• Title/Summary/Keyword: 성장단계별 성공요인

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An Analysis on the Critical Startup Success Factors in Small-Sized Venture Businesses (중소·벤처기업의 창업 성공요인에 대한 상대적 중요도 분석)

  • Lee, Seol-Bin
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.3
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    • pp.53-63
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    • 2017
  • With increasing the importance of venture startup in the national economy, a trend shows that the government's policy support for venture startup is not only strengthened, but also entrepreneurial enthusiasm is increasing. In order for this trend to continue as an ongoing phenomenon, not a temporary phenomenon, venture startups should continue to grow with survival competitiveness. In this respect, there is a time when it is necessary to study the factors affecting the success of venture startups more than ever. There is a limit to seeing main factors, which affect the entry into the growth stage with survival competitiveness for the success of venture startups, as only 'entrepreneur capacity' and 'differentiation strategy' claimed by existing previous studies. As a more fundamental factor, entrepreneurial behavior is important in terms of opportunity discovery and opportunity utilization, but research into this falls short of expectations. This study is intended to look into success factors of venture startup. To achieve this, a survey was empirically carried out to CEOs in 100 small and medium venture startups through AHP analysis. The results are as follows. As stated above, entrepreneurship of success factors in venture startups is considered most critical, followed by innovation, economics, and technology. And 'entrepreneur's competency', 'positive entrepreneurial motivation', 'creative technology utilization', and 'continuous investment in technical development' are considered most critical for 'entrepreneurship', 'innovation', 'technology', and 'economics' as sub-factors, respectively. Consequently, entrepreneur's entrepreneurship that has been required in general startups is a critical factor to be also in common required in venture startups. This means that they can secure the competitiveness of venture startup along with continuous investment support in business startup with a positive mindset and their own technological competence as innovators to overcome the risk and uncertainty of business startup as entrepreneurship that marks the start of a new enterprise.

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투자자는 언제 투자를 거절당하는가

  • Kim, Ha-Yeong;Kim, Yong-Yeon;Jo, Jong-Hyeok;Bae, Tae-Jun
    • 한국벤처창업학회:학술대회논문집
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    • 2020.06a
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    • pp.25-29
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    • 2020
  • 최근까지의 국내외 투자 의사결정 요인을 살펴보면 주로 벤처캐피탈리스트 투자 성공 요인이 연구되어 왔다. 하지만, 2018년 이후 폭발적으로 증가한 투자 자금과, 우수한 스타트업의 성장으로 인해, 기업가들의 투자 거절 사례가 빈번하게 발생하고 있다. 따라서 투자자는 우수한 스타트업에 투자하기 위해 어떤 조건에서 투자를 거절당하는지 인지해야 할 필요가 있다. 본 연구는 주로 초기 창업자들에게 투자하는 국내외 벤처캐피탈리스트 7명을 인터뷰 하여 거절된 투자의 요인을 살펴보고, 우수한 스타트업 투자 유치를 위한 방향을 제시하려고 한다. 연구 결과 최근 3년 이내 투자자들은 잦은 투자 거절 경험을 하였으며, 기업가의 투자사 거절 요인은 1) 투자자의 낮은 산업 전문성, 2) 투자자의 낮은 장기 지향성이다. 먼저, 기업가는 많은 투자 기회를 인식하며, 과거와 달리 비재무적 조건에 비중을 두는 것으로 나타났다. 그 중 투자 기업의 전문성은 특히 기술 스타트업에서 많이 발견되며, 투자자가 피투자기업이 속한 산업의 기술적 이해가 낮을수록 투자가 거절될 수 있으며, 투자 목적의 경우, 투자사가 제시하는 투자의 목적이 장기 지향성이 낮을수록 투자가 거절될 수 있다. 이는 스타트업의 대표와 투자사의 상호성에도 부정적인 영향을 주기 때문이다. 따라서 초기 기술 기업에 투자하는 투자사일수록 투자사가 보유하고 있는 산업전문성과 일치하는 스타트업에 투자를 제안해야 하며, 초기 기술 기업의 기업가는 높은 기업 애착도가 있음으로, 스타트업과 컨텍하는 단계에서부터 투자사의 투자 성향에 대해 끊임없이 알리며, 장기지향적인 투자를 제안해야 한다.

