• 제목/요약/키워드: Market Success

검색결과 893건 처리시간 0.032초

정보시스템 성공모형을 기반으로 한 모바일월렛 지속사용의도에 미치는 영향 요인 분석 (Analysis of Factors Affecting Intention of Continuous Use for Mobile Wallet Based on the Information System Success Model)

  • 전선호;강주영;임재익
    • 한국IT서비스학회지
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    • 제13권4호
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    • pp.325-340
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    • 2014
  • Mobile payment system using NFC attracted attention as the mobile payment market grows due to the fast diffusion of smart phones. However, non NFC mobile payment recently appeared because of the slow growth of infrastructure for NFC. With advent of Non NFC mobile payment applications, mobile payment industry is in developing trend. Non NFC mobile payment revitalizes the market by overcoming the limit of NFC with the smart applications using bar code and QR code payment, and providing various discounts, membership benefits and payment information. Therefore, this paper analyzed the intention of continuous use with the quality of mobile payment application based on the information system success model. Three categories of factors which are system quality, service quality, and information quality were used. We verified the significance of the factors affecting the intension of continuous use. mainly, quality of information was considered as an important factor of continuous Intention to Use. Also, unlike previous NFC, it was found that in Non-NFC, compatibility might not be as important factor. Moreover, we suggest a marketing strategy of companies for mobile payment industry which focus on information quality. and future research directions for non NFC payment market.

공동기술개발 프로젝트의 성패요인: 우리나라 전자부품 중소기업 분석 (Key Success Factors for Collaborative Technology Development Projects: The Case of Small & Medium Firms in the Korean Electronics Parts Industry)

  • 이광희;김영배
    • 기술혁신연구
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    • 제6권2호
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    • pp.122-158
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    • 1998
  • This study empirically examined different patterns of collaborative R&D project with their key success factors(KSFs), using data from 82 projects in the Korean electronic parts industry. The patterns of R&D collaboration were categorized into 4 types by two criteria development motive(technology Push/market pull) and Project initiator (focal firm/partner). The bivariate relationships revealed that project characteristics (technological complexity, market uncertainty), management characteristics (participation in project formulation), problem solving characteristics(problem solving performance of the focal firm, users active role in problem solving, active role of university or research institute in problem solving) and success rates appear to be different among four types of collaboration. Each type of collaborative R&D projects also had different KSFs. The KSFs of type 1 (technology Push and focal firm initiation), for instance, include the strategic importance of the project, focal firms share of cost, active role of university or research institute in problem solving, while those of type 4(market pull and customer initiation) cover reliability of partner relationship, a time at partners involvement, information sharing. The findings suggest that the different contingencies brought different patterns and KSFs of collaborative R&D project, since different information, resources, and partners roles were needed to successfully implement the projects according to development motive and project initiator Finally, managerial, policy, and theoretical implications for the collaborative R&D activities in the Korean electronics parts industry were discussed, based on empirical results of this study.

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경영자 관점의 소규모 독립 의류소매점의 경영성과 (Business Performance of Manager's Perspective in Small Apparel Retailer's Stores Operated Independently)

  • 황연순;박종희
    • 한국의류산업학회지
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    • 제11권1호
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    • pp.75-83
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    • 2009
  • The primary purpose of this study was to investigate business performance in small apparel retailer's stores operated independently. Data were collected from 167 managers independently operating small apparel stores in Busan and Ulsan. The aforementioned were analyzed utilizing frequency, factor analysis, ANOVA, regression analysis using SPSS Win 12.0. The results showed as follows; Factors influencing on perception of managers on business performance were market information, cost/quality control, opposing power to business depression, store management, product management, sales promotion. There were significant differences between factors influencing on perception of managers on business performance and business performance(the extent of success, profit and growth). It was market information and store management that the most important for the extent of success. It was opposing power to business depression, store management and product management that the most important for the extent of profit. It was market information, store management and product management that the most important for the extent of growth.

A Study on the Success Factors of Sinar Mas Group in Indonesia

  • Ruixuan Chen;Yuxue Wang;Myeongcheol Choi;Zuoxin He;Mingsheng Li
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.118-124
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    • 2023
  • With the acceleration of globalization and economic integration, multinational enterprises are becoming more and more important in the international market, and Sinar Mas Group, one of the largest integrated companies in Indonesia, has become one of the most influential overseas Chinese companies in Indonesia due to its outstanding performance and leadership position. This study aims to analyze the success factors of Sinar Mas Group and reveal its competitive advantages in the global market. Founded in 1962, Sinar Mas Group is an integrated multinational company headquartered in Indonesia, with significant presence in various fields such as paper, palm oil, real estate, finance and energy, with operations in Indonesia and many other countries and regions around the world. This study investigates the aspects of corporate history, corporate status, and corporate competitiveness. In addition, this study analyzes the reasons for Sinar Mas Group's success using the SWOT model. By comprehensively analyzing these key factors, this paper provides readers with an insight into the vitality and remarkable achievements of this Indonesian corporate giant in the global market. This study will help Korea enter Indonesia and contribute to Indonesian business research.

