• Title/Summary/Keyword: 경쟁점

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High Speed Rail Station Distric Using Entropy Model Study to Estimate the Trip Distribution (엔트로피 모형을 활용한 고속철도 역세권 통행분포 추정에 관한 연구)

  • Cho, Hangung;Kim, Sigon;Kim, Jinhowan;Jeon, Sangmin
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.6D
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    • pp.679-686
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    • 2012
  • KTX step 1 April 2004, after the opening, the second phase of the project was opened in November 2010. High-speed rail after the opening and continue to increase the demand of high-speed rail, Have the speed of competitive advantage compared too the means of transportation. The opening of these high-speed rail has led to changes of the move, the company's position, and the spatial structure of the population of reorganization, such as the social, economic, transportation. In this study, survey data using the High Speed Rail Station EMME/2 of the program to take advantage of the 2-Dimentional Blancing trip distribution to investigate the passage through the trip distribution by the estimation of the parameters of the model to estimate the distribution of the means of access and high-speed rail station to reproduce and Analysis of the results by means of access parameters (${\theta}$) autos 0.0395, buses 0.0390, subway 0.0650, taxi 0.0415, the frequency distribution (Trip Length Frequency Distribution: TLFD) were analyzed survey data value model with the results of comparing $R^2$ cars analysis and model values similar survey data 0.909 bus 0.923, subway 0.745 to 0.922, taxi, F test P value analysis is smaller than 0.05 at the 95% confidence level as a note that was judged to have been. Trip frequency distribution analysis, but in the future, set the unit to 5km-trip frequency distribution middle zone Units from small zone units (administrative district) segmentation research is needed, and can reflect the trip distance 0~5 km interval combined function to take advantage of the gravity model and the 3-Dimentional Blancing applied research is needed to be considered.

A Study on the Influence of Conflict on the Performance and Validity of Organization (갈등이 조직성과 및 조직 유효성에 미치는 영향에 대한 연구)

  • 기호익
    • The Journal of Information Technology
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    • v.1 no.2
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    • pp.81-102
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    • 1998
  • It is common description that modern society is In the era of limitless competition. In order to challenge the change of economy and its management at home and abroad, organization should be changed anew, and in this case, there accompanies conflict or trouble whether the subject of change wants it or not. Therefore, according to change, we should concern with settlement of small troubles as well as big ones, and by managing the conflict or trouble productively and originally, it should be utilized as new fatality and chance to develop something in organization. In the system organized by people, there exist various conflicts in accordance with the target and want of the system, therefore giving no freedom to each Individual member of the system, and this is an unavoidable tate in consideration of the modem society where the survival of mankind and human systems should be guaranteed. Therefore, it determines the coordinates of success of any of organizations to manage conflict or trouble well, and so, when decreasing or increasing conflicts so that the organization exerts its full influence, it is note worthy that conflict itself should be rationally and efficiently managed. In a view point of the theory of organization and its behavior, relating job satisfaction with the performance and validity of organization, the influence of individual conflict is so great on the rate of job transfer within an organization or nonattendance, even on the productivity of the organization. So, the manager to cope with conflict within an organization should devise following three plans to manage conflict for job satisfaction and conflict settlement. In conclusion, it is suggested that in order to manage conflict within an organization well, some plans to control conflict should be well utilized while giving more efforts to improving management of individual conflict, job satisfaction, validity of organization, productivity, etc and all the members of organization should remember that the Issue of conflict within an organization be recognized ad an opportunity of new development and a way to settle a trouble within an organization, and a direction of conflict management should be suggested so that new innovation ca be created.

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Understanding Contemporary Interstate Rivalries: Consensus Rivalries and Rivalry Termination (숙적관계 국가들에 대한 연구 - 숙적관계 종식에 영향을 미치는 주요 요인들을 중심으로 -)

