• Title/Summary/Keyword: 온라인 기업

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The Influence of Negative Emotions on Customer Contribution to Organizational Innovation in an Online Brand Community (온라인 브랜드 커뮤니티 내 부정적 감정들이 기업 혁신을 위한 고객 기여에 미치는 영향)

  • Jung, Suyeon;Lee, Hanjun;Suh, Yongmoo
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.91-100
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    • 2013
  • In recent years, online brand communities, whereby firms and customers interact freely, are emerging trend, because customers' opinions collected in these communities can help firms to achieve their innovation effectively. In this study, we examined whether customer opinions containing negative emotions have influence on their adoption for organizational innovation. To that end, we firstly classified negative emotions into five categories of detailed negative emotions such as Fear, Anger, Shame, Sadness, and Frustration. Then, we developed a lexicon for each category of negative emotions, using WordNet and SentiWordNet. From 81,543 customer opinions collected from MyStarbucksIdea.com which is Starbucks' brand community, we extracted terms that belong to each lexicon. We conducted an experiment to examine whether the existence, frequency and strength of terms with negative emotions in each category affect the adoption of customer opinions for organizational innovation. In the experiment, we statistically verified that there is a positive relationship between customer ideas containing negative emotions and their adoption for innovation. Especially, Frustration and Sadness out of the five emotions are significantly influential to organizational innovation.

A Study on Marketing Activation of Franchise Enterprise Utilizing Social Network Service(SNS) (SNS(Social Network Service)를 활용한 프랜차이즈 업체의 마케팅 활성화에 관한 연구)

  • Han, Sun-Ho;Kim, Hyun-Jun;Choi, Kul-Yong;Han, Kyu-Chul
    • The Korean Journal of Franchise Management
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    • v.2 no.2
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    • pp.24-44
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    • 2011
  • Many companies are increasingly using social network service(SNS) as an online marketing tool, and its marketing activation has been in the limelight as a differentiation strategy most recently. The purpose of this study is to analyze online marketing cases utilizing SNS and to apply it in Franchise Enterprise in order to activate its marketing activities. This study is more concerned with the cases of facebook, twitter, and blog among social network services and suggests some ways of utilizing them in Franchise Enterprise as follows: Based on the examples of facebook, firstly, we set up the role as a homepage in individul, Franchise Enterprise, and other organizations. Secondly, we also set up the role as an organizing tool in communities, and thirdly, setting up the role as a location map tool. Regarding some applications in marketing tool of Franchise Enterprise, we suggest the role as a public relation tool of the company and brand, and also propose the role of brand planning and development. Finally, we suggest a way of overcoming the limitation in offline operations.

The Influence of Self-discrepancy on One's Contributive Behaviors in Customer-based Online Communities (고객기반 온라인 커뮤니티에서 개인의 자아 차이 (Self-discrepancy)가 기여 행위에 미치는 영향)

  • Suh, A-Young
    • CRM연구
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    • v.4 no.1
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    • pp.35-54
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    • 2011
  • Organizing and maintaining customer-based online communities are becoming increasingly important in current business environment. Companies can utilize the member generated contents in developing their products and services and they can establish close relationships with their customers. This paper investigates how customer-based online communities increase individual members' contributive behaviors. Drawing on the social psychology literature, this study adopts the concept of self-discrepancy rooted in self-identity and derive an index for self-discrepancy by using the differences between actual and virtual self-identities. Furthermore, this study examines the relationship between the self-discrepancy and the anonymity-related psychological factors (autonomy, recovery, and catharsis), which in turn influence quality and quantity of contribution. Analysis of 114 respondents showed that self-discrepancy between actual and virtual selves has two different sub-dimensions (personal self-discrepancy and social sel f-discrepancy) and each dimension has different effect on the quality and quantity of contribution through the mediation of autonomy and recovery. Notably, catharsis negatively influenced quality of contribution. Theoretical and practical implications are discussed based on the major findings.

