• 제목/요약/키워드: Business Value of IT

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비즈니스 모델 혁신의 성공 및 실패 사례연구 : 조이큐브와 넷플릭스 중심으로 (Study on Business Model Innovation : The Case of Joycube and Netflix)

  • 한정희;조옥주
    • 한국IT서비스학회지
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    • 제13권1호
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    • pp.253-267
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    • 2014
  • This study explores to identify the characteristics of the business model by comparing and analyzing the value creation between two cases, and to be successful in business model innovation. In order for the pursuit of purposes, domestic and international firm' business model cases are analyzed. Regarding the business model innovation, huge differences are found between two cases. First, a clear customer value proposal is important. Netflix is constantly monitoring the customer's needs and satisfactions to improve value proposition, while Joycube, domestic firm does not adjust to meet the change of the customer's behaviors. Second, the business model innovation should be taking into account the customer's behaviors in the constant changing market environments. For the growth, firms should consider strategic monitoring the market environments, and find a novelty of the markets, and to create the jump through business model innovation.

기업의 경쟁우위에 있어 정보기술·ICT의 사업 가치에 대한 이해와 시사점 : 정보기술·ICT가 기업의 경쟁우위에 미치는 영향에 대한 프레임워크 제안 (Understanding the Business Value of Information Technology(IT) and Information Communication Technology (ICT) in the Competitive Advantage : An Framework for the Impact of IT and ICT on Firm's Competitive Advantage)

  • 김민식
    • 한국IT서비스학회지
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    • 제18권2호
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    • pp.161-183
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    • 2019
  • Researches on the business value of IT and ICT in the past has been focused on static content researches such as study of IT ICT itself and study of the relationship between IT ICT and performance. In recent years, however, the need for discussions on the "process of IT and ICT making economic value (performance) difference between companies" is growing. In particular, there is a need for an framework to analyze the process of qualitative change (progress, evolution, improvement) of IT and ICT affecting the competitive advantage. In this paper, we present a framework for analyzing the process of creating competitive advantage by IT ICT and show the structure of how IT and ICT resources lead to the creation of competitive advantage. In order to achieve these objectives, this paper proposes a framework for the process of creating competitive advantage by linking IT and ICT related resources, value activities, value chains, and business processes.

The Effect of Multiple Value Frames of IT Productivity on Business Performance

  • Kang, Taeg-Yong;Kwon, Do-Wan;Son, Eun-Il
    • 품질경영학회지
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    • 제31권4호
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    • pp.203-218
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    • 2003
  • The ongoing debate over IT productivity has revealed paradoxical effects of IT. This study proposes that IT business value is paradoxical structured. IT impacts are not easy to generalize according to one perspective or paradigm. This study assumes multiplicity in the phenomenon of IT value and explores effects of these multiple interpretations. The study seeks to understand organizational performance. Hypotheses are developed to test the relationship between competing interpretations of IT value and organizational performance. The purpose of this study is to determine whether or not senior managers perceive IT value on the basis of divergent managerial value frames.

다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호;권혁인
    • 한국IT서비스학회지
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    • 제5권3호
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    • pp.137-150
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

새로운 IT 서비스 모델, 클라우드 비즈니스 모델 : M-Pesa 사례 분석 (Emerging IT Services Model : Cloud Business Model, Focused on M-Pesa Case)

  • 함유근;윤영수;강한수;김진성
    • 한국IT서비스학회지
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    • 제11권3호
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    • pp.287-304
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    • 2012
  • Cloud computing, which means a new way of deploying information technology(IT) in organizations as a service and charging per use, has a deep impact on organizations' IT accessibility, agility and efficiency of its usage. More than that, the emergence of cloud computing surpasses a mere technological innovation, making business model innovation possible. We call this innovation realized by could computing a cloud business model. This study develops a comprehensive framework of business model, first, and then defines and analyzes the cloud business model through this framework. This study also examines the case of M-Pesa mobile payment as a cloud business model in which a new value creation and profit realization schemes have been realized and industry value network has changed. Finally, this study discusses the business implications from this new business model.