  • Oh, Soon-Kun
    • Strategy21
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    • s.32
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    • pp.222-270
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    • 2013
  • 서구 근대 국제관계학의 태동은 "전쟁의 원인"을 밝혀내려고 했던 유럽 지식인들의 학문적 도전에서부터 비롯되었다고 할 수 있다. 1, 2차 세계대전의 잔혹함을 겪으면서 이들은 전쟁(특히 전쟁의 원인)에 대한 좀 더 과학적인 연구를 통해 어떻게 하면 국가들 간의 전쟁을 예방할 수 있을까에 집중해 왔다. 이러한 학문적 경향을 반영한 것이 잘 알려진 미국 미시간 대학의 "전쟁 상관성 연구 프로젝트(Correlates of War Project)"이다. 이는 나폴레옹 전쟁이 끝나고 비엔나체제가 시작된 1815년 이후 국가들 간 발생한 모든 전쟁 관련 자료를 데이터베이스화하여,국제관계학자들이 전쟁(Interstate War)이나 군사분쟁(Militarized Interstate Disputes)을 정량 또는 정성적으로 연구할 수 있도록 다양한 정보들을 제공하고 있다. 최근 Paul F. Diehl, William R. Thompson과 같은 학자들은 전쟁을 분석단위로 하는 전쟁의 원인(Causes of War)을 연구하는 학풍에서 벗어나, 국가들 간의 분쟁과 전쟁을 연구하기 위해 숙적관계(Rivalry)라는 새로운 분석의 단위를 제시하였다. 숙적관계는 국제관계에 있어서 지속적으로 분쟁 또는 전쟁을 일으키는, 즉 무력분쟁의 긴 역사를 가지고 있는, 두 국가를 일컫는다. 국가들 간의 숙적관계는 학자들에 따라 Interstate Rivalry, Enduring Rivalry, Strategic Rivalry 등 다양한 정의와 성격을 갖고 있다. 이러한 국가들의 사례로는 2차대전 이전까지 프랑스-독일 관계, 2차대전 이후 중동지역 이스라엘과 아랍국가들 간의 관계, 냉전기 미소관계, 인도-파키스탄 및 남북한 관계 등을 예로 들 수 있다. 이렇게 널리 알려진 숙적관계 외에도 남미의 칠레-아르헨티나, 에콰도르-페루와 아프리카의 소말리아-에티오피아 등 학자들에 따라 1815년 이후 약 200개의 숙적관계를 제시하고 있다. 숙적관계에 대한 연구는 기존의 전쟁의 원인 중심이었던 정량적 국제분쟁 연구에 두 국가의 분쟁역사를 포함시키는 정성적 연구를 접합시키고 있다. 본 연구는 1945년 이후 숙적관계 국가들의 관계종식과 관련하여, 거시론적이고 전체론적 접근방법(Macro - level Holistic Approach)을 제시하고 있다. 먼저 1945년 이후 발생한 국가들 간의 숙적관계 종식(Rivalry Termination)을 이해하기 위해, 거시적 관점에서 숙적관계를 발생시키게 된 역사적 원인을 살펴보고 있다. 특히 1945년 이후 숙적관계와 관련된 중요한 요인들 중에서 전쟁, 영토분쟁, 그리고 근대국가 형성에 대해 살펴보고 다음과 같은 두 가지 명제(proposition)를 제시한다. 첫째, 1945년 이후의 숙적관계 형성과 지속에는 2차대전 이후 독립국가 형성, 헌팅턴이 주장한 제3의 물결(민주화), 그리고 냉전기 미소경쟁 등의 역사적 배경이 영향을 주었다는 것이다. 둘째, 이러한 역사적 배경에 더하여 1945년 이후 숙적관계는 전쟁에 의해 시작된 숙적관계와 전쟁 없이 시작된 숙적관계 등 2가지로 나눌 수 있으며, 전쟁에 의해 시작되고 영토분쟁과 근대국가 형성 문제를 내포하고 있는 숙적관계가 그렇지 않은 숙적관계에 비해 오랫동안 지속되며 관계해결이 어렵다는 것이다. 앞서 제시된 2가지 명제들과 관련하여 본문에서는 다양한 학자들이 제시한 숙적관계 정의들에 일치하는 23개의 숙적관계(Consensus Rivalries)를 선정하여 이들에 대한 비교분석(Descriptive Analysis)을 실시하였다. 이들 사례들을 1945년 이전과 이후로 나누어, 숙적관계 형성과 종식에 있어 핵심요소인 국가들 간 힘의 차이(Power Relations), 분쟁의 주요 원인(Primary Conflict Issue), 숙적관계에 있어 다른 국가들과의 연계성(Rivalry Linkage), 전쟁의 횟수와 시기 등을 통해 비교하였다. 숙적관계의 종식과 관련하여 약소국 간의 숙적관계(Minor Dyad)가 오래 지속되고, 영토분쟁(Territorial Disputes)이 숙적관계를 지속시키는 주요인이며, 다른 숙적관계와의 연계성이 적은 숙적들이 오래 지속된다는 비교분석 결과가 나왔다. 또한 전쟁의 횟수는 숙적관계 종식에 큰 영향을 미치지 못하지만 전쟁으로 인해 시작된 숙적관계가 그렇지 않은 경우보다 더욱 오래 지속되는 것으로 확인되었다. 끝으로 2차대전 이전의 숙적관계는 대부분 전쟁을 통해 종식되었지만, 1945년 이후에는 전쟁 없이도 숙적관계가 종식된 경우가 많았음을 보여 주고 있다. 본 연구의 주목적은 "1945년 이후 형성된 숙적관계를 어떻게 종식시킬 수 있을 것인가?"라는 규범적 논제를 통해, 23개의 주요 숙적관계를 발굴하여 거시적, 역사적 관점에서 비교분석함에 있다. 이는 특히 우리나라가 처한 현실과 관련하여 중요한 시사점을 갖는다. 남북관계가 갖는 특수성보다는 1945년 이후 국제정치 역사속에서 발생한 숙적관계 현상이라는 일반성의 틀에서 남북관계를 이해하고자 했다. 남북관계를 베트남, 예멘, 독일 등 분단국가의 사례들과만 비교 연구하는 제한된 시각에서 벗어나, 인도-파키스탄, 그리스-터키, 에콰도르-페루 등 유사한 숙적들 간의 관계들과 비교하는 새로운 연구의 장을 제시하고자 한다. 따라서 앞으로 숙적관계 종식에 대한 더욱 다양화된 사례연구를 통해 한반도 분쟁해결에 필요한 새로운 교훈을 얻을 수 있을 것이다. 예를 들면 2차대전 이후 발생한 국경을 접하고 있는 비강대국들의 평화적인 숙적관계 종식에 대한 사례연구는 남북한이 앞으로 지향해야 할 방향을 제시해 줄 수 있을 것이다. 끝으로 본 연구는 특정한 정책적 함의를 도출하기 보다는 숙적관계와 관련된 하나의 거시적 이론를 제시하고, 주요 숙적관계 국가들에 대한 비교설명을 통해 현존하는 숙적관계 해결을 위한 하나의 분석의 틀을 제시하는 것으로 국제분쟁 연구에 기여하고자 하였다.

