• Title/Summary/Keyword: Business Management Game

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State Transition Diagram을 이용한 신규 정보통신 서비스의 대체/보완관계 분석: 와이브로(WiBro) 서비스를 중심으로

  • An Jae-Hyeon;Kim Mun-Gu;Han Sang-Pil;Park Bong-Won;Lee Sang-Yun;Bang Yeong-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.304-316
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    • 2004
  • When new services are introduced, one of the drivers for market performance of them is the interactions among existing and new services. They are characterized by the substitution or complementary effects among existing and new service or the cannibalization of existing services by new services. This paper analyzes these issues in the telecommunications service industry context. To analyze them, a simple graphical tool or State Transition Diagram(STD) is developed and used. The diagram helps to clearly represent and explain the substitution, complement and cannibalization impact. Then, using the face-to-face survey of 1,200 people, a new wireless internet access service or WiBro is analyzed to identify the substitution/complement and cannibalization impacts in relation with the other competing services. Additionally, the important factors explaining customer subscription and substitution behavior are identified. The analysis results indicate that males, students or on-line game users are more likely to subscribe WiBro. Also, among the potential WiBro subscribers, customers who are less satisfied with the existing fixed line broadband internet access services are more likely to stop subscribing the fixed line service, which implies substitution by a new service. Additionally, this raises the issue of cannibalization if the existing and new services are provided by the same company. In fact we find the cannibalization effect is more serious for the cost sensitive group. We believe that our tool, approach, analysis results and their implications would be very helpful to devise a winning strategy for the new services in the highly uncertain telecommunications business environment.

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The Antecedents of Switching Cost and its Effect on Customer Loyalty in Digital Music Service Industry (온라인 음악서비스 산업에서 전환비용의 선행요인 및 전환비용이 고객충성도에 미치는 영향)

  • Kang, Sung-Min;Uhm, Gi-Heon
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.157-180
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    • 2010
  • Rapid development of information technology has generated a new industry and market. In particular, network technology such as the Internet and other computer networks made transaction activities switched from traditional offline commerce to e-commerce. Among them, digital content is bit-based object which is created and distributed through electronic environment. In particular, many entertainment contents such as the music, the movies, and the computer game softwares are main products. Although digital content commerce has high potential demand, it lacks the consideration about the factor related to maintaining existing customer such as customer loyalty and switching costs. There has been a number of research on customer loyalty and other factors affecting it in the traditional electronic commerce environment, but there is a lack of research which examines the characteristics of digital content. The study about the effect of switching costs on customer loyalty in digital content commerce is necessary because the customers of digital content commerce market are from those of other e-commerce market or traditional offline commerce market. In addition, customer loyalty and switching costs are important factors because they may build up greater customer retention. For that reason, this study focused on examining the relationships among switching costs, antecedents for switching costs, and customer loyalty in online digital music service industry. The study has three major purposes: (1) to find antecedents of switching costs on digital content commerce and examine effect of antecedents for switching costs; (2) to identify effect of switching costs on customer loyalty in digital content commerce and examine moderating effects of alternative attractiveness; (3) to identify the differences of antecedents for switching costs by contents transmission type(streaming service and downloading service). And, the online digital music service industry is selected in this study since there are many users and transactions incurring. To accomplish these purposes, a survey questionnaire was developed and distributed to 256 informants. Survey instrument was developed based on previous research and pre-established survey items. Total of 206 surveys are collected and used in the data analysis. Among the respondents, 56.8% is male and 43.2% is female. Also, 86 responses were streaming service user group and 120 responses were download service user group. These data was analyzed using regression analysis. Major findings of empirical analysis can be summarized as follows. First, switching costs have positive effect on customer loyalty in digital content commerce environment. Second, the influence of switching costs on customer loyalty increases under conditions of high alternative attractiveness. Third, DRM convenience and breadth of use have positive effect on switching costs. The findings imply that the digital content provider should pay more attention to switching costs in addition to customer satisfaction in order to attract customers. Also, increasing the convenience of DRM use by securing the convenience of user interface and expanding the support device and increasing the service use scope by providing diverse value-added service helps to create a switching barrier. The result of the study can become a practical use in marketing strategy for maintaining existing customer. In particular, switching barrier is very important under conditions of high competition in the online music service market. This study can be used as a basis for further studies about customer retention in digital content commerce.

Development of Plug-n-Play Automation System for Machine Tending through Digital Twin (디지털 트윈을 활용한 Plug-n-Play 머신텐딩 자동화 시스템 개발)

  • Park, Yong-Keun;Kim, Sujong;Um, Jumyung
    • The Journal of Society for e-Business Studies
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    • v.25 no.4
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    • pp.143-154
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    • 2020
  • With the increasing trend of making manufacturing system intelligent and autonomous, the introduction of robot-assist automation, like machine tending system for automated operation of CNC machine tools, is being actively carried out at many industrial sites. Most important part of this intelligent system to install machine tending system, is interface programming between the CNC machine tools and the industrial robot. Despite this importance, however, the machine tending system has many setup problems. it is necessary for difficult re-program of both controllers whenever a new CNC machine tool or robot is introduced. And, the helps of external engineers is required even though trivial changes due to the complex structure of the machine tending system. Authors of this paper introduces the integrated system of the interface between heterogeneous CNC machine tools and industrial robots. In addition, the digital twin implemented inside the machine tool controller enable shop-floor operators to change the interface programming easily. To implement this system, an integrated development environment for 1) an intelligent HMI platform that provide standardized interfaces to heterogeneous CNC machine tools and 2) a robot platform developing application software of various robots, was established. For easy un-tact environment, this paper explain the development of 3) a game-engine based web program of controlling and monitoring machine tending system remotely.

