• Title/Summary/Keyword: Mobile profit

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Competition between Mobile Pay and Credit Card Systems (모바일페이사와 신용카드사의 경쟁)

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
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    • v.9 no.4
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    • pp.49-65
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    • 2018
  • This paper illustrates the competition between the mobile pay and credit card systems by utilizing the theory of two-sided markets. Two firms, as platforms, maximize the profit collecting fees from consumers on one side and from retailers on the other side. Consumers pay to buy goods and services with mobile pay, credit card, or cash. The basic model is one that each platform maximizes its profit. We show that the fees for credit card holders and retailers are higher than the respective costs. The fee for retailers of the mobile payment is higher than its cost, while the buyer's fee may be higher or lower than its cost. Applied model is the one that employs the delegation game model. The total profit of the mobile pay system is composed of its profit and the weighted demand for the mobile pay. It is shown that buyers' fee under the applied model is lower than that under the basic model, resulting in an increase of the demand for the mobile pay. The fee for the retailers rises, albeit the sum of fees for the buyers and retailers falls. The profit for the mobile pay system is increased, while that for the credit card company stays the same.

무선인터넷망 개방이 무선인터넷 시장에 미칠 영향 -소비자 후생과 컨텐츠공급자 수익을 중심으로-

  • 박은영;이호무;안병훈
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2001.10a
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    • pp.222-225
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    • 2001
  • Policy introducing open access to the wireless network has been under discussion in the Korean mobile telecommunications industry. The policy, which directs mobile operators to allow mobile portals other than their own ones to access their network and subscribers, is expected to vitalize mobile Internet market through competition among portals. This study analyzes the impact of the policy in terms of welfare of mobile Internet users and profit of mobile contents providers. We also cover the influence of mobile Internet fee on anticipated results of the policy

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A study on the MVNO Wholesale Price in Competitive Communication Service Market (경쟁적인 통신서비스 시장에서 MVNO 도매대가 산정에 관한 연구)

  • Sawng, Yeong-Wha;Bae, Khee-Su;Jeon, Heung-Joo
    • Journal of Information Technology Applications and Management
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    • v.19 no.2
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    • pp.217-231
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    • 2012
  • In the past, companies should make enormous facility investment and acquire a right to do business in order to join communication markets, but now they can do business without important facilities, such as communication networks. Such a movement to ease regulations about companies which want to newly join the communication industry is expected not only to change a competition frame of the mobile communication market but also to greatly affect the entire communication industry. Through this study aiming to look into a way to calculate a reasonable wholesale price related to the government's introduction of the Mobile Virtual Network Operator (MVNO) system, I came up with a following result. I applied the operating profit percentage and the ratio of operating gain to cost to the cost plus model and retail minus model, respectively, to calculate the wholesale price and found that when I calculated with the cost plus model applying the operating profit percentage, I could get the highest wholesale price. On the other hand, I got the lowest wholesale price with the retail minus model by applying the operating profit percentage. Division of expenses and calculation of profit percentage are important factors in calculating the wholesale price and such results are expected to help accurate calculation of the MVNO wholesale price.

Composition Technique for Independent Real-time Advertisement on Mobile UCC Phonepage (모바일 UCC 폰피에 독립적인 실시간 모바일 광고 합성 기법)

  • Kim, Jong-Keun;Ko, Hee-Ae;Sim, Kun-Ho;Zhao, Mei-Hua;Lim, Young-Hwan
    • The KIPS Transactions:PartD
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    • v.17D no.5
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    • pp.371-382
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    • 2010
  • One of the advantages of the mobile internet is that it is accessible everywhere. However, producing the mobile internet contents is hard because the standards of the contents are different depending on the telecommunications companies and the mobile phone terminals. Because of this, mobile contents production has not been activated and profit models are rarely found. In order to vitalize the mobile contents, we developed the Mobile UCC (User Created Contents) Phone Page Service with which general users can produce and provide the mobile phone pages easily. In addition, we began to provide advertisement on the UCC phone pages as a profit model. However, as mentioned already, the contents that meet each of the standards should be prepared in advance to be compatible with the different standards. For this reason, only one advertisement could be provided on one UCC phone page. Previous studies were focused on the standardization of different standards by integrating them. Though the standardization may be applicable to the mobile phones that will be newly released, it is hardly applied to the conventional mobile phones. To solve the abovementioned problems and improve the drawbacks of the conventional studies, we proposed in this article the technology to synthesize the phone page contents and independent advertisement at the moment when the UCC phone page prepared by the users is provided in real time. This technology allows to provide various advertisement on one UCC phone page and administrate the start, end and frequency of specific advertisements. This method was applied in this study to vitalize the mobile contents and improve the profit model.