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Effect a Presentation Product has on the Repurchase Action (증정상품이 소비자의 재구매행동에 미치는 영향)

  • Yun, Gi-Seon;Kim, Hong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.1 no.2
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    • pp.193-224
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    • 2006
  • When we look into the market economy of our country recently, we learn that the mind of consumption after IMF crisis is very shrunk and the market is led into a serious slump of consumption. For an approach to survive the contraction of the market and the market competition, enterprises command a variety of sales promotion strategy, out of which presentation is a sales promotion strategy to give the same product. The price-discounted strategy through the provision of donation commodity may induce the temporarily-discounted commodity not to be sold to the consumers or make a damage of the images of the brand, or arouse the price war against other companies, or lower the sense of the quality of the commodity. Therefore, it is necessary for a company to meet the end users' demand and also maintain the evaluation of the quality on the consumers' products highly. Therefore, in this study, we have attempted to study and analyze the consumers' satisfaction level and reliability on the donation goods in order to suggest the orientation of the presentation promotion strategy in accordance with the changes of the sales market. In addition, we tried to understand how the recognition, consumers' satisfaction level and reliability on the presentation goods had on the repurchase. With such objectives in this study, we could make an analogy of the following significance and suggestion of study. Firstly, in order to survive a serious competition market, enterprises must execute the product presentation along with diverse events instead of commanding the sales promotion strategy through a simple product presentation. This strategy can be an alternative to lower the danger a person-to-person product presentation may bring about. That is to say, we shall not lower the quality and value of the products but enhance a new image to customers through a product donation occasion together with an event as a new marketing pioneering method. Secondly, during the period of the current economic depression, if a company provides the consumers with an opportunity free of charge through the present special event period and the practical events, it will affect the advertising effect of the goods, the introduction of the customers and customers' repurchase. For this purpose, the company has to heighten customers' preferences by selecting the items customers are liable to prefer and closely analyze the consumers' response and market for such an objective. Thirdly, with the internet age, as the market has a tendency to increase In the number of consumers who do shopping in the internet, the marketing strategy has to build up the strategy of the presentation product instead of a simple offline strategy. For example, a company shall have to draw attention or attraction from end users who intend to do shopping through the online by a product planning expo or a presentation product corner. Fourthly, the excessive sale promotion strategy of presentation products may bring about even a reverse effect on the value of the goods or consumers' attitude as seen above. Therefore, a company has to relay' the value as to the price' to the consumers instead of the sales promotion strategy of donation products just for a temporary sales volume. Conclusively, even if we put the value with a reasonable price through the presentation product strategy in the past, we shall have construct the strategy by providing some plus factors in the price such as the provision of the upgraded products or services instead of just presentation, or the invitation of the events related to diverse events or culture arts from now on.