The strategic behaviors of incumbent pharmacy groups in the retail market of pharmaceuticals in response to the entry trials by the online platform firms delivering medicines - A perspective of market entry deference model in game theory (온라인 의약품배송플랫폼기업의 시장 진입 시도에 대한 기존 의약품 공급자의 전략적 행동 - 게임이론의 시장진입 저지 모형 관점)

  • Lee, Jaehee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.303-311
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    • 2022
  • Recently the telemedicine platform firms which have been temporarily permitted since COVID-19 outbreak have increasingly provided online prescription drugs delivery, causing concerns among incumbent providers of medicine, some of whom began to take aggressive actions again them. In this study, using game theoretic market entry - deterrence model, we show that although the incumbent medicine provider can effectively deter entry by the telemedicine platform firms by its preemptive action, accommodation could be a optimal action when telemedicine platform firms already have penetrated the market with their being permitted to do business due to the COVID-19. However, for the incumbent to cooperate for the successful change in the retail market for medicines, policies like placing a ceiling on the maximum number of taking prescriptions by the pharmacists a day in the telemedince platform network, providing favorable exposure of community pharmacists on the telemedicine platform user interface, and allowing community pharmacies to participate as shareholders of the telemedicine platform firms in its initial public opening of capital, are suggested.

An Longitudinal Analysis of Intrinsic Motivation's Effects on the Acceptance of Programming Language (내재적 동기가 프로그래밍 언어의 수용에 미치는 영향에 대한 종단적 분석)

  • Lee, Woong-Kyu
    • Information Systems Review
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    • v.12 no.3
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    • pp.159-175
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    • 2010
  • Although many studies have analyzed and identified the importance of intrinsic motivation in the acceptance of information technology (IT), especially hedonic systems such as online game and online shopping, the acceptance of programming languages such as Java were not studied in a view of intrinsic motivations. The objective of this study was to investigate the effects of intrinsic motivation on the acceptance of programming language by the longitudinal analysis. In the service of the objective, we suggested the research model which included both intrinsic and extrinsic motivations and longitudinally extended by belief updating theory. For the validation of this model, the university students who participated Java class were surveyed twice, and the suggested research were analyzed by partial least square (PLS). In result, most of the suggested hypotheses were supported.

The Development of Job Basic Skill Program and e-Learning Contents for Vocational High School Students (전문계 고등학생을 위한 직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -대인관계능력을 중심으로-)

  • Byun, Sook Young;Lee, Sookyoung;Lee, Yong Soon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.42-61
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    • 2009
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'interpersonal relation capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The interpersonal relation capability can be harmony with persons under performing business tasks. In this study, interpersonal relation capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

Benefit Analysis of Internet Personal Broadcasting (인터넷 개인 방송의 수익 분석)

  • Jung, Keun-Woong;Park, Seong-Taek;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.319-333
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    • 2017
  • This study is aimed at investigating the factors that influence the profits of Internet personal broadcasting to improve unstable benefit structure. 50 viewers of game broadcasting that includes most of internet personal broadcasting's personalities are surveyed, who are watching the broadcasting everyday more than an hour and backing to a broadcast conductor. For investigating Benefit Structure Analysis of Internet Personal Broadcasting, independent variables are composed of Social viewing experience, Parasocial relationship, and Information seeking motive and mediator is composed of viewing satisfaction that influences dependent variable, purchase intention. As a result the study founds that only two independent variables(Parasocial relationship, Information seeking motive) affect to mediator and viewing satisfaction affected to dependent variable.

A Study on the Industrial Applications of Quantum Information Processing and Communication (퀀텀정보통신기술의 산업적 응용가능성에 관한 연구)

  • Kwon, Moon-Ju;Kim, Richard C.S.;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.173-184
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    • 2013
  • Quantum Information Processing and Communication, based on the physical laws of Quantum mechanics, exploits fundamentally new modes of computation and communication and holds the promise of immense computing power beyond the capabilities of any classical computer. In Quantum Information Processing, replacing bits with qubits, one makes two-state quantum systems that do not possess in general the definite values of 0 or 1 of classical bits, but rather are in a so-called. "coherent superposition", of the two. Full exploitation of this additional freedom implies that new processing devices need to be designed and implemented, and that a large scale quantum computer can in principle be built. New discoveries will enable a range of exciting new possibilities including: greatly improved sensors with potential impact for mineral exploration and improved medical imaging and a revolutionary new computational paradigm that will likely lead to the creation of computing devices capable of efficiently solving problems that cannot be solved on a classical computer. In short, Quantum computing is an economy game changer, with a potential of disrupting entire industries and creating new ones.

The Brainwave Analysis of Server System Based on Spring Framework (스프링 프레임워크 기반의 뇌파 분석 서버 시스템)

  • Choi, Sung-Ja;Kim, Gui-Jung;Kang, Byeong-Gwon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.155-161
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    • 2019
  • Electroencephalography (EEG), a representative method of identifying temporal and spatial changes in brain activity, is a voluntary electrical activity measurable in the human scalp. Various interface technologies have been provided to control EEG activity, and it is possible to operate a machine such as a wheelchair or a robot through brainwaves. The characteristics of EEG data are collected in various types of channels in real time, and a server system for analyzing them is required to have an independent and lightweight system for the platform. In these days, the Spring platform is used as a large business server as an independent, lightweight server system. In this paper, we propose an EEG analysis system using the Spring server system. Using the proposed system, the reliability of EEG control can be enhanced, and analysis and control interface expansion can be provided in various aspects such as game and medical areas.

The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.