• Title/Summary/Keyword: Industry Conduct

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Market Structure, Conduct, and Performance of the Creative Industry in Indonesia

  • DJULIUS, Horas;XIAO, Lixian;JUANIM, Juanim;PRIATNA, Deden Komar;MUNAWAROH, Siti
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.12
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    • pp.337-343
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    • 2021
  • The study's objective is to ascertain the state of the creative industry's market structure, the behavior of entrepreneurs ("conduct"), and the performance of the creative industry in Indonesia. Additionally, this study evaluates the relationship between structure, conduct, and performance within the context of the relationship between the three. This study analyzes longitudinal data from 2005 to 2015 for sub-sectors within the creative industry. The first step is to group statistical sub-sectors into creative-industry categories. The next step is to quantify and analyze the structure, behavior, and performance indicators of each creative industry subsector. Then, using a random effect panel data model, the relationship between structure and performance was estimated and examined. The findings of this study suggest that market share and concentration ratio calculations indicate that the creative industry in Indonesia has a monopolistic market structure. With this market framework, the creative industry's conduct can have an effect on prices. This is undoubtedly consistent with the features of the creative industry, which emphasize innovation as a means of adding value. The panel data estimation findings suggest the need for long-term efforts to maintain a market framework that enables businesses to compete fairly, innovate, and bring value.

The Evolution of Video Game Industry: Applying the Industrial Organization Model to the U.S. Video Game Market (비디오 게임 산업의 진화: 미국 비디오 게임 시장에 대한 산업조직론적 접근)

  • Seo, Sangho
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.47-58
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    • 2012
  • Video game industry has undergone the drastic changes for forty-year history. The purpose of this study was to gain an understanding of the historical evolution of the U.S. video game industry. To achieve this goal, this study has chosen the industrial organization model as the theoretical framework. This study found that the market structure as well as the market conduct in the U.S. video game industry changed drastically. This study concludes that the change of the market structure of the U.S. video game industry relates to the change of market conduct. This study could serve as the basis for future research on the economic analysis of video game industry.

Antecedents and Effects of R&D Concentration : An Analysis from the Perspective of the Structure-Conduct-Performance paradigm (연구개발(R&D)집중도의 결정요인 및 영향에 관한 연구 : S-C-P 패러다임 관점에서의 접근)

  • Cho, Young-Gon;Shin, Hyuk-Seung;Sul, Won-Sik
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.37 no.3
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    • pp.24-35
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    • 2014
  • This paper examines, from the perspective of the structure-conduct-performance (S-C-P) paradigm, the structural factors that determine R&D concentration in industries. The results are as follows. First, an industry's R&D concentration is directly related to its market concentration, R&D intensity, capital intensity, and technological opportunities. In contrast, the higher an industry's performance, the more likely the diffusion of R&D investment is for firms belonging to that industry. Second, an industry's R&D concentration has a positive effect on its market concentration but a negative effect on its performance, suggesting that governments should adopt R&D policies that would induce more firms to invest in R&D instead of focusing only on a few firms to enhance industry performance.

An Analysis of Economic Effects of The Fintech Industry (핀테크 산업의 경제적 파급효과 분석)

  • Jeong, Youngkeun;Park, Ho-Young;Park, Chuhwan
    • Journal of Information Technology Services
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    • v.17 no.1
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    • pp.47-58
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    • 2018
  • In this study, we define Fintech services as review previous literatures and identify the traditional Fintech service market for analysing the economic effects of the Fintech Industry by using the 2014 Input-Output Table. We can identify the current market of Fintech industry which consists of VAN, PG, financial SW, mobile banking and Fintech R&D and we conduct Input-Output analysis by using non-competitive import model. The Input-Output analysis results show that production inducement effect and front/rear chain effect of the Fintech Industry are below average of other industries. This is because the Fintech technology and industry were emerging in Korea at that time (2014), and thus the ripple effects are not significant. Especially, due to the existing white risk financial regulation, new business opportunities have not been open to adapt new ICT-financial technologies. Therefore, when the business ecosystem is build through deregulation and platforms of the financial sector, it is expected that the Fintech Industry will have a high ripple effect. In this study, we identify the current market of Fintech industry from ICT indusries and conduct Input-Output analysis. The economic effects of the Fintech industry are not remarkable, but it is significant to identify the emerging market and present the basic analysis of issued research field.

Strategic Alliance within the Sugar Industry of Pakistan: A Resource Dependence Perspective

  • AMAN, Rameesha;KHAN, Abdul Rehman
    • Asian Journal of Business Environment
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    • v.11 no.4
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    • pp.31-38
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    • 2021
  • Purpose: This paper uses the resource-dependency theory to present the case of the Pakistan sugar industry to highlight how the industry uses a strategic alliance to gain a powerful bargaining position over its critical dependencies. The case of the Pakistan sugar industry is well-known and it is common knowledge that the alliance or the cartel within it is responsible for frequent price hikes and sugar supply shortages in the country. Research design, data and methodology: We use a case study, qualitative document analysis design to trace how the alliance overcomes its various dependencies, and in doing so, how does it harm various stakeholder interests. Results: This paper finds that the sugar industry alliance maintains its bargaining power by manipulating sugar supply through horizontal alliances, political affiliations, underselling and under-reporting sugar stocks, purchasing sugarcane from the black market, and by gaining billions of rupees in export subsidies by hoarding stock and using its political connections. Conclusion: The paper concludes by providing a summary of the measures which the government has taken to curb this anticompetitive conduct; the most important of which is the removal of protectionist measures for sugar trade and allowing market forces to control the demand and supply of sugar in the local market.