플랫폼서비스 생태계의 개념적 유형화 (Conceptual Typology for Platform Service Ecosystems)

  • 김도훈
    • 한국IT서비스학회지
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    • 제15권1호
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    • pp.299-319
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    • 2016
  • This study first introduces platform services and their business models. On the basis of the concepts of business ecosystem, we present a framework for distinguishing types of the platform service business models. Two key characteristics of business ecosystems-ecosystem configuration and value production process-are employed as fundamental dimensions for constructing typology. In particular, we also present the notion of value ecosystem, where not a single platform provider but a federation of platforms constitutes a virtual platform and completes a service system. The value ecosystem represents two distinct types of platform service business models : meta-platform ecosystem and platform coalition ecosystem. They show different governance structure in the platform federation and service flows across the ecosystem. We present detailed analyses of these two value ecosystems focusing on relevant cases of e-payment FinTech : Apple Pay as an example of meta-platform and Kakao Pay for platform coalition. Our conceptual typology contributes to platforms' proper strategy formulation and presents policy implications to, for example, platform neutrality.

기업의 가치지향성이 업무생산성과 경영성과에 미치는 영향: 중소 IT기업과 비IT기업의 비교연구를 중심으로 (The Effects of Business Value Orientation on the Productivity and Performances: Comparative Study between IT and non-IT SME Companies)

  • 윤동주;정대율
    • 한국산학기술학회논문지
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    • 제15권4호
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    • pp.1971-1982
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    • 2014
  • 본 연구는 국내 IT 제조업과 IT 서비스업, 그리고 비IT 제조업을 대상으로 기업의 고객지향성, 기술혁신지향성, 사회적 책임지향성이 기업의 경영성과에 어떤 영향을 미치는가를 분석하였다. 그 결과 고객가치지향성이 기업의 업무생산성에 영향을 미치며, 간접적으로 경영성과지표 향상에 영향을 미치는 것으로 나타났다. 또한 기술혁신지향성은 업종이 조절작용을 하며, IT 서비스기업의 경우에만 경영성과에 유의적인 영향을 미치는 것으로 나타났다. 마지막으로 기업의 사회적 책임지향성은 업무생산성에는 직접 영향을 미치지 않으나, 경영지표 향상에는 영향을 미치는 것으로 나타났다.

온라인 비즈니스의 고객가치와 재구매 의도의 관계에 관한 실증연구 (An Empirical Study on the Relationship between Customer Value and Repurchase Intentions of Online Business)

  • 주재훈
    • Asia pacific journal of information systems
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    • 제14권4호
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    • pp.1-22
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    • 2004
  • Customer value is the source for competitive advantage of online businesses such as Internet shopping malls and portal service. It is important to analyze the relationship between customer value and repurchase in order to provide a guideline of successful online business. The purpose of this paper is to get answers for the following questions. First, what are key components of customer value in online business? Second, What difference exists in the importance or expectance of customer value and its current service level of online business? Finally, what influence relationships exist in customer value and repurchase intentions? Data were collected from 615 respondents who experienced purchase on the Internet shopping malls. This paper developed and empirically tested a model representing the relationships between customer value factors and repurchase intentions as well as difference between the importance of customer value and its service level. The findings here suggested that the service level of customer value was significantly lower than its importance, and customer value factors positively affected the repurchase intentions. Specifically, economy and trust/responsiveness value factors directly affected the repurchase intentions while other factors such as convenience, speed, personalization, community, and emotion value indirectly affected it through trust/responsiveness.

IT기업의 비즈니스클러스터 (A Business Cluster of IT Enterprise)

  • 박재수;박정용
    • 한국정보통신학회논문지
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    • 제23권12호
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    • pp.1558-1564
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    • 2019
  • 기업의 비즈니스 클러스터는 가치연쇄 및 가치창출 활동을 통하여 국경없는 비즈니스 네트워크를 만들고 있다. 기술개발속도가 빠르고 제품수명주기가 짧은 IT분야의 클러스터는 지역 경계를 넘어선지 오래이다. 현상을 파악하기 위해서 IT기업을 대상으로 가치 활동을 분석하였던 바, 사례기업의 글로벌 확장은 제한적이었으나 지역경계를 넘는 비즈니스클러스터를 확인하였다. 다만 비즈니스 클러스터의 질서는 생산성에 집중되어 있기 때문에 고도의 혁신질서가 요구된다. 즉 신기술개발 또는 신시장 진입을 위한 가치창출 프로세스를 설계하고 실현하여야 클러스터의 성장을 가져올 수 있을 것이다. 빠른 속도로 진화하는 IT분야의 특성을 감안할 때 새로운 가치창출형 비즈니스 클러스터의 지향은 필수적이다.

다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호
    • 한국IT서비스학회:학술대회논문집
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    • 한국IT서비스학회 2006년도 추계학술대회
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    • pp.60-65
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

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