• Title/Summary/Keyword: Network Service Industry

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Understanding the Relationship between Value Co-Creation Mechanism and Firm's Performance based on the Service-Dominant Logic (서비스지배논리하에서 가치공동창출 매커니즘과 기업성과간의 관계에 대한 연구)

  • Nam, Ki-Chan;Kim, Yong-Jin;Yim, Myung-Seong;Lee, Nam-Hee;Jo, Ah-Rha
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.177-200
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    • 2009
  • AIn the advanced - economy, the services industry hasbecome a dominant sector. Evidently, the services sector has grown at a much faster rate than any other. For instance, in such developed countries as the U.S., the proportion of the services sector in its GDP is greater than 75%. Even in the developing countries including India and China, the magnitude of the services sector in their GDPs is rapidly growing. The increasing dependence on service gives rise to new initiatives including service science and service-dominant logic. These new initiatives propose a new theoretical prism to promote the better understanding of the changing economic structure. From the new perspectives, service is no longer regarded as a transaction or exchange, but rather co-creation of value through the interaction among service users, providers, and other stakeholders including partners, external environments, and customer communities. The purpose of this study is the following. First, we review previous literature on service, service innovation, and service systems and integrate the studies based on service dominant logic. Second, we categorize the ten propositions of service dominant logic into conceptual propositions and the ones that are directly related to service provision. Conceptual propositions are left out to form the research model. With the selected propositions, we define the research constructs for this study. Third, we develop measurement items for the new service concepts including service provider network, customer network, value co-creation, and convergence of service with product. We then propose a research model to explain the relationship among the factors that affect the value creation mechanism. Finally, we empirically investigate the effects of the factors on firm performance. Through the process of this research study, we want to show the value creation mechanism of service systems in which various participants in service provision interact with related parties in a joint effort to create values. To test the proposed hypotheses, we developed measurement items and distributed survey questionnaires to domestic companies. 500 survey questionnaires were distributed and 180 were returned among which 171 were usable. The results of the empirical test can be summarized as the following. First, service providers' network which is to help offer required services to customers is found to affect customer network, while it does not have a significant effect on value co-creation and product-service convergence. Second, customer network, on the other hand, appears to influence both value co-creation and product-service convergence. Third, value co-creation accomplished through the collaboration of service providers and customers is found to have a significant effect on both product-service convergence and firm performance. Finally, product-service convergence appears to affect firm performance. To interpret the results from the value creation mechanism perspective, service provider network well established to support customer network is found to have significant effect on customer network which in turn facilitates value co-creation in service provision and product-service convergence to lead to greater firm performance. The results have some enlightening implications for practitioners. If companies want to transform themselves into service-centered business enterprises, they have to consider the four factors suggested in this study: service provider network, customer network, value co-creation, and product-service convergence. That is, companies becoming a service-oriented organization need to understand what the four factors are and how the factors interact with one another in their business context. They then may want to devise a better tool to analyze the value creation mechanism and apply the four factors to their own environment. This research study contributes to the literature in following ways. First, this study is one of the very first empirical studies on the service dominant logic as it has categorized the fundamental propositions into conceptual and empirically testable ones and tested the proposed hypotheses against the data collected through the survey method. Most of the propositions are found to work as Vargo and Lusch have suggested. Second, by providing a testable set of relationships among the research variables, this study may provide policy makers and decision makers with some theoretical grounds for their decision making on what to do with service innovation and management. Finally, this study incorporates the concepts of value co-creation through the interaction between customers and service providers into the proposed research model and empirically tests the validity of the concepts. The results of this study will help establish a value creation mechanism in the service-based economy, which can be used to develop and implement new service provision.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Design and Implementation of User Location-based N-Screen Service System (사용자 위치 인식 기반 맞춤형 N-Screen Service 시스템 설계 및 구현)

  • Kim, Jung Jae;Ryu, Min Woo;Cha, Si Ho;Cho, Kuk Hyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.139-146
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    • 2014
  • Through numerous mobile device technology advances, various multimedia contents is moving towards mobile devices from existing personal computer (PC). These paradigm has emerged taking into account these idea, the so-called N-Screen, N-Screen is user-centric service to provide running and sharing on everywhere via advanced smart system in C-P-N-T (Content, Platform, Network, Terminal). Therefore we must provide securing of various contents, openended platform, and user-centric service for efficient N-Screen service. For These characteristic of N-Screen, this paper propose design and implementation of user location-based N-Screen service system. The proposed system realize user location through user's smart phone and offer automatic streaming service to user. And also, we provide web service-based extended N-Screen service. Thus, user can access various device, such as laptop, tablet, and mobile device.

A Study on the Effect of Co-operation Partners on Innovation Performance :Focused on service industry (협업 파트너가 혁신성과에 미치는 영향에 관한 연구 :서비스산업을 중심으로)

  • Jeun, Hyang-Ok;Hyun, Byung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.699-708
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    • 2017
  • The service industry, as a new growth engine, has become more important in response to changes in the global economy and the industrial environment. Developed countries have promoted the competitiveness of the service industry and have enhanced economic added value. Developing new services requires extensive resources. Therefore, cooperation and network building capabilities with customers, suppliers, and various knowledge creation agencies are critical sources of competitiveness. This study classified the Korean service industry by industrial type in order to enhance innovation competence.The Korean service industry lags behind that of developed countries, and this study analyzed the differences of innovation results according to collaboration partners by the classified industry. By adopting a method that applies industrial classification by Dialogic's innovation pattern, this study showed external cooperation results were different by industrial type. Analysis results revealed that companies cooperate with customers and competitors in many cases; however, product innovation was higher for companies that collaborated with private service companies. In the 'Innovation in services' industry, industry cooperation with universities showed organizational innovation achievements. In the 'Innovation through services' industry, cooperation with customers positively affected marketing innovation achievements. Consequently, the need to foster consulting firms and universities that can professionally collaborate with companies is implied in order to enhance the Korean service industry.

Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

Cooperative profile updates for embedded message service in wireless network (무선망에서의 임베디드 베시지 서비스를 위한 협력적 프로파일 갱신)

  • Lee, Chong-Deuk;Ahn, Jeong-Yong
    • Journal of the Korea Computer Industry Society
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    • v.6 no.5
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    • pp.775-782
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    • 2005
  • The service of wireless network has problems due to low bandwidth, frequent disconnection, low packet transport and user' mobility. In this paper, we proposed the cooperative methods of update to perform efficiently wireless network services. The proposed method performs the updates by cooperative filtering and streaming by $mbuffer_{in}$ and $mbuffer_{out}$. The simulation results show performance improvement of the proposed method compared to others.

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Next-Generation Converged Networking in Korea: The Concept and Its R&D Activities

  • Kang, Kug-Chang;Park, No-Ik;Lee, Soon-Seok;Kim, Young-Sun;Jun, Kyung-Pyo
    • Journal of Communications and Networks
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    • v.8 no.4
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    • pp.475-479
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    • 2006
  • In Korea, we witness vivid evidences of changing trend in communication that insist the emergence of new networking architecture. To accommodate the changing trend and to hold current strong position in global IT industry, Korea have launched broadband convergence network (BcN) initiative. BcN vision for Korea is to be the first in the world to realize converged network infrastructure and ubiquitous service environment. In this paper, we have introduced the concept and the vision of BcN with a viewpoint of a new paradigm to prepare future-proof communication environment. And then, we have disclosed BcN research and development (R&D) activities including R&D philosophy, R&D phases, and key technologies required. Also, we have discussed current development issues in three technology branches including service and control technology, unified transport technology, and next-generation access technology.

The Factors Affecting Promotion Effects: SNS Analysis for Franchise Food Service Industry (프로모션 효과에 영향을 미치는 요인: 프랜차이즈 외식 산업의 SNS 버즈 분석을 중심으로)

  • Jeong, Min-Seo;Lee, Cheol-Jin;Yoon, Ji-Hee;Jung, Yoonhyuk
    • The Journal of Bigdata
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    • v.2 no.2
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    • pp.57-66
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    • 2017
  • Companies has been investing enormous resources in promotion as the market keeps changing rapidly. Therefore, there are growing needs to measure the impact of a promotion on revenue growth. To investigate the effect of promotion in franchise food service industry, this study empirically analyzed text data from Twitter, one of the dominant social network services. Our findings show that a gap between promotions, promotion duration, and season have a significant influence on a volume of twitter buzz, which represents a promotion effect in our study. Next, we tried to analyze the reason why those factors were related to the promotion effect. Finally, we suggested promotion strategies related to each influential factor depending on types of business in food service industry.

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Analysis of Trends of Critical Issues and Topics in the Service Sector: Comparing YouTube Videos and Research Publications (서비스 분야의 주요 이슈와 주제에 대한 흐름 분석: 유튜브 동영상과 학술연구 비교)

  • EuiBeom Jeong;DonHee Lee
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.4
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    • pp.59-76
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    • 2023
  • This study examines critical issues and topics related to services using YouTube videos and research publications. We analyzed 2,853 YouTube videos and 19,973 research papers related to services, released during the 2013-June, 2023 period, using text mining and network analysis. In addition, the collected data was divided into pre- and post-COVID-19 pandemic periods to explore how key issues and topics regarding services have changed. These papers were sequentially analyzed through text mining and network construction and procedures. The results indicate that the central themes of YouTube videos were IT, data, and solution, while academic research focused on service quality, quality, and customer satisfaction. Regarding ego network analysis, the key issues in YouTube video contents revolved primarily around words related to the service industry. Although it was found that they generally lacked specific industry fields, academic papers explored diverse issues in various service fields. The results of this study can be utilized to understand changes in customer concerns in the service industry from practical and academic perspectives.

Comparing the Industrial Characteristics of Smart City in Korea and Spain (한국과 스페인의 스마트시티 산업 특성 비교)

  • Jo, Sung Su;Lee, Sang Ho
    • Journal of the Korean Regional Science Association
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    • v.38 no.3
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    • pp.19-39
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    • 2022
  • The aim of this study is to compare and analyze structural characteristics of smart city industry focused on Korea and Spain. Structural characteristics of industries were compared focusing on share, penetration, impact path and network clustering of smart industries. Research data used input-output tables established by Korea and Spain in 1995 and 2015, and industries were reclassified into 8 and 25 industries. The analysis model is the Smart SPIN Model. The key finding as follows: It was analyzed that there are differences in the structure and characteristics of the smart city industry between Korea and Spain. Firstly, It is analyzed that Korea has a larger share and penetration rate of IT manufacturing than Spain. On the other hands, Spain has a higher share and penetration rate in the IT service and knowledge service sectors than Korea. Secondly, Korea had many production paths for the IT service and the knowledge service. On the other hands, Spain included more production paths in the IT manufacturing sector. Thirdly, as a result of network analysis, Korea's smart industry has a characteristic that it is difficult to develop independently because it is dependent on traditional industries. In Spain, most of the smart industries were included in one industrial cluster, and it was analyzed to have an independent form. In conclusion, It was found that Korea has the industrial characteristics of a smart city based on IT manufacturing. Spain has the characteristics of smart city industry based on IT service and knowledge service. The results of this study are expected to provide basic data on the direction of smart city promotion and the establishment of smart city policies in Korea.