3 research outputs found
Value in the territorial brand: The case of champagne
Purposeβ The aim of this study is to consider how key actors in a territorial brand view the creation of value, and how it is balanced between the territorial and individual brands β using champagne as a means of exploring this.Design/methodology/approachβ The project was exploratory and a qualitative process involving interviews with key actors in the region was adopted.Findingsβ Members of the champagne industry adopt a range of views about the nature of value, focusing on image, reputation and perceived quality, but varying between an individualist approach (which considers that value creation lies with the proprietary brands) and a more collectivist perspective, which considers it is predominantly the result of the territorial brand.Research limitations/implicationsβ Research into the organisation of territorial brands is just beginning; while merely exploratory this research suggests that issues around value merit further consideration.Practical implicationsβ Actors within a territorial brand need to clearly negotiate how they view value in order to maintain coherence and a common message. They may also need to pay more attention to issues around brand co-creation.Originality/valueβ No research in this precise field has previously been carried out and this study highlights variations in the perceptions of key actors within a territorial brand.</jats:sec
ΠΠ°ΡΠ΅ΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠ°Ρ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΎΠ΄Π½ΠΎΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΠ΅Π»ΡΡΠΊΠΎΠΉ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΠΎΠΉ ΠΈΠ³ΡΡ, Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠ΅ΠΉ Π΄ΡΡΠ»ΡΠ½ΡΠΉ Π±ΠΎΠΉ ΡΠ°Π½ΠΊΠΎΠ²
In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield.Π ΡΠΎΠ²Π΅ΡΡΠ΅Π½ΡΡΠ²ΠΎΠ²Π°Π½ΠΈΠΈ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΡΡ
ΠΈΠ³Ρ, Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΠΈΡ
Π±ΠΎΠΉ ΡΠ°Π½ΠΊΠΎΠ², ΠΌΠΎΠΆΠ½ΠΎ Π²ΡΠ΄Π΅Π»ΠΈΡΡ Π΄Π²Π΅ Π·Π°Π΄Π°ΡΠΈ: ΡΠ²Π΅Π»ΠΈΡΠ΅Π½ΠΈΠ΅ ΠΊΠΎΠ»Π»Π΅ΠΊΡΠΈΠΈ ΠΈΠ³ΡΠΎΠ²ΡΡ
ΡΡΠ΅Π΄ΡΡΠ², ΠΏΡΠ΅Π΄ΡΡΠ°Π²Π»ΡΡΡΠΈΡ
ΡΠΎΠ±ΠΎΠΉ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΠ΅ ΠΏΡΠΎΡΠΎΡΠΈΠΏΡ ΡΠ΅Π°Π»ΡΠ½ΡΡ
