• Title/Summary/Keyword: Business Innovation Platform

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Web3 Business Model Innovation Approach and Cases of Korean Game Giants

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.241-252
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    • 2024
  • We analyze the types of Web3 business model innovation (BMI) of the six major Korean game companies by market size. As a result of the analysis, Nexon is watched as the adapter. It introduces blockchain (BC) layer 2, 'Polygon' to the extended ecosystem such as the creator's secondary creation, item utility, and compensation experience using the existing core intellectual property (IP). KakaoGames and Neowiz are watched as the adventurers. KakaoGames introduces BC layer 2, 'Polygon' and 'Near Protocol' to various experiments using tokenomics models in casual games and massively multiplayer online role-playing games (MMORPGs) using several existing popular IPs. Neowiz also introduces BC layer 2, 'Polygon' and 'Avalanche' to the IntellaX platform using existing game IPs. As the reinventor, Netmable positions as a game publisher that releases third-party games based on multi-chain infrastructure such as Klaytn, BNB Chain, Near Protocol, Aptos Foundation, and introduces BC to new core IPs. Finally, there are Wemade and Com2us as the mavericks. They aim to be the Web3 platform operators that create a BC layer 1 ecosystem and provide services that encompass BC games, GameFi, and non-fungible tokens (NFTs). Here are the implications of the four types of BMI. In terms of infrastructure, Nexon, KakaoGames, and Neowiz try to introduce a part of cross-chain, whereas Netmable tries to move toward a complete multi-chain strategy, and Wemade and Com2us also try to consider multi-chain, even if they have the full BC introduction. In terms of defending against market decline, Nexon and Netmable have a different position. Nexon which has a greater market dominance, only tries to continuously experiment, but Netmable is aggressively focusing on monetizing new products. Attacks on growth aspirations also show two different positions. KakaoGames and Neowiz only try to aggressively explore, while WeMade and Com2us try to set new standards for industrial innovation.

The Benefits of Digital Platform on Complementors: A Systemic Review of the Literature (디지털 플랫폼과 보완자의 효익에 관한 연구 동향 분석)

  • Kim, Juhee;Kim, Dohyeon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.3
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    • pp.159-175
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    • 2021
  • Business ecosystem is becoming more inclined towards platform ecosystem, which attracts multi-side participants based on digital technology. The burgeoning interest in digital ecosystem leads to the rapid rise of research. In this paper, we suggest a research agenda, focusing on the benefits of complementors in platform ecosystem. First, we outline the extant papers on benefits from platform to participants from economic perspective, strategic management perspective, technology management perspective, and economic sociological perspective to provide comprehensive understanding about platform ecosystem. Second, we suggest systemic framework to provide integrative insights on the the topic of benefit from platform to complementors- (1) open innovation view, (2) economic performance view, and (3) sociological view. Specifically, we focus on empirical studies that investigate the relationship between the benefits from platform and spillover effects on complementors based on various dataset. In addition, by reviewing the past empirical research, we suggest future research agenda and implications for policy in platform ecosystem.

A Case Study on Energy focused Smart City, London of the UK: Based on the Framework of 'Business Model Innovation'

  • Song, Minzheong
    • International journal of advanced smart convergence
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    • v.9 no.2
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    • pp.8-19
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    • 2020
  • We see an energy fucused smart city evolution of the UK along with the project of "Smart London Plan (SLP)." A theoretical logic of business model innovation has been discussed and a research framework of evolving energy focused smart city is formulated. The starting point is the silo system. In the second stage, the private investment in smart meters establishes a basement for next stages. As results, the UK's smart energy sector has evolved from smart meter installation through smart grid to new business models such as water-energy nexus and microgrid. Before smart meter installation of the government, the electricity system was centralized. However, after consumer engagement plan has been set to make them understand benefits that they can secure through smart meters, the customer behavior has been changed. The data analytics firm enables greater understanding of consumer behavior and it helps energy industry to be smart via controlling, securing and using that data to improve the energy system. In the third stage, distribution network operators (DNOs)' access to smart meter data has been allowed and the segmentation starts. In the fourth stage, with collaboration of Ofwat and Ofgem, it is possible to eliminate unnecessary duplication of works and reduce interest conflict between water and electricity. In the fifth stage, smart meter and grid has been integrated as an "adaptive" system and a transition from DNO to DSO is accomplished for the integrated operation. Microgrid is a prototype for an "adaptive" smart grid. Previous steps enable London to accomplish a platform leadership to support the increasing electrification of the heating and transport sector and smart home.

Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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The role of openness in open collaboration: A focus on open-source software development projects

  • Lee, Saerom;Baek, Hyunmi;Oh, Sehwan
    • ETRI Journal
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    • v.42 no.2
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    • pp.196-204
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    • 2020
  • Open-source software development projects are well suited for exploring new ideas and acquiring knowledge from developers outside of the project. In this paper, we examine the impact of external developers on innovation in open-source software development from the perspective of organizational learning theory. We examine the roles of external and internal developers, who "explore" and "exploit," respectively, on the innovation performance of 17 691 open-source software development projects whose data is stored in the GitHub platform. The results indicate that a multifaceted strategy, in which the exploitation successfully supports the exploration, is most effective for their success. The results also indicate that the role of exploration decreases after the release of the software.

The Needs for a Start-up and Business Approach to Makerspace; Why Should we Develop Makerspace through Management Techniques? (메이커스페이스(Makerspaces)에 대한 창업·경영학적 접근의 필요성)

  • Seo, Jin Won;Choi, Jong-In
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.3
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    • pp.111-127
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    • 2019
  • The "fourth industrial revolution" is changing society as a whole. Public innovation is needed to enhance national competitiveness. Amid these times' demands, the "maker movement," a new form of DIY movement that has revived since 2000, is regarded as a "popular innovation activity" that can respond to changing needs. In particular, "Makerspace," a significant activity area for the maker's movement, is drawing attention as a place where "Maker" shares each other's knowledge and resources, and share results. Makerspace has recently expanded its functions into a 'public innovation platform' or (preparation) start-up preparation space for start-ups. South Korea has also supported various types of "Makerspace" since 2010 as a policy for fostering an innovation base. The Ministry of Small and Medium Venture Business has been pushing for expansion of Makerspace since 2018 and is providing support by dividing it into "general rap" and "professional wrap" and "zero to Maker" spaces for novice makers in the beginning and necessary stages of makers, while "professional rap" is divided into "Maker to Maker" spaces for professionals. This study is about Makerspace, space where makers are active among the topics related to manufacturers. Thus, in this study, significant domestic and international studies related to Makerspace have been investigated so far, and trends in related studies have analyzed. Based on this, the research needs and specifics of Makerspace, which has recently expanded its role and functions. In particular, the Commission intends to present the need for research on Makerspace and specific areas of study from a start-up management perspective to promote qualitative growth of Makerspace, which is changing into a popular innovation platform in the era of the fourth industry, and inducing a start-up management interest in new manufacturing industry types.

Big Hit Entertainment's Contents Innovation : Focusing on Entrepreneurial Leadership and Platform Strategy (빅히트 엔터테인먼트의 콘텐츠 혁신 : 기업가적 리더십과 플랫폼 전략을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.1-12
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    • 2021
  • Big Hit entertainment corporation has been well known for value creation since it became the contents innovator in Korea to develop global artist musician BTS. By introducing sustainable innovations, as well as a mainstream of successive music entertainment growth, Big Hit entertainment corporation has became a global leader in highly competitive entertainment industry. To explain the Big Hit's contents innovation story, this study suggests a innovation momentum with two core elements: CEO's entrepreneurial leadership and platform strategy. Based on in-depth case study, this study proposes that CEO's entrepreneurial leadership allowed the Big Hit entertainment corporation to take advantage of its existing key resources and execute sustainable contents innovations. Also, creating diverse music and entertainment contents from the Weverse digital platform produce Big Hit's value creation. Based on these research results, both the contributions and implication to entertainment industry and academic field are presented.

