• 제목/요약/키워드: On-line Market

검색결과 692건 처리시간 0.024초

온라인.오프라인 식품구매 실태조사 (A Study on the Food Purchasing Status through On-line.Off-line Food Market)

  • 조은정;한영실
    • 한국식생활문화학회지
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    • 제19권6호
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    • pp.678-690
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    • 2004
  • This study was implemented to offer materials for the activation of On-line food shopping mall though census about purchasing food. A percentage of people who had accessed to On-line food shopping mall was 53.8%, and who had an experience of purchasing food at the On-line sopping mali was 18.9%. The number of food purchasing in On-line food market is $1{\sim}3$ times(67.7%). It is general that an amount of food purchase is less than 100,000 wons. And the health assistant food is the most interesting item followed by Meet, Special products like a laver and mushroom, and an anchovy. in purchasing food at On-line market, customer thought that the confidence and the freshness of food are important because customer can't choose a product directly. In the future of food purchase using On-line shopping mall, 38.1% of people show their intend of purchasing at the mall. People who had experience of food purchase though the Internet have more positive view about repurchase than ones had not.

온라인 구전정보효과에 관한 연구 : Market Maven과 Early Adopter의 비교연구 (An Empirical Study on WOM Effects in On-line : A Comparative Study on Market Maven and Early Adopter)

  • 이은재;심완섭
    • 통상정보연구
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    • 제10권4호
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    • pp.63-79
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    • 2008
  • Present paper aims to examine the effect relation among component factors of WOM effects in on-line. Specially, to examine the comparative study on market maven and early adopter. For that purpose, we categorize WOM effect into two subcategories; knowledge improvement, Image improvement, purchase intention. And as the of study, chose student a college. Through these methods, we were able to obtain participation of 96 people from student a college. Using 68 responses(19 responses removed). we derived statistics by means of Win SPSS Version 12.0 statistics program package. The result can be summarized as follow; First, market maven has stronger WOM Effects in On-line on consumer's knowledge improvement, and Image improvement, purchase intention than early adopter. Second, the market maven has stronger effect on early adopter. Finally, we discuss the results of analysis and suggest research limitation and future and future study.

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동대문(東大門) 의류시장(衣類市場)의 설립년도(設立年度)와 판매방식(販賣方式)의 차이(差異)에 따른 전자상거래(電子商去來) 현황(現況) (The Present State of E-Business according to the Establishment Year and the Sales Approach of Dongdaemun Clothing Market)

  • 박혜령;박미령
    • 패션비즈니스
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    • 제6권5호
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    • pp.125-135
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    • 2002
  • The purpose of this study was to investigate the present state of e-business according to the establishment year and the sales approach of Dongdaemun clothing market and to present problems according to e-business activation of it and its developmental direction. The subjects for this study were selected out of Dongdaemun clothing markets being considered as more fashion-oriented markets and were divided into two categories both according to the establishment year and according to the sales approach. As a result, Dongdaemun clothing markets are mainly divided into traditional wholesale market, eastern wholesale & retail market, and western retail market and having dealings with each other according to the market's characteristics. The utility percentage of on-line e-business according to the establishment year and the sales approach showed that traditional wholesale market was 42%, eastern wholesale & retail market 0.75%, and western retail market 11%. This result indicated that the utility percentage of traditional wholesale market showed much higher than eastern wholesale & retail market and western retail market. This would be because the structural characteristics of clothing market delayed the utility of e-business. For the problems on the utility of on-line e-business through counselling, traditional wholesale market showed much higher than wholesale & retail market and retail market because it had little problems on design imitation in retail market due to export by order and mass production. The problems of low utility of on-line e-business in Dongdaemun clothing market would result from well-timed on-line update according to rapid goods cycle, constant satisfaction for additional order, standardization of size and quality, and inexpensive internet purchase despite of express expense.