ΠΎΠ±ΡΠ°Π·ΡΠΎΠ² ΡΠ°Π½ΠΊΠΎΠ²; ΠΎΠ±Π΅ΡΠΏΠ΅ΡΠ΅Π½ΠΈΠΈ ΡΠ΅Π°Π»ΠΈΡΡΠΈΡΠ½ΠΎΡΡΠΈ ΠΈΠ³ΡΡ. ΠΠ»Ρ ΡΠ΅ΡΠ΅Π½ΠΈΡ ΡΡΠΈΡ
Π·Π°Π΄Π°Ρ Π½Π΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌ ΠΈΠ½ΡΡΡΡΠΌΠ΅Π½Ρ, ΠΏΠΎΠ·Π²ΠΎΠ»ΡΡΡΠΈΠΉ ΡΠΎΠΏΠΎΡΡΠ°Π²ΠΈΡΡ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΡ
ΠΌΠ°ΡΠΎΠΊ ΡΠ°Π½ΠΊΠΎΠ² Ρ Π±ΠΎΠ΅Π²ΡΠΌΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡΠΌΠΈ ΠΈΡ
ΡΠ΅Π°Π»ΡΠ½ΡΡ
ΠΏΡΠΎΡΠΎΡΠΈΠΏΠΎΠ², Π² ΠΊΠ°ΡΠ΅ΡΡΠ²Π΅ ΠΊΠΎΡΠΎΡΠΎΠ³ΠΎ ΠΌΠΎΠΆΠ½ΠΎ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡ ΠΌΠ°ΡΠ΅ΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΡΡ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΠΎΠΉ ΠΈΠ³ΡΡ, Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΡΡΡΡ Π΄ΡΡΠ»ΡΠ½ΡΠΉ Π±ΠΎΠΉ ΡΠ°Π½ΠΊΠΎΠ². Π£ΠΊΠ°Π·Π°Π½Π½Π°Ρ ΠΌΠΎΠ΄Π΅Π»Ρ ΡΠ΄ΠΎΠ²Π»Π΅ΡΠ²ΠΎΡΡΠ΅Ρ ΡΠ»Π΅Π΄ΡΡΡΠΈΠΌ ΡΡΠ΅Π±ΠΎΠ²Π°Π½ΠΈΡΠΌ: ΠΏΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΠΎΡΡΡ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ, Π²ΠΎΡΠΏΡΠΎΠΈΠ·Π²ΠΎΠ΄ΠΈΠΌΡΡ
Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ, ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΡΠ΅Ρ ΠΏΠΎΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΠ΅Π»ΡΠ½ΠΎΡΡΠΈ ΠΎΠΏΠ΅ΡΠ°ΡΠΈΠΉ, ΡΠ΅Π°Π»ΠΈΠ·ΡΠ΅ΠΌΡΡ
ΠΈΠ³ΡΠΎΠΊΠΎΠΌ Π² ΠΏΡΠΎΡΠ΅ΡΡΠ΅ ΠΈΠ³ΡΡ; ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎΠ΅ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π±ΠΎΠ΅ΠΏΡΠΈΠΏΠ°ΡΠΎΠ², ΠΊΠΎΡΠΎΡΠΎΠ΅ ΠΌΠΎΠΆΠ΅Ρ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°ΡΡΡΡ ΡΠ°Π½ΠΊΠΎΠΌ Π² ΠΌΠΎΠ΄Π΅Π»ΠΈ, Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΎΠ²Π°ΡΡ ΡΠ°Π·ΠΌΠ΅ΡΡ Π±ΠΎΠ΅ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠ° ΡΠ°Π½ΠΊΠ°. ΠΡΡΠ»Ρ ΠΏΡΠΎΠ΄ΠΎΠ»ΠΆΠ°Π΅ΡΡΡ Π΄ΠΎ ΡΠ΅Ρ
ΠΏΠΎΡ, ΠΏΠΎΠΊΠ° Π½Π΅ Π±ΡΠ΄Π΅Ρ ΠΏΠΎΡΠ°ΠΆΡΠ½ ΠΎΠ΄ΠΈΠ½ ΠΈΠ· ΡΠ°Π½ΠΊΠΎΠ², ΠΈΠ»ΠΈ ΠΏΠΎΠΊΠ° Π½Π΅ Π±ΡΠ΄ΡΡ ΠΈΠ·ΡΠ°ΡΡ
ΠΎΠ΄ΠΎΠ²Π°Π½Ρ Π²ΡΠ΅ ΠΈΠΌΠ΅ΡΡΠΈΠ΅ΡΡ Π΄Π»Ρ ΠΏΠΎΡΠ°ΠΆΠ΅Π½ΠΈΡ ΠΏΡΠΎΡΠΈΠ²Π½ΠΈΠΊΠ° ΠΏΡΡΠ΅ΡΠ½ΡΠ΅ Π²ΡΡΡΡΠ΅Π»Ρ. ΠΠ΅ΠΎΠ±Ρ
ΠΎΠ΄ΠΈΠΌΠΎ Π½Π°ΠΉΡΠΈ Π²Π΅ΡΠΎΡΡΠ½ΠΎΡΡΠΈ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΡΡ
ΠΈΡΡ
ΠΎΠ΄ΠΎΠ² Π΄ΡΡΠ»ΡΠ½ΠΎΠ³ΠΎ Π±ΠΎΡ, ΠΌΠ°ΡΠ΅ΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ Π΅Π³ΠΎ ΠΏΡΠΎΠ΄ΠΎΠ»ΠΆΠΈΡΠ΅Π»ΡΠ½ΠΎΡΡΠΈ, ΠΌΠ°ΡΠ΅ΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠ΅ ΠΎΠΆΠΈΠ΄Π°Π½ΠΈΠ΅ ΡΠ°ΡΡ
ΠΎΠ΄Π° Π±ΠΎΠ΅ΠΏΡΠΈΠΏΠ°ΡΠΎΠ² ΠΊΠ°ΠΆΠ΄ΠΎΠΉ ΠΈΠ· ΡΡΠΎΡΠΎΠ½.Π Π΅ΡΠ΅Π½ΠΈΠ΅ Π·Π°Π΄Π°ΡΠΈ ΠΏΠΎΠ»ΡΡΠ΅Π½ΠΎ ΠΏΡΡΡΠΌ ΠΏΠΎΡΡΡΠΎΠ΅Π½ΠΈΡ ΠΌΠ°ΡΠ΅ΠΌΠ°ΡΠΈΡΠ΅ΡΠΊΠΎΠΉ ΠΌΠΎΠ΄Π΅Π»ΠΈ ΠΏΠΎ ΡΡ