한국형 SNS의 진화 : 카카오톡 사례를 중심으로 (The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk)

  • 정희석
    • 디지털융복합연구
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    • 제10권10호
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    • pp.147-154
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    • 2012
  • 한국형 SNS의 성장 가능성을 알아보기 위해 국내 1위 모바일 IM인 카카오톡 사례를 중심으로 분석해본 결과 다음의 사항들을 발견할 수 있었다. 첫째, 카카오톡은 PC상의 메신저 서비스와 다르게 모바일 IM 서비스를 바탕으로 소셜서비스 회사로 진화하고 있었다. 둘째, 카카오톡은 다양한 소셜서비스(사진기반 카카오스토리, 게임 마케팅 플랫폼 게임센터 등)를 시도하여 성공적으로 SNS 회사로 안착하였다. 셋째, 트위터의 사례처럼 플러스친구를 통한 뉴스 서비스, 아바타 및 앱스토어 등을 통해서 소셜미디어 및 소셜플랫폼 회사로 진화하고 있었다. 이런 한국시장에서 카카오톡의 성공은 NHN의 라인을 통해 일본 및 동남아시장에서 확대 재생산되고 있다. 라인은 카카오톡의 다양한 검증된 SNS 실험들을 일본시장에 적용시킴으로써 그 성공을 이어가려고 하고 있다. 온라인 웹서비스 싸이월드가 SNS로 세계시장에서 이루지 못한 것을 모바일 IM인 카카오톡, 라인은 그 성공 가능성을 한층 높여 주고 있다.

Caffe Bene: Creating Values for Customers

  • Ahn, Kwangho;Yoo, Changjo;Kim, Youngchan
    • Asia Marketing Journal
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    • 제14권3호
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    • pp.185-197
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    • 2012
  • Caffe Bene, one of the most notable coffeehouse chain brands in Republic of Korea, gives us some thought-provoking issues in terms of sustainable success. Despite harsh competition among various coffeehouse brands, Caffe Bene has been accomplished astonishing outcomes in domestic market and now ranked 2nd place in sales among the global coffeehouse franchise in 2010 and 2011. These achievements were possible mainly because Caffe Bene adopted distinctive shop design, maintained aggressive marketing strategy, developed new menu, and combined the unique Korean culture with ordinary concept of café to make its place attractive. However, since Korean coffeehouse market is getting saturated and consumers are becoming savvy about coffee, Caffe Bene needs to find a new solution to overcome growth stagnation. Besides, many experts pointed out that irrational increase in the number of stores might hurt its business in the aspect of managing distribution channel and providing consistent services. Also, customers of Caffe Bene have shown that it has to complement its critical weaknesses: inferior coffee taste and relatively high price for a cup of coffee. Especially, some people view that the company is shifting its high rental fee, interior cost and PPL marketing cost to consumers by charging high price for coffee. To get over the problems, Caffe Bene is currently using C/S Consumer Management System though experts are questioning about the efficacy because of the conflict between purpose of the system and the headquarters' plan. Present CEO Kim also announced that the company will complete its logistics system in the latter half of 2012 to provide stores with more high quality coffee beans to improve taste of coffee. Thus, in this case, we describe how Caffe Bene succeeded in Korean market and enumerate its key success factors. Also, we specify the long-term goals of Caffe Bene and introduce the current policies and strategies to show how the company is working on to achieve its ultimate goal. By reading and analyzing this business case, students could get useful insights regarding franchise management and think about issues on competing in a saturated market. Also, it would be worthwhile to generate creative solutions for the problems that Caffe Bene is now facing to broaden the practical perspective.

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기업환경과 제휴성공요인에 대한 섬유업체들의 인식 (Perceptions of Textile Companies on Business Environments and Alliance Success Factors)

  • 박경애;박광희
    • 한국의류학회지
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    • 제28권9_10호
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    • pp.1208-1218
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    • 2004
  • The purposes of this study were to examine the alliance success factors (ASF) and the business environments (BE) from the textile companies' viewpoint, to examine the differences in ASF and BE by firm characteristics, and to examine the relationships between BE and ASF. BE included the degree of market competition and the firm's competitive advantage, and firm characteristics included type of business, the number of employees, and length of business operation. Data were obtained from 155 textile companies in Daegu and Gyeongbuk regions in Korea via a questionnaire survey. Four factors including relationship capital, organizational support, alliance management, and alliance performance were extracted from ASF, and resources, product development, and marketing were extracted from the firm's competitive advantage. There were differences in product development by the number of employees and in the degree of market competition by type of business. The degree of market competition had significant relationships with all of ASF while the firm's competitive advantage differed in the relationships.

