• Title/Summary/Keyword: Dot.Com Market

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Online Grocery Shopping: Is there a Phoenix? (미국의 온라인 식료품 쇼핑에 관한 소고)

  • Pak Myong-Sop;Pak In-Sop
    • The Journal of Fisheries Business Administration
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    • v.37 no.1 s.70
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    • pp.111-120
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    • 2006
  • 식품관련 시장조사 기관인 Food marketing Instittue에 따르면, 미국전체의 식료품체인 가운데 25%가 최소한 온라인 쇼핑을 운영하고 있다. Safeway, Albertsons 등 대형 수퍼마켓 체인들이 연이어 온라인 시장에 참가했고, Melon Seed, FreshDirect.com 등 신규업체도 참가했다. 2002년 5월 Safeway.cm을 설립한 Safeway는 동년 7월에 8번째 점포를 시애틀에 오픈하는 등, 온라인 비즈니스를 확대했다. 최근 할인매장, 드러그 스토어 둥에 일부 시장을 잠식당하고 있는 이들 전통적인 수퍼마켓 체인들은 고객의 이탈을 막기 위해 비록 소수이기는 하지만 고객의 온라인 수요에 대응할 필요성이 있다고 생각하기 때문이다. 본고의 목적은 미국의 식료품 온라인 쇼핑에서 발생하고 있는 여러 문제점을 지적하는 것이다. Webvan이 Dot Com의 실패를 예증하는데 사용되는 주요한 전자상거래 비즈니스이다. 오늘날 온라인 쇼핑 비즈니스의 도전을 보여주고 이익을 낳기 위해 취해야 할 조치를 논의하기 위해 온라인 쇼핑 밴더가 참조되고 있다. 또한 본고는 미국의 Vons.com, Peapod.com 그리고 Safeway.com과 같은 온라인 식료품 쇼핑 비즈니스에서 나타나고 있는 추세, 신규 영업자 및 잔존 영업자들의 특성과 온라인 식료품 쇼핑업자들의 성장에 필요한 요인들에 관해서도 논하였다.

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The Impact of e-Business Announcements on the Market Value of Firms (e-Business가 기업의 시장 가치에 미치는 영향에 대한 분석)

  • Lee, Ho-Geun;Cho, Dong-Hwan;Jun, Ji-Hyun
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.185-208
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    • 2001
  • A growing number of firms are competitively entering into e-business because they see the high potential of e-business growth as an opportunity. The positive expectation of e-business market leads most firms to go into e-business, but it is not clarified what kinds of benefits firms gain through e-business. In this paper, we examine whether firms' economic benefits are related to e-business activities. For this purpose, we employ event study methodology and assess the cumulative abnormal returns for 782 e-business initiatives made by firms listed in Korean capital markets. The well-known "Dot Com Effect" is empirically verified through this study. The results of this study indicate that the e-business potential is highly evaluated in the capital market, and e-business firms are expected to create significant benefits in the future period.

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The Present and Future of Avata Fashion Market - The Strategic of Avata Fashion Marketing- (아바타 패션시장의 현재와 미래 -아바타 시장 패션 마케팅의 전략적 접근-)

  • 송영주
    • Journal of the Korea Fashion and Costume Design Association
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    • v.5 no.1
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    • pp.47-57
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    • 2003
  • Today there are increasing number of internet users. Internet is wide use of banking, shopping, school and studding. Also, internet is used in everyday living and its use is getting larger. Korea has the one of the most use of internet in the world. Most of houses have computer with internet, and there are alot of PC rooms in the streets. anyone can enjoy the internet anytime anywhere. Now, in internet there are group formed by community purpose. The 'dot com' companies was not making much of profit from their goods. However, they came out with an idea "avata" Soon, the avata became a hit and its known for its success. Avata is used for E-mail, name card, post stamp, and chatting. Also, Avata is very popular among chatting service, icon chatting, and 3D graphic chatting. Avata represent the user himself in internet and computer created imaginary space, and it connects between imaginary space and reality, also it exist between real name and nick name. Past years, the internet users were satisfied with their nick name, however resent year users wants to express them more. For the result the "Avata" is created to fulfill the need to express user themselves. There are three different ways to see how Korean react to fashion industry. first, Korea's land structure makes the density of population high, the transmission of information is very fast. Next, collectively is high among Koreans. Finally wide use to internet made the transmission of the fashion information much faster. The User wants to keep up with the fashion at the sametime they want to express themselves, and "avata" is the one that fulfill their needs. New technology and the desire to express themselves made the new term "avata industry". which was never existed before. In addition, the internet markets have potential power. Although, it is in start stage of avata industry. However, the experts say that its possibility of its development is not predictable. In conclusion, watch the development of a situation to analyze the avata industry and develop new avata fashion market.

