framework.

Depending on available resources it is possible to create an absolutely new and unique framework.

On facilities of a modern industry the core problem is an interaction between structural divisions. To prevent the crisis situations and creating the preventive measures against crashing of facility's functionality within the current article's conception it is offered to recreate a simulation in a gaming area and detect the weak links of a production chain.

A structure of average testing facility is taken as an example.

To detect potentially weak links in a structure of facility it is necessary to accomplish following steps:

1. Set a structure of a facility.

2. Define the core structural divisions.

3. Distribute the functions according to the real ones.

4. Model and modify the parameters of a system (funding cuts, staff of employees, etc.), which can help us to detect the weak links.

After finishing the simulation it is necessary to conduct analysis of obtained results to define the optimal decision.

Figure 1 is a block diagram of a structure of average testing facility with interactions between divisions shown as arrows with Latin characters.

Figure 1. Block diagram of a structure of average testing facility and interactions between divisions.

Standard scheme of interactions between divisions can be described the following way: a) Transferring the order from commercial div. to div. of technical calculations to define the work completion time, labor intensity and the costs.

МЕЖДУНАРОДНЫЙ НАУЧНЫЙ ЖУРНАЛ «СИМВОЛ НАУКИ» №11-1/2016 ISSN 2410-700Х

b) Transferring data back to commercial div.

c) Transferring data from commercial div. to planning and economic div.

d) Transferring data to legal division to create the contract.

e) Transferring data to planning and economic div.

f) Transferring contract to Acquirer.

g) Agreement from Acquirer.

h) Transferring plans and data to the testing laboratories.

i) Work performance.

j) Reporting to the Acquirer

We model the analogical situation in an area that fits the parameters, and then players recreate the situations where they have to complete the task. After completion we make statistical analysis of possible decisions and pick the most acceptable option. Summary.

During the run analysis it is possible to suppose that PC games have all the attributes to become a great framework to run necessary scientific researches in an area of simulations. At current moment there are more and more researches done in this area by western specialists, what shows relevance of this area [8]. References:

1. Григорьев М.Н. Маркетинг. Учебник, 5-е изд., перераб. и доп., Сер. 60 Бакалавр. Прикладной курс - М., 2015 - 559с.

2. Григорьев М.Н., Груберт Л.Ю., Иванов В.Н., Писарев С.Б. Система визуального воспроизведения рекламной информации, патент на изобретение RUS 2129309 28.05.1997

3. Андреев А.А., Григорьев М.Н., Груберт Л.Ю., Иванов В.Н. Информационная система, патент на изобретение RUS 2167453 28.09.1998

4. Григорьев М.Н., Груберт Л.Ю., Иванов В.Н., Писарев С.Б. Система для передачи информации, патент на изобретение RUS 2158967 03.07.1998

5. Сергеев В.И., Григорьев М.Н., Уваров С.А. Логистика: информационные системы и технологии, учебно-практическое пособие - М., 2008 - 608с.

6. Григорьев М.Н., Уваров С.А. Логистика. Базовый курс. Учебник для вузов, 1-е изд., Сер. 58 Бакалавр. Академический курс - М., 2011 - 782с

7. Григорьев М.Н., Долгов А.П., Уваров С.А. Логистика. Продвинутый курс. Учебник, 3-е изд, перераб и доп., Сер. 61 Бакалавр и магистр. Академический курс - М., 2014 - 784с.

8. Simulation, by Sage Pub. 1969-2016.

© Grigoriev M.N., Semichev P. M., 2016

УДК 657:65.014.

Азиева Шавлух Сулеймановна

студентка 4 курса "Бухгалтерский учет, анализ и аудит" Научный руководитель: Ибрагимова Аминат Хабибуллаевна

канд. экон. наук, доцент ДГУ, г. Махачкала, РФ E-mail: aminat.1967@mail.ru

ЗНАЧЕНИЕ ВЕДЕНИЯ РАЗЛИЧНЫХ ВИДОВ УЧЕТА НА ПРЕДПРИЯТИИ

Аннотация

В статье раскрываются значения ведения финансового, налогового и управленческого учета. Сделан вывод о том, что управленческий учет является самым важным для самого предприятия.

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