Research on Employment in Korean Designer Fashion Industry (국내 디자이너 패션산업의 고용 특성 연구)

  • Jung, Jaewoo
    • Fashion & Textile Research Journal
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    • v.18 no.3
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    • pp.282-288
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    • 2016
  • This project aims to provide information on organizations and characteristics of Korean designer fashion industry in order to improve employment environment in fashion designer brands. This study utilizes the questionnaires and interviews with designers or human resources managers in Korean designer brands for forms, size and way of employment. The result shows that firstly, the size of employment in fashion designer brands is almost operated by small-scale human resources. Secondly, It is researched that they recruit less than 10 temporary employees per a brand on average as a problem. Thirdly, there are differences in business according to forms of employment. As researched, permanent employees usually conduct in design, products plan and production management, but, temporary employees conduct as a business assistant and salespeople. Fourthly, it is revealed that average salaries for permanents in fashion designer brands are between 1,510,000 and 2,000,000 won as the most people said. Moreover, the average salaries for temporaries are similar with permanents' as between 1,170,000 and 1,500,000 won. In fifth, in terms of the ways for recruitment, the proportion of job seekers who find a job by nonscheduled admission and special employment is larger than other ways. Finally, as a result of a research on an employment contract, employees have written the employment contract with the brands.

Design and Implementation of a Component and Context based Business Message for Creating a Single Global Electronic Market (단일 글로벌 전자상거래 시장을 만들기 위한 컴포넌트와 컨텍스트 기탄의 전자문서 설계 및 구현)

  • 김완평
    • Journal of Information Technology Applications and Management
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    • v.9 no.3
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    • pp.13-30
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    • 2002
  • ebXML (Electronic Business using extensible Markup language), sponsored by UN/CEFACT and OASIS, is a modular suite of specifications that enables enterprises of any size and in any geographical location to conduct business over the Internet. Using ebXML, companies now have a standard method to exchange business messages, conduct trading relationships, communicate data In common terms and define and resistor business processes. It is the mission of ebXML that provides an open XML-based infrastructure enabling the global use of electronic business information in an interoperable, secure and consistent manner by all parties for creating a single e1ectronic electronic market. This paper briefly overviews the concept of core component, context, assembly rule and context rule. Then, It designs by standard specifications of ebXML core component commonly used in an industry and among industries, and assembles business messages by using XML schema. Therefore, it suggests the mechanism which effectively exchanges business messages among the trading partners. This paper designs core component by using only three business messages of retail industry : orders, dispatch report, sales report.

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Analysis of Program Providers(PP) in Terms of Theory of Industrial Organization in Korea (국내 프로그램공급업의 산업조직론적 분석)

  • Yeo, Hyun-Chul;Kim, Young-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.5
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    • pp.229-240
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    • 2010
  • Most of all researchs and analyses in the field of television industry of Korea were related to Cable Television SO(System Operator), but few about PP(Program Provider) from the viewpoint of Industrial Theory in Korea. However, there wasn't a comprehensive research analysis in terms of the co-relationship of the market structure, market conduct and market performance of PP. This research analyzes co-relationship and dynamics of the market structure of PP, its market conduct and market performance in a comprehensive way in Cable TV industry. Especially this paper focuses on the analysis of 1)relationship and its influence between market structure and market conduct, 2) relationship and its influence between their market conducts and market performances and 3) relationship and its influence between market structure and market performance among 40 commercial PPs in terms of the theory of Industrial Organization in Korea. This paper is delated and reported as follows in conclusion : 1)the type of horizontal integration has an effect on the price and scale in the relationship between the structure and its conduct. 2)the price has effect on the revenue and viewing rate between the conduct and performance. And high dependency of the Cable TV license fee has an effect on viewing rate and revenue per subscribers(ARPU) between the conduct and performance. 3)The horizontal integration between the structure and performance had a positive effect on viewing rate and its product differentiation has an effect on the revenue per subscribers. Net cost of the product had a negative effect on the rate of profit.

A Study on the Acceptance of the 52-Hour Workweek System in Game Industry

  • Chanuk, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.184-194
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    • 2023
  • Recently, there has been a lot of interest in the game industry, which has become more spotlighted due to the beginning of the metaverse, and the industry is gradually expanding and developing. However, workforces leading the game industry are increasingly complaining of fatigue due to the COVID-19 situation. Also, as the situation crosses online and offline at the same time, a 52-hour workweek is becoming increasingly important. Therefore, this study sought to conduct research on the acceptance of a 52-hour workweek system according to the characteristics of the game industry. This study proposed various research questions and presented academic and practical implications by verifying them.