Market Entry Strategy of LINE in Japan

  • Jung, Woo-Bum;Jung, Chang-Moon;Choi, Hyun-Young;Kim, Byoung-Goo
    • 동아시아경상학회지
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    • 제4권1호
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    • pp.16-21
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    • 2016
  • This study analyzed the successful case of Naver LINE's entry into the Japanese market. LINE pursued a strategy of establishing its dominance early on and implemented localization for Japan and thereby achieved success in the Japanese market. The various strategies adopted by LINE allowed it to win over 80% of the market share in Japan and function as a nationally ubiquitous mobile messenger. The conclusions to be drawn from our LINE analysis is that LINE must implement localization strategies suited to the characteristics of each country, as it had done successfully in Japan. In the Asian region, it should retain the platform that provides various contents while pursuing a localization strategy to secure competitive edge, by offering emoticons suitable for each country, such as Ramadan emoticons in Islamic regions.

인터넷 쇼핑몰 사이트에서의 정보성과 소비자 오도가능성 - 온라인 마켓 플레이스와 인터넷 종합쇼핑몰의 비교 - (Informativeness and Consumer Misleading Potentialities on the Internet Shopping Mall Sites -The Study of Comparison between On-line Market Place and Integrated Internet Stores-)

  • 김소라
    • 가정과삶의질연구
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    • 제26권1호
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    • pp.15-29
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    • 2008
  • The study examined the characteristics of internet shopping mall sites including on-line market places and integrated internet stores from a perspective of consumer protection. Specifically, the study investigated 1) whether sufficient information is provided on the internet shopping mall sites, 2) whether shopping mall sites abide by internet advertising principles, and 3) specific examples of consumer misleading potentialities from internet shopping sites. Further, on-line market places and integrated internet stores were compared based on their informativeness and potential consumer misleading factors. Total 50 shopping mall sites were analyzed for examining the types of information provided and consumer misleading factors. To verify study questions, descriptive statistics were used. For comparison between on-line market places and integrated internet stores, Chi-square test and independent-sample t-test were employed. The results of this study were as the following: First, not a few of the internet shopping mall sites did not provided important information such as safety and warrantees. Second, important disclosures were not noticeable on the web pages and distracting factors were frequently used. Third, integrated internet stores were desirable compared to on-line marketplaces based on informativeness and consumer misleading potentialities. As the result of this study, internet shopping malls need to advised to provide sufficient information and reduce potential misleading factors.

전략적 수요반응이 송전선 혼잡의 시장지배력에 미치는 영향 (Demand Response Effect on Market Power with Transmission Congestion in Electricity Market)

  • 이광호
    • 전기학회논문지
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    • 제66권12호
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    • pp.1705-1711
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    • 2017
  • This paper analyzes the impact of DRA (Demand Response Aggregator) on market power when competing with power generation companies (Gencos) in the electricity market. If congestion occurs in the transmission line, the strategic choice of the power generation company increases exercise of market power. DRA's strategic reduction of power load impacts the strategy of Gencos, which in turn affects the outcome of the load reduction. As the strategy of Gencos changes according to the location of the congested transmission line, the impact on the market depends on the relative location of the congested line and the DRA.

중국 온라인 게임의 컨텐츠와 브랜드관련 요인이 향후 이용의도에 미치는 영향에 관한 실증적 연구 (An Empirical Study for Testing the Effect of Game Contents and Brand-related Factors upon the Players' Intention to Play on-line Games : China Experiences)

  • 엄명용;정재진;김태웅
    • 무역상무연구
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    • 제23권
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    • pp.3-38
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    • 2004
  • On-line game business has emerged as the most lucrative entertainment industry, with over 4 million players in China, with more than 45% of the market dominated by Korean on-line games. While the interactive entertainment market continues to expand, with many new Korean on-line game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions (i.e., intention to play, brand-identity, word of mouth, flow, etc.) in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intention to play, social norms, word of mouth, flow, and the impacts of several other key game-related constructs. A conceptual framework is proposed and a simultaneous equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' intention to play for on-line games. Based on data collected from on-line questionnaire survey in China, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the game-related constructs. It is hoped that this result might provide the useful guidelines for developing the successful on-line game contents. With better understanding of the players' behavioral intentions, Korean on-line game developers should be able to penetrate the China market with sustainable advantage over their competition.