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Investigating the Impact of Corporate Social Responsibility on Firm's Short- and Long-Term Performance with Online Text Analytics (온라인 텍스트 분석을 통해 추정한 기업의 사회적책임 성과가 기업의 단기적 장기적 성과에 미치는 영향 분석)

  • Lee, Heesung;Jin, Yunseon;Kwon, Ohbyung
    • Journal of Intelligence and Information Systems
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    • v.22 no.2
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    • pp.13-31
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    • 2016
  • Despite expectations of short- or long-term positive effects of corporate social responsibility (CSR) on firm performance, the results of existing research into this relationship are inconsistent partly due to lack of clarity about subordinate CSR concepts. In this study, keywords related to CSR concepts are extracted from atypical sources, such as newspapers, using text mining techniques to examine the relationship between CSR and firm performance. The analysis is based on data from the New York Times, a major news publication, and Google Scholar. We used text analytics to process unstructured data collected from open online documents to explore the effects of CSR on short- and long-term firm performance. The results suggest that the CSR index computed using the proposed text - online media - analytics predicts long-term performance very well compared to short-term performance in the absence of any internal firm reports or CSR institute reports. Our study demonstrates the text analytics are useful for evaluating CSR performance with respect to convenience and cost effectiveness.

하멜린에서 부는 바람으로 세계를 흔들겠습니다

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.109
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    • pp.46-46
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    • 2007
  • 굳건한 팀워크로 혁신적이며 다양한 형태의 온라인 액션 게임을 전문으로 개발하고 있는 (주)하멜린(강대성 대표)은 게이머들로 하여금 게임의 환상을 그대로 느끼게 한다는 평과 함께 업계의 주목을 받고 있는 유망 벤처기업이다. 동화 (피리 부는 사나이)의 배경인 하멜린 마을의 이름을 그대로 회사명에 인용해 게이머들을 게임 속으로 불러내는 하멜린의 매력을 느껴보자.

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Effects of the Online Brand Community's Characteristics and Perception on the Brand Community (온라인 브랜드 커뮤니티 특성 및 의식이 브랜드 커뮤니티에 미치는 영향에 관한 연구)

  • Kim, Sang-Jin;Lee, Sang-Joon;Choi, Beom-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.165-174
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    • 2012
  • In recent years, online brand community has become an important means for firms to make, maintain and improve their relationship with the customer. Customers or would-be customers discuss, learn about the products and share passion together. In this paper, we investigate the effects of the online brand community's characteristics and its perception on customer royalty to the community and purchase intention of consumers for the products. Variables of online brand community's characteristics include community reputation, social presence, pleasure, and interactivity. For those of the community's perception, we consider membership, influence, emotional band, and fulfillment of desire. Findings show that the online brand community has indeed positive effects on the brand equity by enhancing the relation between consumers and brand, ultimately providing firms with strategic resources and competitive advantage. Managerial implications are discussed.

Trend Analysis of Users for The Effective Web Personalization (효율적 웹 개인화를 위한 웹 사용자들의 경향분석)

  • 임영문;김홍기
    • Journal of the Korea Safety Management & Science
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    • v.3 no.4
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    • pp.193-205
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    • 2001
  • 온라인 기업의 경우 쉽게 가질 수 있는 고객데이터는 고객이 자사의 홈페이지에 접속하여 남기고 간 흔적(Web Log)이나, 고객이 직접 제공하는 데이터 일 것이다. 현재 많은 온라인 기업이 가장 기본적인 분석으로 웹 로그 분석을 시행하고 있으나, 그 양이 너무 많아 수시로 처리하는데는 문제가 있기도 하지만, 가장 쉽고, 기본적인 분석임은 피할 수 없는 사실이다. 기존의 웹 로그 분석에 관한 연구들이 웹 로그 분석을 통하여 사용자패턴 분석에 그친대 비하여 본 논문은 무선 페이지를 위한 컨텐츠추출 및 기존의 데이터중심의 마케팅 전략에서 벗어나 동양적인 정서를 가미한 마케팅 전략도 함께 제시한 것에 그 의의가 있다.