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A Study on the Perception, Emotion and Capacity of Cultural-Based Community's Policy Target Groups (문화기반 마을공동체 정책대상자의 인식, 정서, 역량에 대한 연구)

  • Song, Anna;Kim, Saejune
    • Korean Association of Arts Management
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    • no.56
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    • pp.5-38
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    • 2020
  • This study begins with the question of how culture-based communities can form a community culture and become a community of sustainable development. Based on the concept of community, community development factors and stage of development, cultural activities, and policy implementation theory, policy execution analysis models suitable for culture-based community projects were derived. A qualitative case study method was adopted as a research method, and success stories of culture-based village communities were selected as the 'Gamgol Community' in Sadong, Ansan, 'Sangdong Community' in Daebu-dong, Ansan, and 'Grimae Village' in Sinse-dong, Andong. Through in-depth interviews, literature analysis, and direct observation, the research analysis used pattern matching, explanation, chronicle analysis, and case integration analysis methods presented by Yin (2009). As a result of the study, first, the characteristics of the policy implementation strategy were taking place in the process of step-by-step development. The main factors in the community development phase were the improvement of community consciousness through the emotional change of participants and the change of capacity within the community. Second, it was understood that cultural activities played a major role in strengthening community consciousness and community capacity, and could be understood as various creative activities. Based on the ecological approach study on culture-based community, this study derived the policy execution analysis model, analyzed the case of culture-based village community, presented the direction of development of community and presented practical implications.

A Framework for Emerging Clusters: Focus on Regional Industrial Policy and Strategic Perspective (클러스터 출현분석을 위한 프레임워크: 지역산업정책 및 전략적 관점으로)

  • Park, Eun-Mi;Seo, Joung-Hae
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.203-210
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    • 2020
  • In order to sustainably develop economy of regions and countries, it is necessary to pay attention to formation of new clusters from a long-term perspective. This study examined concepts and characteristics of clusters, and analyzed conditions related to emergence of clusters based on previous studies. Then, this study derived important factors and intended to propose a framework that is possible to help analyze clusters in the future. The development stages were divided into four stages of occurrence, growth, maturity, and decline. As for emergence conditions, entrepreneurship, institutional support, decision factors by development stages, and requirements for the future cluster success were presented. This study has academic significance in that it presents an integrated framework to analyze cluster emergence, and based on it, this study also presents directions of future studies and the regional and national policy implications. However, this study has many limitations in that it is difficult to generalize because it has not considered all variables in various dimensions and environments.

A Content Analysis on the Biomedical cluster: Focusing on the case of HongReung Digital Healthcare InnoTown (바이오·의료 클러스터 조성 및 활성화 방안에 대한 내용분석 연구: 홍릉 디지털 헬스케어 강소특구 사례를 중심으로)

  • Park, Kyuhong;Kim, Taehyung;Park, Yeonsoo;Song, Changhyeon
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.761-776
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    • 2022
  • For fostering the biomedical industry, the formation of a high-tech-based innovation cluster is continuously being promoted. Accordingly, studies dealing with domestic clusters are being conducted based on case studies on major overseas clusters, but they are limited to a single case. In this paper, content analysis was used based on the literature about innovation clusters and bio-medical industry to comprehensively summarize the factors to be considered for the creation and activation of bio-medical clusters. Subsequently, the factors derived through content analysis were applied to the case of the Hongreung Innotown. The requirements for the successful creation of the Hongreung Innotown, it is required to improve settlement conditions, prepare systems to create start-up culture, and revitalize translational research, attract investment, and cooperate and connect with local clusters.