Game Theoretic Analysis of the Mobile Discount Service of the Offline Retailers (오프라인 소매점의 모바일 할인 서비스에 대한 전략적 분석)

  • Cho, Hyung-Rae;Rhee, Minho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.47-55
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    • 2016
  • The proliferation of the Internet and related technologies has led to a new form of distribution channels, namely online retailers. The conventional offline and the new online retailers have different transaction costs perceived by the consumers in the following perspectives: the accessibility to the product information, the traffic cost and the opportunity cost for the time to visit the store, the delivery time and the possibility of 'touch and feel' to test the quality of the product. In particular, the online retailers have lower distribution cost structure in that they do not have physical stores, which results in lower selling price. Thus they continuously offer price competition against offline retailers using the lower selling cost as competitive weapon. Moreover the emergence of the social commerce is likely to intensify the competition between the online and offline retailers. To survive in this fierce competition, the offline retailers are trying to defend their business interests by sticking to offline transaction in anticipation of increased customer loyalty, customer's preference for 'touch and feel' style shopping, and others. Despite of these efforts, customers who touch and feel a product in an offline store but purchase the product through an online retailer are increasing. To protect such customers, recently, some of the offline retailers began to provide the mobile discount service (MDS) which enables the offline customers to purchase a product at a discounted price through the mobile applications. In business competitions, the price discount strategy is usually considered to secure more market share at the cost of lower profit. In this study, however, we analyze the effect of MDS as a weapon for securing more profit. To do this, we set up a game model between the online and offline retailers which incorporates the effect of the MDS. By numerically analyzing the Nash equilibrium of the game, some managerial implications for using the MDS for more profit are discussed.

Investigation of Factors Influencing Consumer Initial Trust and Intention to Use Mobile Banking Services (모바일 뱅킹 서비스에 대한 사용자 초기신뢰와 사용의도에 영향을 미치는 요인들에 관한 실증적 연구)

  • Kim Gimun;Kim Won-Woo;Lee Ho Geun
    • Korean Management Science Review
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    • v.22 no.2
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    • pp.13-34
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    • 2005
  • Mobile banking service has emerged as an important profit source for both banks and mobile phone service companies. However, the growth of the mobile banking service is behind the expectation of banks and mobile phone companies. One plausible explanation for this laggard diffusion of mobile banking may be the lack of consumers' initial trust on the service. Therefore, this study investigates the critical factors in building trust and intention to use mobile banking services. Our research results show that propensity-to-trust, structural assurance, and relative advantages of services have significant impacts on consumers' initial trust in mobile banking service Furthermore, initial trust in mobile banking service is a critical factor for adopting mobile banking services Contrary to our expectation, however, reputation of banks and mobile phone companies are not significant in attracting consumers to mobile banking services.

A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games - (모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 -)

  • Lim, Jun;Choi, Sung Wook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.293-303
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    • 2014
  • The mobile game market is fast growing after the Kakao game launched. Especially, the market is placed at the second highest by occupying 33.1% of the market. However, the rate of the total sales amount is only 6%, showing quite an imbalance between the market occupancy and the sales amount. This means that the profit-making models are not stabilized yet in the mobile game market. The absence of profit-making models can be ascertained by the relationship of DAU and sales ranking. There are several games which are ranked at DAU Top10 among Google free games, but not ranked at top 10 among sales amounts. On the other hand, there are several games which are low in DAU ranking but high in sales amount ranking. This result shows that there is no direct interrelation between the product attractiveness which users feel and the profit-making models in the market. This study compared the Google play free games which are ranked at top 10 in terms of DAU ranking and sales amount ranking to find out the factor which causes the imbalance between the DAU ranking and sales amount ranking. Based on this outcome, this study presents the reference point for the design of profit-making models on behalf of the manufacturers who wish to launch into the mobile game market in the future.

A Study on the Game Elements for Profit Generation in Mobile Games (모바일게임에서 수익창출을 위한 게임요소에 관한 연구)

  • Park, Woo-Seong;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.183-185
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    • 2022
  • 2022년을 기점으로 점점 더 커지는 모바일게임 시장에서 수익 창출을 위한 요소를 찾기 위해 참고 문헌과 함께 조사하였다. 기존 연구인 민동현의 논문에서는 13가지(자기 표현, 허영심, 스토리, 게임진행, 즐거움, 기회 제공, 실세계 반영, 경쟁심, 조작보정, 능력치 상승, 랜덤성, 광고활용, 현실 상품 판매 촉진)항목을 제시했으나 시기적, 상황적 차이에 의해 새로운 제안이 필요하다. 따라서 본 논문에서는 기존 연구를 바탕으로 10년 전과 달리 새로이 도출해야 할 요소를 3가지를 찾아 수익 창출을 위한 새로운 모델을 제시한다.

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Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

The Role of Technology and Organization in Building Trust in Mobile Content Services (모바일 콘텐츠 서비스의 신뢰구축을 위한 기술과 조직의 역할)

  • Cho, Nam-Jae;Joun, Hyo-Jae
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.11-26
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    • 2010
  • The purpose of this paper is to study building and maintaining consumer trust in mobile contents for tourism and travel in perspective of public sector. Mobile contents services are increasing rapidly. Tourism contents in mobile services are non profit business model in an early and immature stage toward the ubiquitous era. Non-profit organization plays a role as service provider through Internet and wireless telecommunication in an information-intensive and network-oriented environment. This article is proposed nonprofit organizations as tourism contents service provider to identify a conceptual framework that can build continuous trusted mobile contents under ubiquitous environment according to developing and maintaining stage. The results based on the focus group interview methodology highlights a conceptual foundation for service providers in nonprofit domain.

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