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6th Industry Management Body Develop Managerial and Technical Level Metrics - by Applying AHP Analysis - (6차산업화 경영체 경영.기술수준 평가지표 개발 -AHP 분석을 적용하여-)

  • Seo, Yoon Jeong;Park, Jeong Woon;Han, Sang Yeon;Hwang, Dae Yong;Yang, Jung Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.177-191
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    • 2013
  • 6th Industry reduced agricultural income and rural areas, the economic downturn is going to be activated is attracting attention as an alternative. 6th industry means that the integrated or linked, the manufacture and processing of secondary industry based on primary industry, the distribution and service of tertiary industry. Park Geun-hye government to realize the creative economy in agriculture as an alternative to specifically evaluate the 6th industries and suggests various policy alternatives. In addition, to support the development of models and analysis of best practices, including sleep studies are in progress. However, the 6th Industry management body for performing management level, technical level, the leader in comprehensive evaluation of competencies and indicators on the development of an evaluation study is insufficient. In this regard, the present study performed 6th industry management body for the management level, technical level, the leader competency evaluation indicators to develop a comprehensive evaluation by utilizing AHP method was developed indicators. The results achieved in Korea As different countries and the FTA as cheap agricultural imports increased 6th industry revenues associated with the management body is very likely to be worse. The endless competition to survive in the most important of the strategy for each individual project management body to operate on their own, rather than to strengthen internal capacity by strengthening linkages with other industries, products, and services that promote the sale will be. This also is that you need to improve revenue management body. Thus, all 6th industry management body at the location of their efforts to gain the trust of consumers will require, moreover, for each management body to build cooperation between the various measures will be sought. In addition to the smart era rapidly changing needs of customers, depending on the life cycle of products and services are getting faster and the new consumer is getting more and more tend to find new products. Thus, customers and management body 6th industry changes quickly and accurately predict market trends, and also to market new products and services that further efforts would be needed.

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Factors Affecting Participation Intention of the 4th Industrial Technology Education: Applying MGB Model (4차 산업혁명 기술교육의 참여의도에 영향을 미치는 요인 연구: 목표지향행동모델(MGB)을 중심으로)

  • Lee, Jihyun;Dong, Haklim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.231-244
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    • 2020
  • With the rapid progress of the 4th industrial revolution, technical human capitals are considered to be the core competing factors of the enterprise. Technical manpower training of the 4th industrial revolution through technical education has become an essential task of venture start-ups. The opening of technical training courses and the education support system of companies are increasing, but the shortage of technical manpower is getting worse. This study was conducted to analyze the factors affecting participation intention of the 4th industrial revolution technology education. The research model was established based on the model of goal-directed behavior. For the analysis, 250 valid questionnaire data were used to test with a structural equation model. The results of the study are as follows. First, attitude had a positive effect on the intention to participate in education. Second, subjective norms had a positive effect on the intention to participate in education. Third, the perceived behavioral control has not been tested for a significant influence on educational participation intention. Fourth, positive and negative anticipated emotions had a significant effect on educational intention. The impact of significant variables were found in the order of positive anticipated emotions, attitudes, negative anticipated emotions, subjective norms. On the other hand, as a result of testing the mediating effect of desires, it was found that desires plays a mediating role between attitude, subjective norm, perceived behavioral control, positive anticipated emotions, negative anticipated emotions, and participation intention. In particular, the causal relationship between perceived behavioral control and intention to participate in education was not significant, but perceived behavioral control had a significant effect(full mediation) on participation intention through desires. Based on the results of this study, the following implication were suggested. First, the model of goal-directed behavior(MGB) was applied to the technical education field. Second, the direct relationship between antecedent variables and behavioral intentions was simultaneously tested. Third, unlike the existing education-related research, the factors affecting participation in education were analyzed. Fourth, the importance of desires for education were suggested.