군 장병의 그릿 및 주관적 안녕감이 자기결정성에 미치는 영향에 있어 회복탄력성의 매개효과

  • Bae, Dong-Hun;Byeon, Sang-Hae
    • 한국벤처창업학회:학술대회논문집
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    • 2022.11a
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    • pp.105-117
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    • 2022
  • 본 연구은 군 장병들의 자기결정성에 영향을 미치는 변인을 선정하고 회복탄력성의 매개효과를 알아보고자 한 박사학위논문의 요약본이다. 연구를 위해 전국 육군 8개 부대 장병 898명을 대상으로 자기결정성의 관련 변인을 측정하기 위한 설문을 실시하였다. 설문 결과는 통계분석을 시행하였는데, 매개효과 검증을 위해 독립변인으로 그릿과 주관적 안녕감을, 종속변인으로 자기결정성, 매개변인을 회복탄력성으로 하는 3단계 회기분석을 실시하였다. 연구 결과, 군 장병들의 일반적인 특징에서 성별과 회복탄력성 교육참여 여부는 각 변인에 유의한 차이를 보이지 않았고, 연령은 27세 이상, 계급은 부사관이 모든 변인에서 높은 수치를 보였다. 그릿과 주관적 안녕감의 하위요인들은 자기결정성에 모든 하위요인에 다소 높은 정적 상관관계와 유의한 영향을 미치는 것으로 나타났으며, 그릿과 주관적 안녕감의 하위요인들은 회복탄력성의 모든 하위요인과도 전반적으로 높은 정적 상관관계를 보였고, 전반적으로 유의한 영향을 미치는 것으로 나타났다. 회복탄력성의 하위요인들은 자기결정성의 하위요인 전반에 상관관계를 가졌으며, 부분매개효과를 확인했으나 일부요인은 기준을 충족하지 못하였다. 결론적으로 군 장병들에게 지속적인 관심과 꾸준한 노력을 기울일만한 동기부여가 무엇보다 필요하며, 군 장병들의 성공적인 자기결정력 성장을 위해서는 자율성 증진과 원활한 대인관계 환경 제공을 통한 그릿과 주관적 안녕감의 요인들의 충족이 필요함을 알 수 있었다. 또한 장병들의 회복탄력성 능력 향상을 위한 그릿과 주관적 안녕감 증진은 장병들의 자기결정성 증진에 기여할 주요 수단임을 알 수 있었고, 장병들의 주관적, 긍정적 심리상태와 자신 삶의 만족을 위한 주관적인 능력 증진을 위해서는 그릿 및 주관적 안녕감과 회복탄력성이 주요한 에너지로 활용될 수 있음을 추론할 수 있었다.

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An Exploratory Study of the Critical Factors for MMO Game Design based on Usability Evaluation (MMO게임 디자인을 위한 사용성 평가 핵심 요인에 대한 탐색적 연구)

  • Song, Seung-Keun;Lee, Joo-Hyeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.131-139
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    • 2006
  • 컴퓨터 게임 산업의 급속한 성장에도 불구하고 소수의 게임 타이틀만이 과도한 생산비를 감당하면서 수익을 내고 있는 실정이다. 기존 마케팅 이론 에 의하면 제품의 성공과 실패는 고객의 선호도, 필요, 기대에 대한 만족도 에 의존한다고 한다. 이와 마찬가지로 게임에서도 사용자의 만족을 극대화 하기 위해서는 사용자들이 무엇을 원하고, 좋아할지를 파악하여 이를 게임에 반영할 필요가 있다. 본 연구의 목표는 MMO 게임 디자인을 위한 사용성 평가 핵심 요인을 고찰하는데 있다. 본 연구는 기존의 게임 관련 HCI / 사용성에 대한 문헌 고찰을 통하여 사용성 평가 핵심 요소를 도출하고 게임 플레이 과 제와 사후 설문결과를 통하여 MMO게임 사용성 평가를 실시하여 18가지 사용 성 문제 점과 그 권장사항을 제시하였다. 그 결과 게임 인터페이스, 게임 플 레이, 게임 서사, 게임 메커니즘으로 구성된 54 개의 사용성 평가 핵심 요 소를 도출 하고 MMO 게임을 위한 새로운 사용성 평가 체계를 개발하였다. 본 연구 결과는 MMO게임 디자인 프로세스의 초기 단계에서 효과적인 디자인 의 사결정을 지원하고 게이머의 행동을 이해하는데 중요한 시사점을 제공 할 것 을 기대 된다.

