• Title/Summary/Keyword: 온라인품질

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An Analysis of the Influence Factors on Perceived Value and Loyalty of On-line Game User in China (중국 온라인 게임 이용자의 인지가치 및 충성도 영향요인에 관한 연구)

  • Lee, Young-Duck;Dong, Zhi-Juan
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.7-18
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    • 2014
  • For the rapid growth of Chinese on-line game market in this decade, it became more necessary to study Chinese on-line game industry, business strategy, and, especially the behavioral characteristics of on-line game users. In spite of these necessities, there were a few studies on these research fields in China. The current study investigated the relationships among perceived price, perceived quality, the flow, perceived value, and loyalty of Chinese on-line game user. In addition, we tested the influence factors on perceived value and game user loyalty of on-line game user through AMOS method. Results showed that perceived value and game loyalty are positively related perceived price and the flow, the flow and perceived value respectively.

Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

Determinants of the Willingness to Pay of Terrestrial Broadcasting Video Contents in Online : focused on Copyright Awareness, Contents Characteristics and Platform Characteristics (온라인에서의 지상파방송 동영상콘텐츠 지불의사에 영향을 미치는 요인: 저작권 인식, 콘텐츠 특성, 플랫폼 특성을 중심으로)

  • Cho, Sung-Soo;Choi, Seong-Jin;Lee, Yeung-Ju
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.348-359
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    • 2013
  • The core of contents monetization is the consumer's willingness to pay. In the past, the terrestrial contents can be used through the frequency for free. As the terrestrial contents use via online services has been increased, the importance of willingness to pay for the broadcasting contents is getting bigger. To find critical factors which can influence on the willingness to pay for the terrestrial contents, independent factors are categorized into three. The independent factors are users' awareness for copyright protection, contents characteristics, and platform characteristics. The results show that attitude for paying, subjective norms for copyright protection, rapid providing of contents, quality of service, social critical point, and expected service value are found out as significant factors. This result implies that it is necessary to enhance platform competitiveness to survive in convergence environment and customer relationships should be reinforced to maintain them as loyal customers.

Core Competency of Content Intermediary and Improvement in Content Distribution Channel: Focused on Broadcasting Content Download Market (온라인 방송콘텐츠 유통 중개업자의 핵심 역량과 유통구조 개선효과에 관한 사례 (방송콘텐츠 다운로드 시장을 중심으로))

  • Kim, Yoo-Jung;Kim, Kwan-Hyun
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.254-266
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    • 2011
  • Wired and mobile Internet has led to increase in online broadcasting content market size. In particular, the fast-growing smart devices like smart phone and tablet PC in mobile Internet market has accelerated the growth of online broadcasting content service market. Meanwhile, the illegal distribution of online broadcasting content has been widespread in this market. There are also significant transaction costs, search costs, contracting and coordination costs in online broadcasting content market. MCP(Master content provider) which is a content distributor has been playing a critical role in preventing illegal content distribution, reducing costs and removing inefficiencies of online broadcasting content market. Thus, the purpose of this study is to investigate the competency of MCP to streamline the online broadcasting contents market from the resource- based view. And this study conducted a case study to explain the status of online broadcasting content market and define what kinds of problems and issues are there in the market in a systematic way. The case study also showed how MCP competency plays an important role in reducing administrative and transaction costs and in solving illegal content distribution and other inefficiencies of the online broadcasting contents market.

Analyzing the Brand Values of Online Shopping Website in China - Focused on Taobao and Jingdong - (중국 온라인 쇼핑 웹사이트에 대한 브랜드 가치 분석 - 타오바오(淘宝)와 진동(京东) 중심으로 -)

  • Cui, Yu;Kim, Jong Moo
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.293-303
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    • 2018
  • This paper aimed to research the brand personality, brand equity, and brand value of Taobao and Jindong (JD) as well as the difference between the two brands. Chinese consumers receive the questionnaire survey in groups. A total of 321 questionnaires were distributed, of which, 162 for Taobao and 159 for JD. The findings, first, determine the brand personalities of Taobao(sincerity, sophistication, competence and excitement) and JD(competence, sophistication, and excitement). Second, find the influential relationship between brand personality and brand equity. For Taobao, the sincerity of personality has a positive impact on brand loyalty, image and perceived quality. The competence impact on brand loyalty, awareness, and image. The sophistication impact on brand image and perceived quality. Competence and sophistication of the JD personality impact on the brand equity. Excitement of JD impact on the perceived quality. Third, the brand loyalty and perceived quality of Taobao have a positive influence on the brand value; and brand loyalty, image, and perceived quality of JD have a positive influence on the brand value. In the future research, the findings of the research provide a theory basis for the brand management, and can take more consideration into the relations among other variables in the context of online shopping environment.

Effects of Perceived Quality on Consumers' Intention to Use O2O Services: Focusing on Technology Acceptance Model Perspective (O2O서비스에 대한 지각된 품질이 소비자들의 O2O서비스 사용 의도에 미치는 영향: 기술수용모델 관점에서의 접근)

  • Je, Jiyeon;Kim, Mikyoung;Oh, Sangjin
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.126-146
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    • 2022
  • With the development of IT technology, consumers' shopping behaviors have diversified, and O2O services that remove the boundary between online and offline are increasing. With the development of O2O services, it is bringing about new changes in offline retailers that are facing limitations against the continuous growth of online. Drawing upon Technology Acceptance Model, this study investigates the effect of service quality perceived by O2O service users on consumers' intention to use O2O services. The result confirmed that the perceived quality, an external variable, affects the perceived usefulness and perceived ease of use, which are the main variables of the Technology Acceptance Model, and the perceived usefulness and perceived ease of use in turn have a significant effect on attitude and behavioral intention. In particular, it was found that the higher the perceived ease of use of the user, the higher the perceived usefulness and positive influence on the attitude. The results of this study suggest that in order to increase the utilization of O2O service by users, it is necessary to highlight the perceived quality of service and at the same time manage convenience and usefulness. This is expected to provide meaningful directions for companies attempting to advance O2O services.

