• Title/Summary/Keyword: 온라인유통

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The Analysis of On-line Product Categories Based on Consumer Segmentation Characteristics (소비자 세분시장 특성에 따른 인터넷 판매 제품분석)

  • Park, Seong-Yong;Lee, Jin-Yong
    • Journal of Distribution Research
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    • v.10 no.1
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    • pp.59-84
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    • 2005
  • Most of previous studies have proposed representative product categories which are likely to be sold on the on-line based only on the on-line benefits and risks. However, on-line shopping can be perceived another form of distribution channels from the perspectives of consumers. Therefore, in order to identify product categories which have a great potential to be sold on on-line stores, it is necessary to consider the perception and behavior at off-line shopping contexts as well as on on-line shopping circumstances. In this paper, we investigate the consumers' perception and behavior under both on-line and off-line shopping situations and classify them into several groups based on their perceptual and behavioral characteristics. Based on this classification, we empirically examine the product categories selling well on the on-line shopping. The empirical results show that there exist some patterns between distribution channels (on-line and off-line) and product categories. In addition, there are some differences among consumers regarding the perceptions and behaviors at on-line and off-line situations. Consumers who have high preference for on-line shopping tend to buy much wider product categories from on-line.

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The Comparison of Online and Offline Purchases: A Transaction Cost Perspective (거래비용 관점에서 본 온라인 구매와 오프라인 구매의 비교)

  • 김동훈;김현정
    • Journal of Distribution Research
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    • v.9 no.1
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    • pp.25-45
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    • 2004
  • As electronic commerce establishes itself as a viable and competitive channel, this research compares the attractiveness of online and offline purchase from a transaction cost perspective. In the process, we propose a framework that integrates transaction cost with purchase decision process and product type. Specifically, the paper proposes and tests hypotheses regarding the difference between online and offline channels with respect to the transaction costs incurred in each stage of the purchase decision process. These differences are further compared across different product types categorized according to the FCB Grid. A total of 24 hypotheses were tested by conducting a questionnaire survey on university students. The results showed that 19 out of 24 hypotheses were supported. Following a detailed presentation of the analysis results, the paper concludes by discussing the academic and managerial implications of the findings.

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Multiplay Activation Method by Console Game‘s Operation & Management System Development (콘솔게임 운영관리시스템 구축을 통한 멀티플레이 활성화 방안)

  • Song, Min-Sook;Lim, Woo-Young;Kim, Chul
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06b
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    • pp.396-400
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    • 2007
  • 우리나라의 게임산업은 지속적으로 성장해왔지만, 플랫폼별 게임산업규모를 살펴보면 PC기반 온라인 게임에 크게 치중되어있는 모습이다. 반면 세계시장은 비디오게임시장이 온라인게임시장보다 약 5배가량 더 크다. 최근 차세대 비디오게임기의 출시, 콘솔제조사들의 콘솔의 온라인기능 강화, 해외 게임개발사의 온라인 게임 개발 러쉬, 크로스플랫폼기반의 게임개발 등 게임시장의 이슈를 살펴보면 플랫폼의 구분은 무의미해지고 점차 온라인을 통한 네트워크 게임이 활발해질 전망이다. 이러한 시장트렌드에 맞춰 온라인게임 강국으로서의 노하우를 콘솔게임에 접목해보는 것은 온라인게임산업에 있어서 제2의 도약을 준비하고 플랫폼별 게임산업간의 불균형을 해소할 수 있는 기회가 될 수 있다. 본 논문에서는 온라인게임의 성장에 가장 큰 역할을 하고 있는 게임유통업계에서 활용할 수 있는 콘솔게임 운영관리시스템의 설계 및 구현 사례를 통해 콘솔게임의 멀티플레이 활성화 방안을 제시한다.