Π΅ΠΌΠ΅ ΠΠ°ΡΠΊΠΎΠ²ΡΠΊΠΎΠ³ΠΎ ΡΠ»ΡΡΠ°ΠΉΠ½ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠ΅ΡΡΠ° Ρ Π΄ΠΈΡΠΊΡΠ΅ΡΠ½ΡΠΌΠΈ ΡΠΎΡΡΠΎΡΠ½ΠΈΡΠΌΠΈ ΠΈ Π½Π΅ΠΏΡΠ΅ΡΡΠ²Π½ΡΠΌ Π²ΡΠ΅ΠΌΠ΅Π½Π΅ΠΌ. Π Π΅Π°Π»ΠΈΠ·ΠΎΠ²Π°Π½ΠΎ Π² Π²ΠΈΠ΄Π΅ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΡ ΠΌΠΎΠ΄Π΅Π»ΠΈ Π΄ΡΡΠ»ΡΠ½ΠΎΠ³ΠΎ Π±ΠΎΡ ΡΠ°Π½ΠΊΠΎΠ² ΠΈ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½ΠΎ ΠΏΡΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠ΅ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΠΎΠΉ ΠΈΠ³ΡΡ ΠΆΠ°Π½ΡΠ° ΡΠ°Π½ΠΊΠΎΠ²ΡΡ
ΡΠΈΠΌΡΠ»ΡΡΠΎΡΠΎΠ² Π΄Π»Ρ ΠΎΡΠ΅Π½ΠΊΠΈ ΠΈΠ³ΡΠΎΠ²ΡΡ
Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠ΅ΠΉ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΡ
ΡΠ°Π½ΠΊΠΎΠ² Π² Π΄ΡΡΠ»ΡΠ½ΠΎΠΌ Π±ΠΎΡ ΠΏΠΎ Π΄Π°Π½Π½ΡΠΌ ΠΎ ΡΠ°Π·ΠΌΠ΅ΡΠ°Ρ
ΠΈΡ
Π±ΠΎΠ΅ΠΊΠΎΠΌΠΏΠ»Π΅ΠΊΡΠΎΠ² ΠΈ ΠΈΠ½ΡΠ΅Π½ΡΠΈΠ²Π½ΠΎΡΡΡΡ
ΠΏΠ΅ΡΠ΅Ρ
ΠΎΠ΄Π° ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠ΅ΡΡΠ° ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π² Π΄ΡΡΠ³ΠΎΠ΅; Π΄Π»Ρ ΠΏΠΎΠ΄Π±ΠΎΡΠ° Π·Π½Π°ΡΠ΅Π½ΠΈΠΉ ΠΈΠ½ΡΠ΅Π½ΡΠΈΠ²Π½ΠΎΡΡΠ΅ΠΉ ΠΏΠ΅ΡΠ΅Ρ
ΠΎΠ΄Π° ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠ΅ΡΡΠ° ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π² Π΄ΡΡΠ³ΠΎΠ΅, ΠΈΡΡ
ΠΎΠ΄Ρ ΠΈΠ· Π΄Π°Π½Π½ΡΡ
ΠΎ ΠΏΡΠ΅Π΄ΠΏΠΎΠ»Π°Π³Π°Π΅ΠΌΡΡ
ΠΈΠ³ΡΠΎΠ²ΡΡ
Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡΡ
Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΡ
ΡΠ°Π½ΠΊΠΎΠ² Π² Π΄ΡΡΠ»ΡΠ½ΠΎΠΌ Π±ΠΎΡ. Π’Π°ΠΊΠΈΠΌ ΠΎΠ±ΡΠ°Π·ΠΎΠΌ, Π΄Π°Π½Π½Π°Ρ ΠΌΠΎΠ΄Π΅Π»Ρ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΈΡΠΏΠΎΠ»ΡΠ·ΠΎΠ²Π°Π½Π° ΡΡΠ°ΡΡΠ½ΠΈΠΊΠ°ΠΌΠΈ ΠΈΠ³ΡΡ Π΄Π»Ρ ΠΏΡΠΎΠ²Π΅Π΄Π΅Π½ΠΈΡ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΡΡ
ΠΈΡΡΠ»Π΅Π΄ΠΎΠ²Π°Π½ΠΈΠΉ; ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠ°ΠΌΠΈ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΡΡ
ΠΈΠ³Ρ, Π΄Π»Ρ Π½Π°ΡΡΡΠΎΠΉΠΊΠΈ ΠΈΠ³ΡΡ, Π·Π°Π΄Π°Π½ΠΈΡ ΡΠ°ΠΊΠΈΡ
Π·Π½Π°ΡΠ΅Π½ΠΈΠΉ ΠΈΠ½ΡΠ΅Π½ΡΠΈΠ²Π½ΠΎΡΡΠ΅ΠΉ ΠΏΠ΅ΡΠ΅Ρ
ΠΎΠ΄Π° ΠΈΠ³ΡΠΎΠ²ΠΎΠ³ΠΎ ΠΏΡΠΎΡΠ΅ΡΡΠ° ΠΈΠ· ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠΎΡΡΠΎΡΠ½ΠΈΡ Π² Π΄ΡΡΠ³ΠΈΠ΅, ΠΏΡΠΈ ΠΊΠΎΡΠΎΡΡΡ
ΠΈΠ³ΡΠΎΠ²ΡΠ΅ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ Π²ΠΈΡΡΡΠ°Π»ΡΠ½ΡΡ
ΡΠ°Π½ΠΊΠΎΠ², Π±ΡΠ΄ΡΡ ΡΠΎΠΎΡΠ²Π΅ΡΡΡΠ²ΠΎΠ²Π°ΡΡ Π±ΠΎΠ΅Π²ΡΠΌ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΡΠΌ ΠΈΡ
ΡΠ΅Π°Π»ΡΠ½ΡΡ
ΠΏΡΠΎΡΠΎΡΠΈΠΏΠΎΠ² Π½Π° ΠΏΠΎΠ»Π΅ Π±ΠΎΡ
