• Title/Summary/Keyword: 커뮤니티 비즈니스

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A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.43-44
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    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

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Introduction of CB Policy in Korea and Community Business Policy in Japan (지역활성화를 위한 커뮤니티 비즈니스 도입방안 -일본의 사례를 중심으로-)

  • Lee, Min-Kyu;Ryu, Sang-Il;Lee, Seok-Pyo;Kang, Hyoung-Kee
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.130-142
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    • 2013
  • The objective of the present study was to analyze the functions and requirements of CB (community business) centering on the activation of localities based on research and cases in Japan where CB is discussed actively, and to suggest the necessity and plans for introducing CB in Korea. That is, we examined the utilization of CB fittingly for the condition of Korea centering on success factors derived from research and cases in Japan, and attempted to improve the roles of the government and related organizations in introducing CB as an excellent tool for the activation of localities. Analyze the cause of success factors of CB in Japan, success factors is separated institutional dimension from operational dimension. In the institutional dimension, efficient support systems for activating CB have been established in the central government, local governments, and regions. and in the operational dimension, CB leaders are enthusiastic, members participate actively, and intermediary supporting agencies make a great contribution to CB operation.

Extraction of Latent Topic-based Communities in Blogspace (블로그 월드에서 주제 중심의 잠재적 커뮤니티 추출 방안)

  • Shin, Jung-Hwan;Yoon, Seok-Ho;Kim, Sang-Wook;Park, Sun-Ju
    • Journal of KIISE:Databases
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    • v.37 no.1
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    • pp.56-69
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    • 2010
  • In blogspace, there are posts that deal with a common topic and bloggers that are interested in these posts. In this paper, we define a blog community as a group of these bloggers and posts. With a blog community, we can establish various business policies for target marketing, sharing high quality data, and mobilizing the activities in the blogspace. Unlike internet cafes, bloggers participate in blog communities without explicit membership. So, it is not easy to identify the members of a community. In this paper, we propose an effective approach for extracting a blog community that is related to a given topic. First, we choose seed posts that is highly related to a given topic, and select bloggers that are related to the topic with the seed posts. Then, we select posts that are related to the topic with the selected bloggers. By repeating this, we find all the posts and bloggers that are members of the community related to a given topic in blogspace. We verify the superiority of the proposed approach by analyzing extracted blog communities.

Business Model of New Media Platform in K-Content Use (한국 방송 콘텐츠의 뉴미디어 플랫폼 비즈니스 모델)

  • Kim, Young-Hwan;Jung, Hoe-Kyung
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.431-438
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    • 2016
  • This study focused on the Korean-wave content consumed in the global market and analyzed success/failure factors of services through business model analysis. It aims to offer an effective new media content platform model. ViKi, Drama Fever, Maaduu.com which are representative global OTT were researched on management strategy by case analysis. The success of the global OTT platform is organized into three factors, target customer coverage, revenue model and community activation. Clear and wide coverage of target customer is important to determine the value of the service. Also, revenue model based on the pay service and community for Korean-wave fandom are essential to make good performance in new media platform business.

A Strategy for Activating Spatial Data Community : A Case of the NSDI CAP(Cooperative Agreements Program) in U.S. (공간정보 커뮤니티 활성화 방안 연구 : 미국 NSDI의 CAP 사례를 중심으로)

  • Kim, Ho-Yong;Nam, Kwang-Woo
    • Journal of the Korean Association of Geographic Information Studies
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    • v.14 no.1
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    • pp.26-39
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    • 2011
  • This paper reviews the strategy of activating spatial data community and its impacts, focusing on the Cooperative Agreements Program(CAP) of National Spatial Data Infrastructure(NSDI), established by Federal Geographic Data Committee(FGDC) in U.S. to facilitate cooperative data sharing. After thoroughly reviewing the 20 research categories followed by 350 cases, supported by CAP for the last decade, it turned out that since NSDI issued "Future Directions Initiative" in 2004, the CAP adopted all components of NSDI as CAP categories in attempting to reinforce the partnership rather than mainly deploying standardized meta-data. Also, CAP has been utilized as a means to enforce the role of NSDI as spatial data user and provider as well, recognizing that the spatial data community is essence for expandable and sustainable NSDI. Implementing CAP resulted in the sound structure of spatial data marketplaces increasing spatial data demand and promoting the relevant business due to diverse users.

A case study on Urban Regeneration utilizing Community Cinema from Japan: Focused on Fukaya Cinema (일본 커뮤니티 시네마를 활용한 도시재생 사례 연구 - 후카야 시네마(深谷シネマ)를 중심으로 -)

  • Park, Dong-Ho
    • Korean Association of Arts Management
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    • no.49
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    • pp.149-176
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    • 2019
  • It is a known fact that the spread of multiplexes has contributed to movie industry flourish and extending public rights for enjoying movies. However, in terms of Urban Discourse, Multiplexes centered in new downtown have given rise to Doughnut Phenomena in old downtown. It is especially regrettable that the local theaters which have been symbolic cultural spaces storing the 'memory of life' of local communities are disappearing due to a recession of business zone in old downtown. Japan has long been worked in various activities spotlighting on movie/image contents as the major means of creative urban regeneration. Among them, the 'Community Cinema' has made a contribution to regional revitalization by improving movie screening environment of the local community through renewal of local theaters and further creating related culture and industry in the local area. In this study, I focus on 'Fukaya Cinema' which started from NPO(Non-Profit Organization) and reused a closed industrial facility to a movie theater in cooperation with local TMO(Town Management Organization). Fukaya Cinema, which operates in the form of a business community, plays important roles as the core cultural facility in the local community and is regarded as a significant case showing a possibility of urban regeneration using movie/image contents. I investigate the specific founding process and activities of Fukaya Cinema and intend to derive the implications from that. Through this, I aim to provide the basic urban regeneration data utilizing movie/media contents.