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A study on transferring the effects of brand reputation and level of service satisfaction of an offline channel company when it is expanding to an online distribution channel (온라인 유통채널 확장시 오프라인 채널의 브랜드 명성, 서비스 만족도의 이전 효과에 관한 연구)

  • Hwang, Hee-Joong;Lee, Sun-Mi
    • Journal of Distribution Science
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    • v.9 no.2
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    • pp.31-36
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    • 2011
  • I conducted empirical analyses of what happens when an offline channel expands to an online channel and whether the pre-existing offline channel's competitive assets (e.g. brand reputation and level of service satisfaction) can be linked to online channel preference. I found that an offline channel's brand reputation and level of service satisfaction can have a direct influence on offline channel preference and a second-hand influence on online channel preference. Thus, if the competitiveness of the online channel is strong enough and its customers have a higher preference for the offline channel, they will be committed and loyal to the company. The resultant enhanced competitiveness of the offline channel will present opportunities for both present and future success. The main results are the following. First, the management of the distribution channel service quality is more important than that of the brand reputation. Customers' experiences of service and subjective evaluations are not important only as the leading factors in the long-term brand reputation management but also as influential factors in channel preference. SoThus, given that the service quality of the pre-existing channel is not the customers' main concern, a strategy of improving the level of service satisfaction aimed at present customers is more valuable than a wide brand positioning strategy aimed at general and new customers. Second, when an offline channel company establishes an internet shopping mall on an online channel, it is highly likely that the preference and subjective evaluation of the present customers will influence the online channel. This applies not only to the special case of an expansion from an offline intermediary channel to an online one, but also to an online channel acting as an expansion of the business model of a conventional manufacturing or service company: both cases are vertical integrations of marketing channels in an expansion of the distribution channel. My theory applies to a wide range of contexts. Third and finally, any business strategy can grasp the meaning of 'channel expansion. Fundamentally, it is an expansion of the sales activity channel and marketing activity. However, it is also a way of enhancing marketing and sales competitiveness through an expansion to an online or offline channel. The expansion of an offline company to an online channel could be seen not as improvement but as an innovation of the business process by which two goals are achieved with one technique. The former is expected to increase the sales of the offline company, and the latter is also expected to increase sales while also contributing to cost reduction.

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Effectiveness of Web-Based On-line Corporate Education: The Case of 'L' Company (웹기반 온라인 기업교육의 성과에 관한 연구: L기업의 사례를 중심으로)

  • Ryu, Il;Kim, Jae-Jon;Cho, Young-Man
    • Information Systems Review
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    • v.5 no.1
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    • pp.33-48
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    • 2003
  • The increasing demand for the distance learning has created a need to explore the implications of the emerging paradigm shift in the learning environment. For the use of information technology to improve learning processes, the pedagogical assumptions underlying the design of information technology for educational purposes must be understood. However, little theoretical development or empirical research has examined learning effectiveness in web-based distance learning. Thus, this paper reviews from research in management communications, education, social psychology, and information systems literatures to develop an conceptual model of influences on web-based corporate education outcomes. The hypotheses empirically examined using survey data from 152 students of 'L' company. The data support the validity and reliability of our constructs. And the hypotheses of this study get partially significant support. Finally, the implications of this survey results are discussed in terms of learning performance.

Measuring Relative Static/Dynamic Efficiency of Korean Game Companies Using DEA and DEA-Window: Focusing on Online and Mobile Game Company (DEA 및 DEA-Window를 통한 국내 게임산업의 정태적/동태적 효율성 분석: 온라인 및 모바일 게임 기업을 중심으로)

  • Lee, Jae-Young;Leem, Choon-Seong;Ban, Seung-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.10
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    • pp.496-509
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    • 2020
  • This study analyzes 5-year efficiency of the game industry, from 2014 to 2018 which is aimed at 25 online and mobile game companies, that are emerging as a new growth engine of a national economy to come and as a core areas of late entertainment industry. The DEA is used for static efficiency analyze and the DEA-Window is used for dynamic efficiency analyze. This study uses assets, the number of employees and costs as input variables and it also uses operating profits and sales as output variables. The main results show that scale efficiency presents a resonable result over 0.85 on a total average except 2014. However, there has not been a year that is over 0.80 of the whole period in technical efficiency. Also, in terms of business scale, there is a huge efficiency gap between high rank companies and low rank companies and the average trend of efficiency has been increased from 2014 to 2016 but it has been decreased since 2017.