Understanding the Evaluation of Quality of Experience for Metaverse Services Utilizing Text Mining: A Case Study on Roblox (텍스트마이닝을 활용한 메타버스 서비스의 경험 품질 평가의 이해: 로블록스 사례 연구)

  • Minjun Kim
    • Journal of Service Research and Studies
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    • v.13 no.4
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    • pp.160-172
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    • 2023
  • The metaverse, derived from the fusion of "meta" and "universe," encompasses a three-dimensional virtual realm where avatars actively participate in a range of political, economic, social, and cultural activities. With the recent development of the metaverse, the traditional way of experiencing services is changing. While existing studies have mainly focused on the technological advancements of metaverse services (e.g., scope of technological enablers, application areas of technologies), recent studies are focusing on evaluating the quality of experience (QoE) of metaverse services from a customer perspective. This is because understanding and analyzing service characteristics that determine QoE from a customer perspective is essential for designing successful metaverse services. However, relatively few studies have explored the customer-oriented approach for QoE evaluation thus far. This study conducted an online review analysis using text mining to overcome this limitation. In particular, this study analyzed 227,332 online reviews of the Roblox service, known as a representative metaverse service, and identified points for improving the Roblox service based on the analysis results. As a result of the study, nine service features that can be used for QoE evaluation of metaverse services were derived, and the importance of each feature was estimated through relationship analysis with service satisfaction. The importance estimation results identified the "co-experience" feature as the most important. These findings provide valuable insights and implications for service companies to identify their strengths and weaknesses, and provide useful insights to gain an advantage in the changing metaverse service environment.

The Impact of e-Business Information System Quality on Customer Loyalty : An Empirical Study in the Field of Cyber Trading (e-Business 환경에서 정보시스템 품질이 고객충성도에 미치는 영향 : 사이버 증권 분야에서의 실증 연구)

  • 이국희
    • The Journal of Information Technology and Database
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    • v.7 no.2
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    • pp.87-100
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    • 2000
  • The customer loyalty has been decreasing dramatically in e-Business environments such as cyber trading, shopping, banking, and portal services. However, little research has been done so far in order to analysis the newly emerging concept and changing nature of the e-Business customer loyalty. The purpose of this study is to investigate whether the quality of e-Business information systems has any impact on customer loyalty. The quality, which is tee independent construct in this study, is divided into three variables: basic system quality, information contents quality, and service quality. Cyber systems of 40 domestic stock trading firms were chosen as target e-Business information systems Both online survey and traditional field survey were employed in order to collect data, and more than 8,000 cyber customers have responded. The results of statistical analysis show that all of three independent variables have statistically significant effects on customer loyalty and, among three variables, the basic system quality has the strongest impact.

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Development of Progress Management System based on Quality Inspection Information - Case Study on Nuclear Power Plant Construction - (품질관리 정보를 기반으로 한 진척도 관리 시스템 개발 - 원자력발전소 건설공사 사례를 중심으로 -)

  • Kwahk, Kil-Jong;Kim, Jae-Jun
    • Korean Journal of Construction Engineering and Management
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    • v.12 no.1
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    • pp.73-84
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    • 2011
  • This study represents construction progress management model based on quality inspection process in addition to cost-schedule integration. Quality inspection process cycle, resource estimate as progress measurement parameter, hierarchical structure of schedule, and inspection lots linking quality inspection to resource estimate are addressed as four main information areas. The authors established several process models to give a structure and correlations among information elements on each of these areas. Applying the process models proposed, an information system was implemented and utilized for nuclear power plant construction. It reveals that the system achieves accurate and objective progress information in near real time with significantly reduced time and effort as well as administrative efficiencies from making quality inspection process online.

성인용 Brassiere의 한ㆍ일 국가별 품질표시 비교 -인터넷 온라인 정보를 중심으로-

  • 전미선;이규혜;박명자
    • Proceedings of the Costume Culture Conference
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    • 2004.04a
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    • pp.97-99
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    • 2004
  • 브래지어(Brassiere)는 유방을 중심으로 흉부를 감싸주는 여성용 파운데이션으로 브라(bra), 업리프트(uplipt), 밴도(bandeau)라고도 한다. 또한 브래지어는 유방을 받쳐주고 보호하며, 가슴의 모양을 교정해서 상의의 이상적인 실루엣을 조성해 주는 구실을 한다. 이러한 브래지어는 청결 보호뿐만 아니라 신체보정의 중요한 역할을 하고 있는 여성의 필수적인 속옷으로 최근 현대인들의 생활양식 변화와 소비수준의 향상으로 신체균형에 대한 인식이 대두되면서 아름다운 체형에 대한 관심과 욕구가 강해지고 이로 인해 보정과 기능성을 겸비한 브래지어에 대한 필요성이 대두되고 있는 실정이다. (중략)

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