• Title/Summary/Keyword: Customer Platform

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An investigation into the Online Sales Channels of Small Business Fashion Retailers on Portal Shopping and Fashion Shopping Malls (소상공인 패션판매업자의 온라인 판매채널 연구: 포털쇼핑몰과 패션쇼핑몰(종합물/전문몰)을 중심으로)

  • Son, Mi Young
    • Human Ecology Research
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    • v.59 no.4
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    • pp.449-463
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    • 2021
  • The aim of this study was to analyze the perceptions and entering status of small business online fashion retailers on portal shopping and fashion shopping malls. Case studies were conducted on a total of 10 research samples. The results were as follows: first, regarding the strategic factors of online fashion stores, 'price competitiveness' is important, especially in portal shopping and low-cost brands; 'product assortment' is important but not essential in all platforms; and 'differentiation' is important to continuously secure loyal customers in fashion shopping malls. Customer satisfaction leads to customer loyalty, and customer loyalty affects the sales conversion rate and brand growth of online sales channels. Factors that promoted sales activities in online sales channels were exposure, advertisements, SNS, events, special exhibitions, and events. Hindrance factors were low price competition, overheated competition, and the MD of sales channels. Second, the research samples used multiple online sales channels, including portal shopping malls and fashion shopping malls, in addition to their own malls. The selection factors were platform reputation and commission, branding, and customer inflow through exposure. Portal shopping malls were perceived as providing easy access, advertising/customer communication, exposure/search, price competitiveness, scalability, and intense competition, whereas fashion shopping malls were perceived as providing a brand image and concept, brand promotion, high commissions, difficult entry, and low profits. The factors for success in portal shopping malls were exposure/search, price competitiveness, and brand recognition, whereas the factors for success in fashion shopping malls were differentiation, brand, exposure/advertisement, product assortment, and MD.

A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform (대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로)

  • Choi, Sung-Wone;Lee, Sung-Mok;Koh, Joong-Eon;Kim, Hyun-Ji;Kim, Jeong-Soo
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.123-138
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    • 2021
  • This study aims to empirically prove that blockchain games can provide business model innovations through interoperability among NFT based game items. Through our research on 'PlayDapp platform', we figured out that the technological innovation of blockchain games not only has provided a positive influence to the socio-economic and industrial ecosystem perspectives, but also it differentiates companies(game developers and platform providers in this eco-system) and increases customer benefits.

Effects of Customer Value Proposals on the Service Trade Repurchase Intentions of Sharing-Economy Users

  • Cho, Woo-Sung;Yoo, Seung-Gyun;Jeon, Ki-Hong;Choi, Chang-Youl
    • Journal of Korea Trade
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    • v.23 no.8
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    • pp.73-88
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    • 2019
  • Purpose - This paper finds the repurchase intentions of customers in a sharing economy via Airbnb and Uber, which are classic sharing-economy service businesses. Design/methodology - This paper analyzes sharing economy effects using variables in a structural equation model. Findings - We verified that values have a significant effect on the trust in a platform. We also verified that the effects that value propositions have on repurchase intention are significant. Research Limitations/Implications - First, there may be some distinction between men and women with regard to divided trust. Second, if commitment is divided into commitment to the host and commitment to the platform, as is the case for trust, the results will not be as expected. Third, if results could be categorized by nationality after gathering more samples, each nationality might have different opinions about these factors. Finally, the sharing economy can be identified and analyzed for various industries, such as space, transportation, and service. At this point, it is inconvenient to not have more implications. Originality/value - This study focuses on the repurchase intentions of customers. Unlike earlier studies, it is meaningful that trust is divided between the host and the platform, and that it can be analyzed. It is also important to establish the relationship between trust and commitment, and the relationship toward repurchasing in the shared-economy.

Advantage of Online Platform of the Real Estate and Its Marketing Strategy

  • Samha, HA;Jaewoong, WON
    • The Journal of Industrial Distribution & Business
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    • v.14 no.3
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    • pp.1-8
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    • 2023
  • Purpose: One of the eldest businesses in the realm is the real estate market and it has been dominated by offline sales and marketing tactics for decades. However, the home-buying process today is made simpler and more effective for purchasers thanks to internet platforms. This study is to investigate in terms of advantage of online platform of the real estate and its marketing strategy. Research design, data and methodology: For checking and collecting proper literature resources, content literature investigation used and it would be fitted for this research based on numerous prior studies in the realm of marketing strategies and online platforms of real state. Results: Online real estate platforms provides the availability of a broad range of properties for buyers and sellers, and connects buyers and sellers with nearby real estate mediators and agents. Finally, we figured out that utilizing real estate agents might have a huge positive impact on real estate agents. Conclusions: As online platforms become increasingly popular for real estate professionals, practitioners must be aware of the changes in technology and the resulting implications for how they market and sell property. Future research should explore the effect of online platforms on customer satisfaction and the overall accomplishment of real estate businesses.

Causal Relationship between e-Service Quality, Online Trust and Purchase Intentions on Lazada Group, An Asia's Leading E-commerce Platform

  • RUANGUTTAMANUN, Chutima;PEEMANEE, Jindarat
    • Journal of Distribution Science
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    • v.20 no.1
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    • pp.13-26
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    • 2022
  • Purpose: The Covid-19 pandemic has accelerated and triggered changes in online shopping especially in an emerging market. This paper develops a modification of SERVQUAL model to examine the relationship between individual dimensions of e-service quality, online trust and purchase intentions in singular online shopping platform. Research design, data and methodology: Data from an online survey of 385 Lazada's shoppers were used to test the research model. The structural equation modeling technique was performed to test the research model. Results: The analytical results revealed that five dimensions of e-service quality were positively correlated with one another whereas some dimensions were negatively correlated with purchase intentions. The results of this study provide new insight into the literature as well as practical implications for marketers especially in Thai online market. Conclusion: This study develops the instrument dimensions of e-service quality through modifying the SERVQUAL model to examine the e-commerce context and to testify how these individual dimensions are interlinked with one another. It also suggests that responsiveness has two-sided affects that in responses which are too prompt and insistent could make the customer feel uncomfortable and perhaps ending up with no interaction and transaction.