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Empirical Analysis of Consumer Behavior on the Internet Shopping Mall Choice from the Schema Perspective: Comparison Between Bricks & Clicks and Pure-Player Shopping Mall (스키마 관점에서 살펴본 인터넷 쇼핑몰 선택에 대한 소비자행동의 이해: Bricks & Clicks와 Pure-Player 인터넷 쇼핑몰 비교를 중심으로)

  • Chung, Nam-Ho;Lee, Kun-Chang
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.165-186
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    • 2007
  • With the advent of a wide variety of Internet shopping malls, consumers can choose a best appealing shopping mall from among the Bricks-and-Clicks and Pure-Player malls. Pure-Players launched their operation grandiosely with the early stage of Internet use in 1995. However, after the burst of Dot-com company bubbles in 1997, Pure-Players introduce various types of business models to meet potential needs of consumers. While Pure-Players suffer skeptical views from market analysts as well as consumers, traditional offline companies learned important lessons from Dot-com companies collapse phenomena, and expanded their business channels into online in the name of Bricks-and-Clicks. Nowadays, Bricks-and-Clicks successfully establish in the market as one of reliable business partners among consumers. Therefore, it is no surprise that recent competitions between Bricks-and Clicks and Pure-Players become fiercer than ever to attract potential customers to their websites. In this situation, consumers can choose a shopping mall to their best satisfaction. Consumers can enjoy both offline and online options for shopping because Bricks-and Clicks provide both offline and online channels to consumers, which is compared with Pure-Players offering only online channel. Offline channel is unique in providing consumers with chances to touch and feel target products and services. Meanwhile, online channel is considered very viable and convenient shopping options for consumers. In this respect, it is easily assumed that consumers will show different online shopping behavior when they have to choose either Bricks-and-Clicks mall or Pure-Player mall for the sake of shopping. Remaining research issue in this case is how much consumers' schema would influence online shopping behavior between Bricks-and-Clicks and Pure-Players. Basically, schema is a framework for synthetic information recognition that individual consumers have and is very characteristic in that it focuses not on fragmentary facts but on the combination of various causes affecting results. Consumers' schema is closely represented by trust, structural assurance, and perceived relative advantage towards a specific type of shopping mall. In literature, there exist a lot of studies comparing Bricks-and-Clicks and Pure-Players. However, there is no study to pursue the analysis of consumer behaviors comparing Bricks-and Clicks and Pure-Players from the schema perspective. Therefore, this study aims to investigate this research gap. Empirical analysis is adopted by garnering valid questionnaires from 514 Internet shopping mall users. 237 were mainly using Bricks-and-Clicks for shopping, while 277 were found to visit Pure-Players for shopping. PLS was applied to analyze the survey data to verify the proposed research hypotheses. Findings from the empirical test results are as follows. First, consumers perceive more trust and relative advantage in Pure-Players, comparing with Bricks-and-Clicks. This result is against widely-accepted perception that Bricks-and-Clicks would be perceived by consumers as more trustworthy and relatively advantageous because they have offline reputation and stores. Therefore, it becomes more obvious that Internet is becoming daily necessaries, and consumers increasingly feel very comfortable in using the Internet for their own personal purposes. Second, consumers have firm faith in transaction safety, regardless Bricks-and-Clicks and Pure-Players. This seems due to the fact that most of shopping malls showing dubious transaction safety have no place in the market. In a nutshell, empirical results tell us that Pure-Players will grow very much in the future, to the extent that consumers perceive no difference in comparison with Bricks-and-Clicks. Besides, consumers' schema accumulated through trust and perceived relative advantage plays crucial role in determining consumer behavior.

Building an Efficient Supply Chain by reduction of lead time with a Focus on Korea Server Manufacturer (리드타임 감소에 의한 효율적 공급체인 구축 - 국내 서버 공급체인을 대상으로 -)

  • 신용석;김태현;문성암
    • Journal of Distribution Research
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    • v.6 no.2
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    • pp.1-17
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    • 2002
  • The recent dot-com craze has been one of the main causes that accelerated the growth of internet-related companies in diversity as well as in size. Meanwhile, the domestic market of supplies and equipment for internet businesses has been dominated by major foreign companies. To regain their market positions, the domestic manufacturers had to find the way to build up their competitive advantages, such as meeting their customers needs and reducing overall costs. In this study, one domestic PC server manufacturer, which competes fiercely with foreign manufacturers for the top place, has been chosen as a model to evaluate its current supply chain and to find an area that can be improved for a better performance. System Dynamics is used throughout the study. The central concept to system dynamics is understanding how all the objects in a system interact with one another. It focuses on feedback and secondary effects to think through how a strategy might or might not work, depending on how organizational changes are received, and what kinds of consequences emerge. Then, computerized models were built for simulations, each with different conditions, and, finally, the results were evaluated based on some criteria which are considered to be important and meaningful. The inefficiency that exists in the supply chain was proved to be a thirty-day long purchasing order leadtime, and it was expected that more effective supply chain could be formed if the leadtme were reduced to 14 days or 7 days. The results of simulations showed that the overall expected costs in supply chain was the least with the purchasing leadtime being 7 days. The lower average number of parts held as inventory, along with the reduced lost sales, acted as the factor reducing the expected overall costs. Although there was a slight increase in the average number of final products held as inventory and the total ordering cost, the benefits from lower parts inventory and reduced lost sales were large enough to justify the overall cost reduction.

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