• Title/Summary/Keyword: Digital Economics

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Voluntary Insurance for Ensuring Risk-Free On-the-Go Banking Services in Market Competition: A Proposal for Bangladesh

  • Rahman, Akim M.
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.1
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    • pp.17-27
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    • 2018
  • In 21st Century business world, services are carried out in multifaceted, competitive and rationality manner that are characterized by evolving many factors, which are often unpredictable. On-the-go banking is a product in financial sector. However, it faces serious pitfalls being it riskiness. Bank customers compete for time-saving options. On contrary, PCBs compete for marginalizing its operating costs for enhancing its revenues. On strategic tactics, PCBs targets city customers in multi-facets including offering incentives for enhanced usages of on-the-go banking. Influencing customer's intention, attitude and behavior in banking, PCBs also offers incentive under market system along with often informational asymmetry. However, it causes exploitation. In most cases customers don't read terms & conditions of services. They don't save contract-copy. These weaknesses cause abuses. Customer faces hidden charges, extra fees, account hacked. Addressing the issue, Voluntary Insurance Option is proposed where PCBs will introduce it as a product of bank-services. Transferring risk away from customer will benefit both PCBs and bank-customers. This product can attract new customers who were on the brink using digital banking but just felt it was too risky. This model can facilitate the parties involved for increasing usage of on-the-go banking-services while customers can maintain optimal utility of usages.

News-Finds-Me Perception in Digital Era: A Systematic Review from Retail Marketing Perspective

  • Doan Viet Phuong NGUYEN;Thanh-Binh PHUNG
    • Journal of Distribution Science
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    • v.22 no.5
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    • pp.11-26
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    • 2024
  • Purpose: The concept of News-finds-me Perception (NFMP) is gaining increasing scholarly interest due to its wide-ranging findings and implications in digital communications and marketing. From the retail marketing and communication approaches, social media is an effective tool to effectively communicate and persuade customers and stakeholders. Nevertheless, a scarcity of systematic review studies that systematically assemble prior research in the field is recognized. Consequently, this research investigated the Scopus database for articles pertaining to NFMP. Research design, data and methodology: The search was conducted on August 24, 2023, retrieving 46 documents. Following a data-cleaning process, 31 documents remained, providing evidence of the subject area's five-year development. The data was refined with OpenRefine and analyzed with VosViewer. Results: An overview of the subject's expansion is presented, which comprises the most cited documents, authors, organizations, journals, and countries. Furthermore, the investigation examines the influential studies that furnished scientists with essential knowledge and identify the current research trend of the research subject. Conclusions: Based on the results, the study proposes theoretical and practical implications, encouraging academics to further integrate the concept with various communication and marketing theories, as well as the retail marketing context, to gain a better understanding of its complex impacts.

A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

The Effect of Digital Marketing on Purchasing Decisions: A Case Study in Jordan

  • AL-AZZAM, Abdel Fattah;AL-MIZEED, Khaled
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.5
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    • pp.455-463
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    • 2021
  • The main objective of this research was to analyze the influence of digital marketing on purchasing decisions. The research was guided by specific aims; to evaluate numerous digital marketing platforms in Jordan that can affect the purchasing decisions and identify product categories purchased by customers on digital media platforms. Furthermore, questionnaires were given based on a simple sampling technique and acquired in the Jordanian market. 300 questionnaires were distributed, and 220 available samples were gathered, except for incomplete questionnaires, resulting in a 73% response rate to all those who selected to participate. Descriptive analysis, reliability test, correlation test, and multiple regressions were used in this research. Moreover, this study's results demonstrated that digital marketing, such as social media marketing and mobile marketing, has a profound impact on consumer purchasing decisions. However, hypothesis testing demonstrated that there are many patronized digital media platforms in Jordan that affect student behavior. Jordanian students buy various product categories on digital media platforms, and digital marketing affects student decision-making. Finally, the results of this study suggest that firms should adopt strategies to leverage the digital world and technology, increase brand awareness through digital platforms to continue competing in today's commercial environment.

Implementation and Design of Home Economics Education Class utilization of Metaverse Platform in University (대학에서의 메타버스 플랫폼 활용 가정과 수업 개발 및 운영 사례)

  • Ju, Sueun
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.139-155
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    • 2023
  • The purpose of this study is to improve the digital literacy of pre-service home economics education teachers by designing and applying 'teaching materials and methods of home economics education' class using the Metaverse platform in virtual classes during the Covid-19 pandemic. For this purpose, six lessons of the 'Teaching Materials and Methods of Home Economics Education' classes were designed and applied as a class using the Metaverse platform, and the effectiveness was analyzed. In this study, three types of classes(TBL, discussion, and PBL) were developed and evaluated. The results of the study showed that most of the learners were satisfied with the classes utilizing the Metaverse platform, and the effectiveness of the classes was shown in terms of learner-instructor interaction and the realism of actual classroom cases. Based on these results, it is expected that various home economics education classes utilizing metaverse platforms will be developed and applied to school sites to increase the realism of lessons.