Allelopathic Effects of Amaranthus spinosus L. for Improvement of Natural Herbicide (천연제초제 개발을 위한 가시비름의 알레로패시 효과)

  • Kang, Jeong-Hwan;Kim, Hyoun-Chol;Song, Jin-Young;Woo, Seong-Bae;Kim, Tae-Keun;Kang, Jin-Yong;Ha, Young-Sam;Song, Chang-Khil
    • Korean Journal of Organic Agriculture
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    • v.16 no.1
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    • pp.127-142
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    • 2008
  • This study was carried out to germination characteristics by temperature conditions and allelopathic effects of aqueous extracts on Amaranthus spinosus L. in order to investigate the competitive dominant in plant ecosystem and possibility application of natural herbicide. A. spinosus L. sprouted after 24 hour from seeding in $30{\sim}45^{\circ}C$ treatment. The germination ratio of A. spinosus L. was the highest estimated at 63.3(${\pm}2.9$)% in $40^{\circ}C$ treatment, followed by 33.3(${\pm}2.9$)% in $35^{\circ}C$, 1.7(${\pm}2.9$)% in $30^{\circ}C$ and 5.0(${\pm}0.0$)% in $45^{\circ}C$ treatment. It was generally decreased the Relative Germination Ratio(RGR), the Relative Elongation Ratio(RER), the Relative Fresh weight Ratio(RFR) of receptor plants by the aqueous extracts of concentration of A. spinosus L. but it was differently inhibited the kind of receptor plant species. And it was different effected among growing regions that aqueous extracts of concentration of A. spinosus L. inhibited more root than shoot. The total phenolic compounds content of A. spinosus L. was decreased gradually middle, first and last of growth stage, and gradually decreased to leaves, roots and stems. We think that A. spinosus L. appeared high germination ratio at a short period and showed allelopathic effects on other plants. Therefore A. spinosus. L. hold the competitive dominant of plant ecosystem in Jeju Island and possibility application of natural herbicide.

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A Study on the Relationship of Learning, Innovation Capability and Innovation Outcome (학습, 혁신역량과 혁신성과 간의 관계에 관한 연구)

  • Kim, Kui-Won
    • Journal of Korea Technology Innovation Society
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    • v.17 no.2
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    • pp.380-420
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    • 2014
  • We increasingly see the importance of employees acquiring enough expert capability or innovation capability to prepare for ever growing uncertainties in their operation domains. However, despite the above circumstances, there have not been an enough number of researches on how operational input components for employees' innovation outcome, innovation activities such as acquisition, exercise and promotion effort of employee's innovation capability, and their resulting innovation outcome interact with each other. This trend is believed to have been resulted because most of the current researches on innovation focus on the units of country, industry and corporate entity levels but not on an individual corporation's innovation input components, innovation outcome and innovation activities themselves. Therefore, this study intends to avoid the currently prevalent study frames and views on innovation and focus more on the strategic policies required for the enhancement of an organization's innovation capabilities by quantitatively analyzing employees' innovation outcomes and their most suggested relevant innovation activities. The research model that this study deploys offers both linear and structural model on the trio of learning, innovation capability and innovation outcome, and then suggests the 4 relevant hypotheses which are quantitatively tested and analyzed as follows: Hypothesis 1] The different levels of innovation capability produce different innovation outcomes (accepted, p-value = 0.000<0.05). Hypothesis 2] The different amounts of learning time produce different innovation capabilities (rejected, p-value = 0.199, 0.220>0.05). Hypothesis 3] The different amounts of learning time produce different innovation outcomes. (accepted, p-value = 0.000<0.05). Hypothesis 4] the innovation capability acts as a significant parameter in the relationship of the amount of learning time and innovation outcome (structural modeling test). This structural model after the t-tests on Hypotheses 1 through 4 proves that irregular on-the-job training and e-learning directly affects the learning time factor while job experience level, employment period and capability level measurement also directly impacts on the innovation capability factor. Also this hypothesis gets further supported by the fact that the patent time absolutely and directly affects the innovation capability factor rather than the learning time factor. Through the 4 hypotheses, this study proposes as measures to maximize an organization's innovation outcome. firstly, frequent irregular on-the-job training that is based on an e-learning system, secondly, efficient innovation management of employment period, job skill levels, etc through active sponsorship and energization community of practice (CoP) as a form of irregular learning, and thirdly a model of Yί=f(e, i, s, t, w)+${\varepsilon}$ as an innovation outcome function that is soundly based on a smart system of capability level measurement. The innovation outcome function is what this study considers the most appropriate and important reference model.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Exploratory Case Study for Key Successful Factors of Producy Service System (Product-Service System(PSS) 성공과 실패요인에 관한 탐색적 사례 연구)