Linkage between Value of Digital Fashion Products and Purchase Behavior of Potential Consumers on the Metaverse Platform

  • Jae-Min LEE
    • The Journal of Industrial Distribution & Business
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    • v.14 no.8
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    • pp.1-8
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    • 2023
  • Purpose: This research aims to identify positive connections between digital fashion product value and consumer purchase behavior. The research tries to offer valuable insights and implications for fashion industry practitioners, enabling them to harness the power of the Metaverse to enhance customer engagement, drive sales, and stay ahead in this ever-evolving digital landscape. Research design, data and methodology: The research design for this study is a systematic literature review. A systematic and rigorous approach was adopted to ensure the reliability and validity of the research findings. By conducting this kind of approach to achieve the purpose of the study, this research aims to comprehensively analyze existing academic articles, peer-reviewed journals, and relevant publications related to the topic. Results: According to various academic search engines, the results revealed several dimensions of value associated with digital fashion products on the Metaverse platform, which significantly influence consumer perceptions. These dimensions of value extend beyond traditional tangible attributes and are uniquely shaped by the immersive and interactive nature of the virtual environment. Conclusions: All in all, the findings highlighted the significance of experiential value in driving purchase behavior. Creating immersive and interactive virtual shopping experiences emerged as a crucial strategy for fashion industry practitioners to engage potential consumers effectively.

Analysis and Design of Co-creation Platform Software by Object-Oriented Analysis Method (객체지향 분석 방법에 의한 Co-Creation 플랫폼 소프트웨어의 분석 및 설계)

  • Cho, Byung-Ho;Ahn, Heui-Hak
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.75-81
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    • 2016
  • My proposed Co-creation platform software analysis and design method in my paper, presents build technology of co-creation platform using Co-creation concepts refer to all process from products' idea level to products' design, manufacturing and marketing level. And this method can be possible to design and implement to be interlocked with company's cloud service and system through own SNS functions and OPEN API to build co-creation platform. Also owing to apply Wiki technology in the process of idea modification and completion level and provide cooperative work tools of story-board prototyping, it can be participate actively in the design process with customer and stakeholder together and realize functions to apply opinions. Therefore, Co-creation platform software analysis and design by objected-oriented analysis method is presented to show these design process effectively.

The Conceptual Model for a Co-creation Platform (공동가치창출을 위한 플랫폼 개념모델)

  • Hong, Soon-Goo;Han, Se-Eok;Lee, Hyun-Mi;Kim, Jong-Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.3
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    • pp.127-136
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    • 2014
  • As a new management paradigm, co-creation for creating new value through collaboration with stakeholders, including customers, distributers, suppliers, and partner organizations has been issued in the private and public organizations. To collectively create new value, effective communication tools among the interest groups should be provided. In fact, most of organizations have utilized information technology such as home pages and SNS for distributing information and respecting customer opinions. However, they are seriously experiencing in difficulty of systematic management and overlapped investment on information technology for co-creation. Thus, this study proposes the conceptual model for co-creation platform through case studies and it is verified by scenario analysis and experts. The study contributes to accumulate knowledge in the area of co-creation platform. It also defines the requirements and the functions for the design of co-creation platform for practitioners.

A Study on the Application Direction of Financial Industry Metaverse Platform to secure MZ Generation Contact Points (MZ 세대 접점 확보를 위한 금융권 메타버스 플랫폼 활용 방향 연구)

  • Ki-Jung Ryu;Ki-Bum Park;Sungwon Cho;Dongho Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.127-137
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    • 2023
  • COVID-19 has not only affected all sectors of society, economy and politics, but also had a huge impact on industry. The non-face-to-face exchange method was essential to prevent infectious diseases, and the generation who experienced it recognizes the importance of a platform that can be quickly accessed anytime, anywhere, and attention is focused on the Metaverse that can accommodate it well. Each financial industry uses a differentiated metabus platform strategy, focuses on new customer service and revenue generation, and is also used as an internal and external communication channel. This paper analyzes the theoretical background of the financial sector metaverse and domestic and international cases, and studies and describes the direction of using the financial sector metaverse platform to secure MZ generation contact points.

Developed a golf course scorecard App that improved UI/UX based on C/S (C/S 기반의 UI/UX를 개선한 골프장 스코어카드 App 개발)

  • Jung, Chul-Jong
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1433-1442
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    • 2018
  • This study develops and improves the EZ Touch App of the scorecard application (app) using the smartphone and the pad, and works with the customer management system (C/S). The research was conducted as follows. First, how do you handle the EZ Touch input method on a scorecard? Second, how to configure the platform of customer (member) management system (C/S) and data server system? Third, does EZ Touch App work organically with customer management system (C/S)? The developed EZ Touch is entered into the scorecard as an input method using the gesture as a result of this research, and it is linked with the C/S system to organize the review function, hall information function, field coaching function through score, It can be used for applications such as information management functions and statistics through differentiated statistics. However, there are some problems and improvements in user convenience in real time use. I think there is a need to study to solve this problem in the future. EZ Touch input method is input to the scorecard by inputting gesture of the finger as a result of this study, and it is linked with this, and it is possible to use differentiated statistics such as review function, hall information function, field coaching function, It is the purpose of the study to improve the technical competitiveness of the product by developing the application.