The effects of multiphasic components of home environment on life satisfaction (다면적 주거환경 구성요소가 삶의 만족에 미치는 영향)

  • Hong, Sun-Gwan
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.419-425
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    • 2016
  • This paper was to explore the effects of multiphasic components of home environment on life satisfaction. This survey was conducted from September, 2015 to November, 2015 and 298 responses from the survey were used for the analysis. The data was analyzed by descriptive statistics, t-test, ANOVA, pearson correlation and Multiple Regression. The research findings could be summarized as the followings. First, each of the elements of home environment was generally recognized as average level. while, the mean score of privacy was higher than average. Second, privacy, economics, high income and good health were the significant predictors to explain life satisfaction. In conclusion, privacy and economics among the multiphasic components of home environment were major variables that affect life satisfaction.

A Study of Weather App Based on Behavioral Economics (행동경제학 관점에서 날씨 어플리케이션 연구)

  • Yoon, Ji-Yeon;Kim, Bo-Yeun
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.249-254
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    • 2019
  • As an alternative to the growing problem of weather anomalies, users are using mobile weather apps to predict the weather. Even though it provides clear information, the user makes mistakes in forecasting the weather. For this reason, The purpose of this study is to find elements that can be prepared for the volatile weather through mobile application. Jakob Nielsen's "heuristic" evaluation found weaknesses in the application. Then I proceeded to analyze it from a behavioral economics standpoint. As a result, the two applications had various functions and accurate information. However, user accessibility was low and focused on 'information delivery'.

A Study on the Digital Informatization Level and Human Relationship Satisfaction Level of Disabled Persons (장애인의 디지털정보화 수준과 대인관계 만족도와의 관계에 대한 연구)

  • Lee, Hyangsoo;Lee, Seong-Hoon;Jung, Yonghun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.43-48
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    • 2020
  • This study analyzed the level of digital informatization and the level of human relationship satisfaction in the disabled group. The digital informatization level of the disabled refers to the level of smart access, smart capability, and smart utilization. For the sampling of persons with disabilities, the survey was conducted for persons aged 7 to 69 who were registered under the Welfare for Persons with Disabilities Act. Regression analysis utilized SAS 9.3.s through vitalization of local communities, and information education for the disabled is also important. The analysis results are as follows. First, the higher the digital access level of the disabled, the higher the level of interpersonal satisfaction. Second, the higher the digital information capability level of the disabled, the higher the level of interpersonal satisfaction. Third, the higher the level of digital information utilization of the disabled, the higher the level of interpersonal satisfaction. As a result, the higher the digital information level of the disabled, the higher the satisfaction level in the interpersonal relationship of the disabled. In addition, it was found that careful attention and policy review are needed to resolve the digital information gap of the government for the disabled who are marginalized groups. Therefore, it is necessary to provide the expansion of universal services of the marginalized groups including the disabled. In addition, it is important to form a culture in which the community embraces the marginalized class through vitalization of local communities, and information education for the disabled is also important.

Construction of Text Summarization Corpus in Economics Domain and Baseline Models

  • Sawittree Jumpathong;Akkharawoot Takhom;Prachya Boonkwan;Vipas Sutantayawalee;Peerachet Porkaew;Sitthaa Phaholphinyo;Charun Phrombut;Khemarath Choke-mangmi;Saran Yamasathien;Nattachai Tretasayuth;Kasidis Kanwatchara;Atiwat Aiemleuk;Thepchai Supnithi
    • Journal of information and communication convergence engineering
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    • v.22 no.1
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    • pp.33-43
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    • 2024
  • Automated text summarization (ATS) systems rely on language resources as datasets. However, creating these datasets is a complex and labor-intensive task requiring linguists to extensively annotate the data. Consequently, certain public datasets for ATS, particularly in languages such as Thai, are not as readily available as those for the more popular languages. The primary objective of the ATS approach is to condense large volumes of text into shorter summaries, thereby reducing the time required to extract information from extensive textual data. Owing to the challenges involved in preparing language resources, publicly accessible datasets for Thai ATS are relatively scarce compared to those for widely used languages. The goal is to produce concise summaries and accelerate the information extraction process using vast amounts of textual input. This study introduced ThEconSum, an ATS architecture specifically designed for Thai language, using economy-related data. An evaluation of this research revealed the significant remaining tasks and limitations of the Thai language.

디지털기술과 산업 전환 : 전자산업의 사례

  • Bae, Yeong-Ja
    • Journal of Technology Innovation
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    • v.11 no.2
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    • pp.219-238
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    • 2003
  • 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 wide use of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. This paper examine how digital technology has changed firms' behaviors in various areas through e-commerce, virtual reality and simulation, the rise of a new type of firm called EMS (Electronics Manufacturing Services), and etc. Amidst these changes building up innovation-friendly organization has emerged as a critical concern for firms. 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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