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가상재화의 현금거래가 비즈니스에 미치는 영향 : 온라인게임 아이템 현금 거래를 중심으로

  • Jeon, Seong-Min;Lee, Bo-Gyeong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.11a
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    • pp.45-49
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    • 2019
  • 본 연구는 온라인 게임 아이템과 같은 가상재화가 현금 거래될 경우 온라인 게임 비즈니스에 미치는 영향을 정량적으로 추정하려 했다. 기존 연구문헌에서 온라인 상거래와 모바일 앱 유통에서 활용된 롱테일 분포 계량 추정 방법론을 이용하여 추정한 결과, 온라인 게임 거래소의 거래 아이템 총액은 약 1조 5천억 원으로 추정되었다. 이 중, 전문적인 작업장 매출 규모는 연간 약 8,700억원으로 아이템 중개 거래 사이트 게임 머니 및 게임 아이템 거래 총액 대비 58% 수준으로 추정되었다. 본 연구는 학문적 분석이 매우 제한된 온라인 게임 상의 가상재화 아이템의 현금거래에 대한 정량적 분석 시도라는 점에서 의의를 가지며 특히, 작업장 및 작업장의 게임에 미치는 영향을 정량 분석한 거의 최초의 연구이다. 다만, 아이템 거래시장에 대한 데이터 및 게임 운영에 대한 내부 정보가 제한되어 연구문헌에 기초를 둔 추정방법론을 활용하였으며 게임 산업계의 전문가들의 의견을 반영하여 추정한 분석 결과이다. 또한 본 연구는 작업장 및 불법 서버로 말미암아 발생하는 사회적 비용 등을 온라인 게임 서비스 제공 회사에 일방적 책임을 갖게 하는 것 보다는 사회 전반적인 관점에서 접근해야 한다는 정책적 시사점을 제시한다.

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A Study on Construction of On & Off Marketplace for global distribution of broadcasting contents (방송콘텐츠 글로벌 유통 확산을 위한 온·오프 마켓플레이스 구축 방안 연구)

  • Ahn, Jong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.85-93
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    • 2015
  • This research try to find how to construct On & Off Marketplace to activate exporting of broadcasting contents by Delphi survey. This research is based on environment of broadcasting contents such as OTT and reinforcement for broadcasting contents marketplace of foreign countries. This research find that global marketplace of broadcasting contents should be constructed by convergence of online and offline, and should adopt new technology to make easy global distribution in new broadcasting environment, and also open global festival with offline marketplace of broadcasting contents. korea will be asia hub for global distribution of broadcasting contents through this task.

Content Distribution Framework and UCI Application Process (콘텐츠 유통 프레임워크와 UCI 응용 프로세스)

  • Cho Kwang-Moon;Lee Seong-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.627-632
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    • 2005
  • The online distribution systems under the wireless environment include many different factors from the conventional offline and wired networks. Furthermore, the multimedia content may be propagated more easily and illegally. The scheme to protect the rights and profits of people related to the copyrights of digital content Is needed. In this paper a framework for content distribution under the wireless environment based on MPEG-21 and UCI application process are proposed. This model can be applied to the digital rights management system and utilized to protect the rights of trading entities in online distribution of electronic commerce.

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Challenges of VOD Market of Korean Film Industry: Legislative and Policy Alternatives to Improve its Distribution Structure (국내 영화 온라인 부가시장의 유통구조 합리화 방안)

  • Kim, HwiJung
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.354-364
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    • 2016
  • With the advancement of the digital convergence of content and platform, Korean film industry sees good opportunities of maximizing the profits and increased distribution opportunities by independent film makers. Nevertheless, the domestic film market almost entirely relies on the box office sales, which seems to be caused by the stagnation of new additional copyright market. The study aims to address the following problems: First, information asymmetry of the revenues to which the contents providers and the service providers are exposed leads to the distrust among digital film contents businesses and the disadvantages to film makers and investors, in particular. Secondly, the VOD(Video on Demand) market of film industry is adversely affected by the illegal uploads and downloads of film contents, which harms the formation of paid additional market. Based on the examination of current legislation and policy options addressing these issues, the study suggests legislative accomodations and cultural industry policy alternatives to promote the additional market of film industry.

