Journal of the Korean Operations Research and Management Science Society
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v.42
no.1
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pp.1-17
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2017
This study investigates a buyer-supplier supply chain, in which a buyer delegates the production process to a supplier as in many practices. The consumer's buying intention and overall supply chain performance are affected not only by the buyer's decision on sales price but also by the supplier's decision on product quality. Therefore, the buyer has a motivation to control the supplier's quality investment. Among various incentive schemes that the buyer can adopt in practice, we consider a revenue-sharing contract and investigate its unique characteristics. By comparison with a typical wholesale price contract, we reveal that the revenue-sharing contract can enhance supply chain's overall performance, including quality, demand, and profits of not only overall supply chain but also each player. We contribute to the academia and the supply chain practice by providing important guidelines in adopting incentive schemes and effectively managing product quality in a supply chain.
Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.
This study identified factors related to the technological characteristics of conversational generative AI services and the user's task characteristics. Then, it analyzed the effects of task-technology fit on user satisfaction and continued use. The effects of trust, which represents the degree of users' belief in the information provided by generative AI, on task-technology fit, user satisfaction, and user continuance intention were also examined. A survey was conducted among users of various age groups, and 198 questionnaires were collected and analyzed using SmartPLS 4.0 to validate the proposed model. As a result of hypothesis testing, it was confirmed that language fluency and interactivity among technology characteristics and ambiguity among task characteristics significantly affect user satisfaction and intention to continue using via task-technology fit. However, creativity among skill characteristics and time flexibility among task characteristics did not significantly affect task-technology fit, and trust did not directly affect task-technology fit and intention to continue using, but only positively affected user satisfaction. The results of this study can provide meaningful implications for vendors who want to develop and provide conversational generative AI services or companies who want to adopt generative AI technology to improve business productivity.
Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.
Purpose - The potential use of cryptocurrencies in a retail environment proposes a rapid shift from the traditional financial system. Nakamoto(2008) defines Bitcoin as an open source alt-coin based on the blockchain technology. Luther(2016) insists that the new technology will be widely adopted for the digital payment processes. However, the use of Bitcoin is in the real world is still sparse. Despite the growing attention and purported benefits, it is doubtful whether the Bitcoin will be eagerly accepted by ordinary consumers in the mainstream market. To answer this question, this paper develops a causal model that has a dual path to explain the motivation to adopt Bitcoin. According to Glaser, Zimmermann, Haferkorn, Weber, and Siering(2014), Bitcoin is both an asset and a currency at the same time. In summary, the attitude towards Bitcoin may vary depending on whether the fin-tech product is viewed as an asset or as a currency. Based on the arguments, we propose that asset attitude and currency attitude will give influence to consumers' intention to adopt Bitcoin. Research design, data, and methodology - Quantitative data collection is conducted from a Bitcoin SIG(special interest group) working in an internet community. As a result, 192 respondents who know Bitcoin completed the survey. To analyze the causal relations in the research model, PLS-SEM(partial least squares structural equation modeling) method is used. Also, reliability and validity of measures are tested by performing Cronbach's alpha test, Fornell-Larcker test and confirmatory factor test. Results - Our test results show that every hypothesis is supported except the influence of perceived ease of use. In addition, we find that the relationships between constructs are different between the high innovative group and low innovative group. Conclusions - We provide evidence that asset attitude and currency attitude are key antecedents of Bitcoin adoption.
Recently, artificial intelligence (AI)-enabled products and services such as smartphones, smart speakers, chatbots are being released due to advances in AI technology. Thus researchers making effort to reveal that consumers' intention to adopt AI-enabled products. Yet, little is known about the intended adoption of AI-enabled products. Because most of studies has been not consideredthe perceived utility value of consumers for each attribute by classified based on the characteristics of AI-enabled products. Therefore, the purpose of this study is to investigate the difference in importance between attributes that affect the intention to adopt of AI-enabled products. For this, first, identified and classified the attributes of AI-enabled products based on IS Success Model of DeLone and McLean. Second, measured the utility value of each attribute on the adoption of AI-enabled products through conjoint analysis. And we employed construal level theory to see whether there are differences in the relative importance of AI-enabled products attributes depending on the temporal distance. Third, we segmented the market based on the utility value of each respondent through cluster analysis and tried to understand the characteristics and needs of consumers in each segment market. We expect to provide theoretical implications for conceptually structured attributes and factors of AI-enabled products and practical implications for how development efforts of AI-enabled products are needed to reach consumers need for each segment.