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애니메이션 캐릭터를 이용한 토들러복 디자인 연구 - 아기공룡 둘리를 중심으로 - (Design Development for Toddler Apparel Line using Animation Characters - Focusing on ″Little Dinosaur Dooly″ -)

  • 하승연;이연희
    • 복식문화연구
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    • 제12권1호
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    • pp.104-120
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    • 2004
  • Animation character market in Korea has been dominated by licensed characters (e.g., Walt Disney′s) of which market share is 80%. While market share for Korean characters such as "Mashimaro" and "Little Dinosaur Dooly" is increasing, the application of such characters to fashion products is still limited. For the development of the Korean character market, application of original animation characters should be applied to various fashion products. The main purpose of this study was to design toddler apparel line using "Little Dinosaur Dooly," one of the most popular domestic animation characters. The design focus is the green color of Dooly because the color is the distinctive concept of the brand. Results of the study indicated that developing toddler apparel line with a Korean animation character was a meaningful attempt, as imported licensed characters were dominant in domestic fashion market. The key differentiating factor was the use of green color. In addition, use of various supporting characters, namely Dooly′s friends, demonstrated potential line extension forming animation character groups similar to Warner Brothers′"Looney Tunes."

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인터넷상에서의 소비자 구매 행동 분석과 이에 따른 인터넷 광고 효과에 관한 연구 (A Study on analysis of consumer' purchasing behavior within Internet and effects of Internet Ad.)

  • 전규림
    • 정보학연구
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    • 제3권3호
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    • pp.67-76
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    • 2000
  • 인터넷 이용자는 Off-Line에서만 중요한 Target market이 되는 것은 아니다. 전자상거래의 활성화와 함께 인터넷 이용자는 On-Line상에서 핵심 Target market가 되었다. 따라서 이들의 구매성향을 정확히 분석하여 최적의 마케팅 기법을 개발하는 것이 기업의 당면과제로 떠올랐다. 본 연구에서는 친구통계학적 방법을 사용하여 인터넷 이용자의 구매행동을 분석하고, 이에 따른 최적의 인터넷 광고를 어떻게 행할 수 있는가 하는 것에 관하여 고찰해 보았다. .

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중국 온라인게임시장 관련 자료 분석을 통한 '성공적인 진출 전략'에 관한 연굴 (The successful advance strategy through chinese online game market pertinent data analysis)

  • 이지원;서미라;경병표
    • 한국게임학회 논문지
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    • 제4권1호
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    • pp.41-49
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    • 2004
  • 온라인게임을 중심으로 내수시장에서 생존경쟁이 치열해지고 있는 가운데 새로운 시장을 개척하는 것은 한국의 게임업계의 미래가 걸린 일이다. 최근 중국은 온라인 인프라 발달, 인터넷 속도 향상 등 여러 가지 요인으로 온라인 게임 인구가 급격히 증가하고 있고, 중국 경제 성장에 따른 구매력도 증대하여 국제 게임 시장은 중국을 주시하고 있다. 중국 온라인게임 시장은 높은 잠재력과 '대박'을 터트릴 수 있는 기회를 주는 황금알을 낳는 거대한 시장이라는 점에 이의를 제기하는 국내 게임업체들은 없다. 이런 매력 때문에 국내 많은 게임업체들은 중국진출을 시도했고, 시장진입을 위해 준비중이다. 하지만 중국실정에 대한 철저한 이해와 준비 없이 성급한 진출로 낭패를 보는 사례가 늘고 있어, 중국시장 진출이 쉽지 않다는 것을 보여준다. 이 시점에서 우리는 중국게임시장 현황을 체계적 분석이 필요하며, 철저한 준비와 장기적인 안목으로 충분한 사전조사로 단기간 수익을 생각하기보다는 미래에 대한 투자를 해야 한다.

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