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Development and Application of Business Model Planting & Check Framework for Starts-Up Entrepreneur (비즈니스 모델 수립 및 점검 프레임워크를 이용한 창업기업 사례 연구 (대덕R&D특구 내 IT기술기반 창업기업 적용사례 중심으로))

  • Seo, Jin-Won;Min, Kyung-Se
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.3 no.1
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    • pp.73-103
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    • 2008
  • Over the past few years, "business models" has surged into the management vocabulary. But, while it has become quite fashionable to discuss business models, there has been still much confusion about what are business models and how they could make. In fact, business models can serve a positive and powerful role in corporate management. While other authors have recently offered definitions of "business model", none of them appears to be generally accepted. This paper presents the absence of the generally definition of the business models, elements of business model and classify business logic. To help start-up entrepreneurs better understand, found and check business models thus, this paper propose a method of business model, understanding, founding and checking. The dissertation will present an effective business model building method which is necessary for the start-up entrepreneurs to start business. This paper consists of three parts. first is showing the previous study of business model. The second is the re-definition business model and elements based on the first and to present a new method of business model plating and checking for start-up IT (information technology) company's entrepreneurs. The last is application of the methode. This study applied the methode to a company which is located in "DAEDEOK INNOPOLIS"; this company has specialized Information technology.

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Three Qualities of OTT Services: A Mixed Methods Approach (OTT 서비스의 세 가지 질적 요소: 혼합적 연구방법을 통한 접근)

  • Jae Sun Yoo;Jaecheol Park;Hyun Jun Jeon;Jai-Yeol Son
    • Information Systems Review
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    • v.24 no.1
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    • pp.59-87
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    • 2022
  • Since over-the-top (OTT) service has emerged as a new way of consuming video contents, OTT markets grow exponentially and the competition among the OTT services becomes intense. Only limited systematic research effort has been paid to understand why users subscribe such OTT services among other services. Therefore, we used developmental sequential mixed methods approach to find out the quality factors and their effect on post-subscription experiences and continuance intention. In the qualitative study, we derived six factors which a user considers important to continue the subscription. Based on the explored factors, we hypothesized a research model with modified three qualities from ISSM. The proposed research model was validated through quantitative research, a survey of 226 OTT service users in South Korea, using structural equation modeling. The results indicated that content quality is the key factor affecting both perceived enjoyment and satisfaction whereas system quality affects satisfaction, and service quality only affects enjoyment. Enjoyment affects satisfaction which sequentially affects continuance usage intention. This study contributes to research by modifying ISSM through mixed methods. It also provides OTT service providers with insight to enhance users' post experience and continuance intention to use the service through qualities derived from the interview.

Usability Evaluation of Massively Multi-player Online Game Design and Key Design Factors (MMO게임 디자인의 사용성 평가와 핵심디자인 요인)

  • Song, Seung-Keun;Kim, Soo-Jeoung;Lee, Joo-Hyeon
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.195-206
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    • 2006
  • The computer game industry has managed to become the fastest growing segment of the entertainment industry nowadays. However, only a very low number of computer game products manage to cover the costs of production and generate earnings. According to traditional marketing wisdom, customers' preferences are a core issue in creating successful products, and the design process in game is crucial for guaranteeing garners' satisfaction. This research aimed to explore key design factors for the game design based on the new framework of the usability evaluation. We examined the usability in Massively Multi-player Online Role-playing Games (MMORPGs) and reviewed literatures related to games simultaneously. We identified eighteen usability issues in MMORPG and presented its recommendation relevant to the issues. Moreover, the results of the study showed fifty four key design factors composed of game interface, game play, game narrative, and game mechanics for the game design. The research is concluded with key implications to support the early stage of the design process in game.

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