As data becomes a new core resource with high attention, MyData service is spreading to various fields such as finance, medical care, and the public sector. However, research on the behavior of MyData service users is insufficient. Therefore, this study aims to empirically examine the effect of MyData service traits on value perception and acceptable behavior particularly in the financial sector where MyData service is most active. To this end, this study proposed a research model based on the literature. 295 survey responses were collected from individuals and analyzed using AMOS 26.0 for hypothesis testing. As a result of the analysis, it was found that self-information control, financial convenience, and personalized service had a significant effect on perceived value, and that perceived value had a significant effect on the intention to accept MyData service. Furthermore, this study examined the role of personal innovation and technological security in the relationship between variables by suggesting them as moderators. Results show that individual innovation was found to strengthen the relationship between two variables(self-information control and personalized service) and perceived value. Also, technological security was shown to strengthen the relationship between perceived value and intention to accept financial MyData services. The findings are expected to provide useful information to understand the factors affecting the acceptance of financial MyData service users and to understand the importance of individual innovation levels and technological security.
In 2013 the Netflix, an OTT in USA, launched all at once 13 episodes of the House of Cards season. Binge-watching is the word which means watching continuously 2~6 episodes of a TV program with one sitting, the new normal of TV watching behavior, cultural and social currents all over the world. This study has analyzed the factors and motivations which affect to the persistent intention to use binge-watching. It conducted an online survey from 333 Quota sample from Korean age groups between 20th~60th with 81 questionnaires. The 5 groups were induced as motivation factors to binge-watching. The 3 groups which consisted of , , are affecting as positive to intention to use binge-watching. But the other 2 groups which are and doing as negative. The survey has shown that the persistent intention to binge-watching is affected by ages more younger, whom doing binge watching more frequently, whom estimating more higher to the conceived usefulness to use. As a theoretical model, expanded technology acceptance model was adopted and US drama House of Cards. This study could promote the next generation contents planning and S-VOD service industry.
Most banks in Myanmar have begun to provide their services via mobile phones. However, few studies investigated the factors that may help to set mobile services from a customer perspective. So, this study aims to propose and test a conceptual research model to predict the user's intention to use and actual use level of mobile banking service by combining UTAUT and DeLone-Mclean IS model. Data were collected from 206 citizens who had experienced mobile banking in various regions of Myanmar. The study found that performance expectancy, effort expectancy, information quality and service quality influence the user 's intention to adopt mobile banking services which directly affects the user's actual use of them. However, social influence, facilitating condition and system quality don't influence the user's intention. The study results contribute to meeting customer's needs and reducing customer risk in Myanmar's mobile banking industry, suggesting to seamlessly provide the necessary resources like technology improvements, organizational infrastructure and service centers. Another future study are required to include service's security and trust factors so that the service providers could gain their customers' reliability and trust.
Purpose Virtual communities (VCs) are becoming ever more important in these days, sometimes more than offline communities. Notably, they have become significant sources of knowledge sharing. Therefore, in order to foster a VC, it is very important to understand why people share their knowledge in the VC. Under this background, this paper aims at proposing the behavioral model best explains knowledge sharing activities in VCs. Design/methodology/approach We basically design our behavioral model for knowledge sharing in VCs based on theory of reasoned action (TRA). However, to understand knowledge sharing in VCs better, we specify knowledge sharing by dividing it into knowledge contribution and knowledge use. Also, instead of 'subjective norm', we adopt 'sense of virtual community (SOVC)' as a main social factor, which has been found to be important in the literature. We also include the antecedents such as 'quality of the shared knowledge', 'trust in community members', 'passion of the community leader', 'reciprocity', and 'self efficacy', which affect VC users' attitude towards knowledge sharing and SOVC. To test the hypotheses in our proposed model, we collected 253 valid surveys from the VC users. Structural equation modeling (SEM) using AMOS 23 is employed to assess the relationships proposed as the hypotheses. Findings Major findings are as follows. SOVC positively affects both intention to contribute knowledge and intention to use knowledge. And, trust in community members positively affects the attitude towards knowledge use and SOVC. The attitude towards knowledge use is also affected by the quality of the shared knowledge. Reciprocity is found to strongly positively affect the attitude towards knowledge contribution. However, passion of the community leader and self efficacy are found to have insignificant effect on SOVC and the attitude towards knowledge contribution respectively. Our study sheds a light on how to foster VCs from the perspective of knowledge management.
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