사이버 마아켓에서의 소비자 충동구매성향 분석 (An Analysis of Consumer Instantly Impulse Purchasing Propensity in Cyber Market)

  • 김영숙
    • 대한가정학회지
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    • 제38권12호
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    • pp.111-129
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    • 2000
  • The purpose of this study is to investigate the level of consumer instantly impulse buying in cuber market user. Also this study analyzes causal effect on consumer instantly impulse purchasing by demographic and social, place and promotion, consumer emotion state, and consumer internal and psychological variables. The data had been collected from on-line research method with 1,034, as using cuber market. The major statistical methods used for data analysis are frequency, percentile, mean, factor analysis, multiple regression analysis, Pearson's correlation analysis, and path analysis. The result of causal effect analysis were as follows; First, the variables affecting possession oriented materialism were sex and age. Second, the variables affecting self-control were sex, income, account of credit card, and instantly state of mind. Third, variables directly affecting instantly impulse purchasing were serif employed, banner advertisement, experience of cuber shopping, shopping mall pattern, instantly state of mind, purpose of shopping, happiness and success oriented materialism, and self-control. Also sex, income account of credit card, and instantly state of mind emerge to indirectly effect via self-control. Especially, the variables of success oriented materialism and instantly state of mind influenced on the highest of relative variables in consumer instantly impulse purchasing.

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THE SUCCESS FACTORS OF PARTNERING IN THE SOUTH KOREA PM&CM MARKET

  • Bok-Nam Lee;Hyoun-Seung Jang;Seok-In Choi
    • 국제학술발표논문집
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    • The 1th International Conference on Construction Engineering and Project Management
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    • pp.737-743
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    • 2005
  • Since the designation of the South Korean Construction industry as an open market industry by the World Trade Organization (WTO) in 1994, South Korea's construction firms were exposed to competition from firms of other advanced countries. Increased competition in the industry raised quality of production and lowered the cost of construction projects. Therefore, many big construction projects were planned and constructed with foreign construction partners during the last decade. Also, from those projects the South Korea Construction industry accumulated experience in and knowledge of both project management and construction management perspectives. However, in the process of conducting those big projects, many problems - specifically responsibility and the limit of competence - occurred between foreign construction partners. Hence, this study attempts to improve its role model that is for local and foreign companies to enter into Joint Ventures in the South Korea construction industry.

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모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화 (Market Success factors of Mobile Games: Differences by Genres and Changes over Time)

  • 이상윤;김문용;한승돈;안재현
    • 경영정보학연구
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    • 제10권3호
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    • pp.21-38
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    • 2008
  • 한국의 모바일 컨텐츠 시장은 모바일 게임의 주도 하에 이제 도입기를 지나 본격적 성장기로 접어들고 있으며, 이동통신사의 3G망 확대와 모바일 기기의 발달로 보다 우호적인 사업 환경이 형성되고 있다. 이에 반해 모바일 게임의 시장 성공 요소에 대한 통합적인 이론적 고찰과 시장 데이터를 토대로 한 실증 연구는 전무해 조속한 관련 연구가 요구되고 있다. 본 연구에서는 국내 이동통신사를 통해 출시된 모바일 게임들에 대한 실증 데이터를 분석함으로써, 통신 서비스 차원이 아닌 모바일 컨텐츠차원에서 모바일 게임의 시장 성공 요소들과 이러한 요소들의 장르 별 차이 및 출시 후 시간 경과에 따른 변화에 대해 OLS 회귀모형을 통해 분석하였다. 모바일 게임이 성공하기 위해 가장 중요한 것은 디자인 요소였는데, 이는 출시 후 시간이 지남에 따라 보다 중요해졌으며, 특히 시각적 효과가 중요한 RPG/타이쿤/시뮬레이션 장르와 슈팅/액션/아케이드 장르에서 더욱 그 중요성이 컸다. 인기 게임 장르와 사회적 유행과 관련되는 게임의 경우 실제로 사용자들의 구매율이 높았으며, 이와 더불어 장기적인 매출을 위해서는 디자인 및 창의성과 같은 컨텐츠로서의 복합적인 특성이 더욱 중요하게 나타났다. 그리고 모바일 게임의 이용 목적과 구매선택 특성 상, 완전히 새롭고 창의적인 내용보다는 이미 많은 사람들에게 익숙한 게임이 장기적인 매출을 달성할 가능성이 높은 것으로 나타났다. 또 다른 흥미로운 사실은 인기 장르의 경우 많은 게임들이 출시되어 경쟁하는데 반해, 스포츠/레이싱/레저 장르와 같이 꾸준한 수요는 있지만 개발되는 게임수가 많지 않은 장르도 있다는 것이다. 게임 특성 중 사용 편리성 요소에 대한 결과에서도 의미있는 함의가 도출되었는데, 그것은 새로운 게임의 초기 수용이라는 측면과 지속적인 사용 및 확산이라는 측면 간에 상충관계가 있다는 것이다. 본 논문에서 실증적으로 확인된 이러한 사실들은 향후 게임 개발 및 유통전략 수립 시 반영되어야 할 점으로 판단된다.