  • Park, A-Rum;Jin, Dong-Su;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.17 no.4
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    • pp.255-277
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    • 2011
  • Product Service System(PSS), which is an integrated combination of product and service, provides new value to customer and makes companies sustainable as well. The objective of this paper draws Critical Successful Factors(CSF) of PSS through multiple case study. First, we review various concepts and types in PSS and Platform business literature currently available on this topic. Second, after investigating various cases with the characteristics of PSS and platform business, we select four cases of 'iPod of Apple', 'Kindle of Amazon', 'Zune of Microsoft', and 'e-book reader of Sony'. Then, the four cases are categorized as successful and failed cases according to criteria of case selection and PSS classification. We consider two methodologies for the case selection, i.e., 'Strategies for the Selection of Samples and Cases' proposed by Bent(2006) and the seven case selection procedures proposed by Jason and John(2008). For case selection, 'Stratified sample and Paradigmatic cases' is adopted as one of several options for sampling. Then, we use the seven case selection procedures such as 'typical', 'diverse', 'extreme', 'deviant', 'influential', 'most-similar', and 'mostdifferent' and among them only three procedures of 'diverse', 'most?similar', and 'most-different' are applied for the case selection. For PSS classification, the eight PSS types, suggested by Tukker(2004), of 'product related', 'advice and consulancy', 'product lease', 'product renting/sharing', 'product pooling', 'activity management', 'pay per service unit', 'functional result' are utilized. We categorize the four selected cases as a product oriented group because the cases not only sell a product, but also offer service needed during the use phase of the product. Then, we analyze the four cases by using cross-case pattern that Eisenhardt(1991) suggested. Eisenhardt(1991) argued that three processes are required for avoiding reaching premature or even false conclusion. The fist step includes selecting categories of dimensions and finding within-group similarities coupled with intergroup difference. In the second process, pairs of cases are selected and listed. The second step forces researchers to find the subtle similarities and differences between cases. The third process is to divide the data by data source. The result of cross-case pattern indicates that the similarities of iPod and Kindle as successful cases are convenient user interface, successful plarform strategy, and rich contents. The differences between the successful cases are that, wheares iPod has been recognized as the culture code, Kindle has implemented a low price as its main strategy. Meanwhile, the similarities of Zune and PRS series as failed cases are lack of sufficient applications and contents. The differences between the failed cases are that, wheares Zune adopted an undifferentiated strategy, PRS series conducted high-price strategy. From the analysis of the cases, we generate three hypotheses. The first hypothesis assumes that a successful PSS system requires convenient user interface. The second hypothesis assumes that a successful PSS system requires a reciprocal(win/win) business model. The third hypothesis assumes that a successful PSS system requires sufficient quantities of applications and contents. To verify the hypotheses, we uses the cross-matching (or pattern matching) methodology. The methodology matches three key words (user interface, reciprocal business model, contents) of the hypotheses to the previous papers related to PSS, digital contents, and Information System (IS). Finally, this paper suggests the three implications from analyzed results. A successful PSS system needs to provide differentiated value for customers such as convenient user interface, e.g., the simple design of iTunes (iPod) and the provision of connection to Kindle Store without any charge. A successful PSS system also requires a mutually benefitable business model as Apple and Amazon implement a policy that provides a reasonable proft sharing for third party. A successful PSS system requires sufficient quantities of applications and contents.