Design and Implementation of Metadata Bulider based on Standard of Metadata Element and Format for Broadcasting Content Distribution (방송콘텐츠 유통을 위한 메타데이터 표준 기반 메타데이터 빌더의 설계 및 구현)

  • Park, Sungjoo;Yang, Chang-Mo;Song, Chai-Jong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.65-67
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    • 2014
  • 방송사와 프로덱션 등에서 제작한 전문 방송용 콘텐츠뿐만 아니라, 개인이 온라인상에서 생성한 다양한 콘텐츠가 인터넷을 기반으로 스마트TV, 모바일 기기 등 다양한 단말을 통해 소비되고 있다. 이러한 콘텐츠가 언제, 어디서나, 서비스될 수 있도록 하기 위해서는 콘텐츠의 일관된 메타데이터 규격을 기반으로 상호운영성과 공유성을 가지도록 하는 것이 요구된다. 본 논문에서는 방송 콘텐츠 유통 메타데이터 구성 요소 및 형식에 대한 국내 표준을 기반으로 개인이 온라인상의 저작 도구를 이용하여 생성한 다양한 미디어 콘텐츠를 방송 콘텐츠 유통 메타데이터 규격에 맞도록 변환하는 동시에, 방송 콘텐츠 저작 도구에서 저작된 콘텐츠의 메타데이터를 표준 규격에 맞도록 생성하는 메타데이터 빌더를 설계하고, 이를 실제 서비스 환경에서 구현하였다.

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A Study on the Effects of After-purchase Feedback About Customer Service Quality on Purchase Process - Focusing on Internet Shopping Mall - (고객 서비스 품질에 대한 구매 후기 댓글이 구매과정에 미치는 영향 - 인터넷 쇼핑몰을 중심으로 -)

  • Shin, Chang-Nag;Kim, Young-Ei;Park, Young-Kyun
    • Journal of Distribution Research
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    • v.14 no.1
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    • pp.27-44
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    • 2009
  • This research classified the customer service factor of on-line shopping mall into tangibility, reliability, responsiveness, and empathy and analyzed the effect that the factors affect to consumer's purchase and re-purchase. If we present suggestions on the basis of these results of study, we would provide next two points: First, purchasers have utilized online shopping mall who pursued free from hard sell that being done in off-line and convenience of purchase affected more by reliability and responsiveness such as the fame of shopping mall that visit, reliability of security, and quick product search than the Customer of After-purchase Feedback influence for online purchasers decision factor out of consumer's purchase and re-purchase by on-line shopping mall customer service factor. Second, This study analyzed that online re-purchaser recognized the Customer of After-purchase Feedback factor high and built their loyalty through friendly emotion of on-line shopping mall and satisfaction of shopping mall service, and recommendation. In addition, they behave themselves as an affirmative messenger that is role of the Customer of After-purchase Feedback that make active opinion presentation and participation through community by important adjustment impact that empathy factor of on-line shopping mall customer service.

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Study on Online Community Media Practice: Focus On Daedeok-valley Radio (온라인 공동체 미디어(Community Media) 실천연구: 대덕밸리라디오를 중심으로)

  • Choi, Soonhee
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.39-54
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    • 2017
  • This study started from the consciousness that the community media practice studies have been confined to the traditional terrestrial broadcasting. The following research results and implications were obtained by analyzing Daedeok-valley Radio's case to elucidate characteristics of online-based community media and content production and distribution characteristics neglected in previous researches. First, online community media activities are civic/citizen media activities that capture the value of local communities, and this locality is realized through media content production and its online distribution. Second, contents of online community media link members of the community, and individuals become nodes, interacting both online and offline. Therefore, online-based citizen media activities can be utilized effectively as a means to enhance civic participation and to achieve the locality of community in online and offline spaces depending on strategies for online contents production and distribution. Utilizing online infrastructures for media content creation and distribution in Korea demonstrates potential opportunities of local online media to be considered as niche media that can increase its own sustainability.