Characteristics and Implications of Sports Content Business of Big Tech Platform Companies : Focusing on Amazon.com (빅테크 플랫폼 기업의 스포츠콘텐츠 사업의 특징과 시사점 : 아마존을 중심으로)

  • Shin, Jae-hyoo
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.1-15
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    • 2024
  • This study aims to elucidate the characteristics of big tech platform companies' sports content business in an environment of rapid digital transformation. Specifically, this study examines the market structure of big tech platform companies with a focus on Amazon, revealing the role of sports content within this structure through an analysis of Amazon's sports marketing business and provides an outlook on the sports content business of big tech platform companies. Based on two-sided market platform business models, big tech platform companies incorporate sports content as a strategy to enhance the value of their platforms. Therefore, sports content is used as a tool to enhance the value of their platforms and to consolidate their monopoly position by maximizing profits by increasing the synergy of platform ecosystems such as infrastructure. Amazon acquires popular live sports broadcasting rights on a continental or national basis and supplies them to its platforms, which not only increases the number of new customers and purchasing effects, but also provides IT solution services to sports organizations and teams while planning and supplying various promotional contents, thus creates synergy across Amazon's platforms including its advertising business. Amazon also expands its business opportunities and increases its overall value by supplying live sports contents to Amazon Prime Video and Amazon Prime, providing technical services to various stakeholders through Amazon Web Services, and offering Amazon Marketing Cloud services for analyzing and predicting advertisers' advertising and marketing performance. This gives rise to a new paradigm in the sports marketing business in the digital era, stemming from the difference in market structure between big tech companies based on two-sided market platforms and legacy global companies based on one-sided markets. The core of this new model is a business through the development of various contents based on live sports streaming rights, and sports content marketing will become a major field of sports marketing along with traditional broadcasting rights and sponsorship. Big tech platform global companies such as Amazon, Apple, and Google have the potential to become new global sports marketing companies, and the current sports marketing and advertising companies, as well as teams and leagues, are facing both crises and opportunities.

Smart Services and Internet of Things

  • Sung-Byung Yang;Kyung Young Lee;Sunghun Chung
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.407-413
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    • 2019
  • This editorial on 'Smart Services and Internet of Things (IoT)' focuses on the topics related to the applications of IoT to consumer products and services, which have become 'smarter' thanks to IoT. This special issue explores, in different ways, the phenomena of smart services and the role of IoT in business innovation across different contexts such as product-service system, car auction, tourism industry, communicating platform, online travel agency, self-service retail, and bike sharing. We hope that this special issue will provide a significant step forward in enabling researchers and practitioners to understand smart services and IoT.

Seeking Platform Finance as an Alternative Model of Financing for Small and Medium Enterprises in Korea (중소기업 대안금융으로서 플랫폼 금융의 모색)

  • Chung, Jay M.;Park, Jaesung James
    • The Journal of Small Business Innovation
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    • v.20 no.3
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    • pp.49-68
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    • 2017
  • Platform finance is emerging as an alternative finance for SMEs by suggesting a new funding source based on a new technology named FinTech. The essence of this business is the adapting ICT challenges to the financial industry that can adequately reflect risk assessment using Big Data and effectively meet individual risk-return preference. Thus, this is evolving as an alternative to existing finance in the form of P2P loans for Micro Enterprises and supply-chain finance for SMEs that need more working capital. Platform finance in Korea, however, is still at an infant stage and requires policy support. This can be summarized as follows: "Participation of institutional investors and the public sector," meaning that public investors provide seed money for the private investors to crowd in for platform finance. "Negative system in financial regulations," with current regulations to be deferred for new projects, such as Sandbox in the UK. In addition, "Environment for generous use of data," allowing discretionary data sharing for new products," and "Spreading alternative investments," fostering platform finance products as alternative investments in the low interest-rate era.

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