Case Study of Characteristics of Community Business - The Durae Enterprise in Chungnam Province - (커뮤니티 비즈니스 특성에 관한 연구 - 충청남도 두레기업 사례 -)

  • Won, Gill-Yeon;Kim, Hyeon-Suk;Kwon, Oh-Sung;Bae, Sung-Eui
    • Journal of Agricultural Extension & Community Development
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    • v.22 no.4
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    • pp.405-421
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    • 2015
  • Agro-fishing villages of agriculture and fishery are suffering deepening gap with urban areas due to depreciation from their products market opening pressure. They are facing problems of decreasing and aging population, poor settlement environment, etc. and losing their vitality for their low productivity and lack of young labor force. These issues of agro-fishing villages of agriculture and fishery are divided in so various items and classes that it is plausible to approach in a way to connect each issue in a small frame of each by selecting sub topics according to each item and each class rather than to solve the issues in a large frame. Chungchungnam-do is approaching the issues through 3 agro innovations(agro fishery, agro fishing villages, agro fishing people) in local government level and Durae enterprises are solving local problems through the self supporting residents' community business by utilizing local resources. This study is to draw clues and solutions to vitalize agro fishery villages through community businesses by detailed reviews and research on cases of Durae enterprises' characteristics and their vitalizations and provide a new alternative plan to agro fishery villages losing their vitality and demolishing their communities.

Sustainable Digital Fabrication Communities: Focusing on the Comparison of Fablabs in Korea and Japan (지속가능한 디지털 제작 커뮤니티: 한·일간 팹랩 비교를 중심으로)

  • Kim, Yun-Ho;Lee, Myung-Moo
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.44-57
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    • 2022
  • Fablab is a global network of digital fabrication facilities. Fablab is a digital workshop for individual manufacturing. In addition, Fablab is a next-generation digital infrastructure that connects education, training, R&D and production. The Fablab is a facility lab that makes the products you want, and it is a space where users-led products or services are discovered for the community. Furthermore, through various citizen-led projects, it is playing the role of innovation that changes the region and society. In this study, we examine the operating conditions of Fablabs in Korea and Japan (Fablab Seoul, Fablab Busan, Fablab Kamakura and Fablab Kitakagaya). It also explores the business model and sustainable development potential of each fablab. To this end, first, we compare and analyze the use of fablabs in both countries. Second, the purpose of the fablabs of both countries is analyzed. Third, we analyze the business models that the fablabs of both countries are taking for sustainable development through Lean Canvas. Based on the results obtained through case analysis of both countries, we make suggestions for the development of fablabs in Korea.

Study on e-Book Business Strategy in Information & Communication Industry (정보통신산업으로서 e-Book 비즈니스 전략)

  • Park, Jae-Sue;Kim, Hak-Jin;Ahn, Young-Jik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.9
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    • pp.2057-2065
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    • 2014
  • New business The e-book industry is creating a convergence of ICT and printing culture. Even so, the system changes is not great in Korea. Global market players are going to creating a membership or community-type business model to take advantage of the terminal, platform, network, but the creative content production in Korea is limited. Since the discussion is limited to such devices or network services most, we suggest the possibility of modeling a multi-faceted. And the development of technology and services platform content is also important as a strategic approach to the development of the e-book industry. Most of all, we propose the application of content, technologies and services are developed.

Characteristics of Business based on 'Second Life' Simulation Game (가상세계에서 패션 디자인 비즈니스의 특징 - 세컨드 라이프(second life)를 중심으로 -)

  • Choi, Eun-Young;Suh, Dong-Ae
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.198-206
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    • 2008
  • The fashion in the virtual world is emerging as a new genre. Gammer in virtual community shares the avatars and space for their activities and for flourishing their virtual lives, they start to demand indispensable daily items. The gammer's demands lead to the concept of second life in the virtual world which was introduced in 2003. The trading business system is realized at the virtual world with various daily items, developed by individual programmers, through the virtual money, which may converted into real money. Particularly, fashion industry's inherent nature of snagging on-line trading is no more, now, set to ready in the virtual world let alone various daily virtual items developed by individual programmers. The purpose of this study is, focused on the virtual second life, to introduce the model of fashion business in virtual world and overall informations regarding second life business systems so as to provide the fundamental data for opening the web.3.0 era. Further various fashion items in the virtual world, developed by individual programers, will be another boost for shaping another virtual fashion business genre.