Mathematical Single-Player Computer Game Model to Reproduce Duel Fight of Tanks
In improving computer games, which reproduce a battle of tanks, two tasks can be distinguished: increasing a collection of game tools to represent virtual prototypes of real tank models and ensuring a realistic game. To solve these problems, a tool is necessary that allows us to compare gaming capabilities of virtual tank brands with combat capabilities of their real prototypes. A mathematical model of a computer game that reproduces a duel battle of tanks can be used as the tool. The specified model satisfies the following requirements: the sequence of operations reproduced in the model is in line with the sequence of operations implemented by the player in the course of the game; the maximum amount of ammunition that a tank can use in a model must correspond to the amount of tank ammunition. The duel lasts until one of the tanks is hit, or until all the gunshots available to hit the enemy are expended. It is necessary to find the probabilities of possible outcomes of a duel battle, the mathematical expectation of its duration, the mathematical expectation of the ammunition consumption of each side.The solution to the problem is obtained by constructing a mathematical model according to the scheme of Markov random process with discrete states and continuous time. It is implemented as a program for a model of a duel battle of tanks and can be used when developing a computer game of the genre of tank simulators to assess the gaming capabilities of the virtual tanks in a duel battle from the data on the amount of their ammunition and on the intensity of the game process transition from one state to another; for selecting the intensity values of the game process transition from one state to another, based on the data on the estimated game capabilities of virtual tanks in a duel battle. Thus, game participants can use this model to conduct their own research. Developers of computer games can use it for setting up the game and setting such intensity values of the game process transition from one state to another, at which the gaming capabilities of virtual tanks will correspond to the combat capabilities of their real prototypes on the battlefield