• Title/Summary/Keyword: Online Market Analysis

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A Study on the Transference of Headlines and Types of Preferred Headlines in Offline and Online Newspapers

  • Kim, Man-Ki;Kang, Hyun-Jig
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.89-106
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    • 2011
  • With the development of the Internet, the media market is experiencing rapid change. The traditional form of offline newspaper markets, which has created the mainstream news delivery market, have been losing large amounts of power due to the emergence of online media. On the other hand, online media armed with its ability to post breaking news almost as it occurs has increased its influence and popularity at a rapid speed. However, since the exposure time and readership of online newspapers are less than their offline counterparts online media has a high dependence on sensational titles and somewhat exaggerating headlines rather than the objective and recapitulative headlines which are preferred. This paper will examine the function and significance of headlines, and conduct a comparative analysis on contents and forms of the headlines in offline newspaper and online newspaper in order to identify the characteristics of each newspaper. Through comparisons, it examines the types of headlines and the transference of headlines. In addition, it examines the differences in recognition of copy editors according to media in determining the headline, and it illuminates which type of headlines is preferred in order to instigate readers to read online newspapers. The analysis results of title-transferring cases in offline newspaper and online newspapers are that offline newspapers try to convey the contents accurately by making use of an information-transferring headline, while attention-attracting headline or subject-hiding headlines tend to be used for attracting the eye of readers. In addition, analysis results of headlines that are put on the top with a click counts in online newspapers are that attention-attracting headlines are the majority, while subject-hiding headlines that are hardly used in offline newspapers, are well-used in online newspapers. In an interview with copy editors, they responded that offline editors focus on the fact-transference in determining the title, while online editors put the weight on immediacy in the delivery of news and the function of guiding readers.

Distribution of Brand Community in University: A Systematic Review of Literature on Higher Education Market-Oriented Strategy

  • Danial, THAIB;Saiful, GHOZI;Hendra, SANJAYA KUSNO;Andriani, KUSUMAWATI;Edy, YULIANTO
    • Journal of Distribution Science
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    • v.21 no.3
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    • pp.25-36
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    • 2023
  • Purpose: Brand community in higher education institutions comes up as an important topic to be discussed because the relationships among consumers can support the institutional brand and ultimately give meaning and vitality to the market-oriented strategy. This study aims to investigate how the literature on brand community in higher education have been distributed in research trends, theoretical frameworks, and methods. Research design, data and methodology: A total of 24 articles were organized from four reputable international databases. Content analysis were performed followed by synthesis toward potential directions and suggestions. Results: The researches in this area have increasingly focused on online interaction. Social identity theory and relationship theory were the two most prevalent theories used. Since the internet provides any social relationship with a specific relationship to form the brand community, its contextualization in higher education resulted in new concept implementation. Conclusions: The relationship within online participati on has impacted the market-oriented strategy of higher education in searching for ways toward a long-term and enduring bond among students, alumni, institutions and brands. As there is a plenteous prospect of data availability combined with big data analysis technology, the online participation will pique the interest of scholars to conduct further research on it.

Factors influencing consumers' continuance intention in online grocery shopping: a cross-sectional study using application behavior reasoning theory

  • Binglin Liu;Min A Lee
    • Korean Journal of Community Nutrition
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    • v.29 no.3
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    • pp.199-211
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    • 2024
  • Objectives: Online grocery shopping has gained traction with the digital transformation of retail. This study constructs a behavioral model combining values, attitudes, and reasons for behavior-specifically, facilitators and resistance-to provide a more novel discussion and further understand the relative influences of the various factors affecting continuance intention in online grocery shopping. Methods: Data were collected through an online questionnaire from consumers who had engaged in online grocery shopping during the past month in Seoul, Korea. All collected data were analyzed using descriptive analysis, and model validation was performed using partial least squares structural equation modeling. Results: Continuance intention is primarily driven by facilitative factors (compatibility, relative advantage, and ubiquity). Attitude can also positively influence continuance intention. Although resistance factors (price, tradition, and risk) do not significantly affect continuance intention, they negatively affect attitude. Values significantly influence consumers' reasoning processes but not their attitude. Conclusions: These findings explain the key influences on consumers' online grocery shopping behavior in Seoul and provide additional discussion and literature on consumer behavior and market management. To expand the online grocery market, consumers should be made aware of the potential benefits of the online channel; the barriers they encounter should be reduced. This will help sustain online grocery shopping behavior. Furthermore, its positive impact on attitude will further strengthen consumers' continuance intention.

The Difference of Awareness Level on Positive and Negative Effects of Permitting Online Gambling's Expansion: Focused on Gambling Users, Gambling Addicts, and General Population (온라인베팅 확대허용 및 불법 온라인베팅 축소방안에 관한 인식 차이: 이용자, 중독자 및 일반인의 인식 비교)

  • Kim, Ju-Yeon;Choi, Hyun-Joo;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.426-435
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    • 2017
  • Since online betting occurs on online where anybody can access through internet, thus, the online gambling market has been expanding. Domestic illegal gambling market size is 4 times bigger than that of legal gambling market, and illegal online betting market is rapidly growing as well. Currently online gambling does exist domestically in form of Sports promotion voting rights, also known as, Toto and Proto and internet lottery. However, the need for other types of online gambling to be permitted, expanded and managed has been suggested. This research has analyzed online gambling users, online gambling addicts and general population's awareness on expansion and operation of online gambling, contraction measures of illegal online gambling and operation measures in case of permitted expansion of online gambling. The result of this research's analysis showed that each group has significantly different awareness level on positive and negative effects of permitting online gambling's expansion. Also, it showed that each group has significantly different awareness on permitting expansion of racing betting as a legal gambling item. Since it is the proven fact that illegal online gambling users could turn into legal users and that users could use the service more positively if online gambling is legalized through allowance and expansion process; one could expect the positive effects from permitting expansion of online gambling.

A Comparative Study on the Factors Affecting User Satisfaction of Open Markets in Korea and China : Based on Hofstede's Cultural Dimensions Theory (한국과 중국의 오픈마켓 사용자의 만족에 영향을 미치는 요인에 대한 비교 연구 : Hofstede의 문화차원 이론을 중심으로)

  • Yan, Guo;Ahn, Hyunchul
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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    • pp.193-210
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    • 2013
  • China has emerged as the world's factory since the economic reform in 1987, and the Chinese economy has been growing at a rapid pace. Now, China is considered as one of the biggest markets in the world. Thus, many Korean IT service companies including open market operators have interests in expanding their business into China. However, to be successful in Chinese online shopping market, Korean open market operators should check the cultural differences between the online shoppers in Korea and China at first, Under this background, this study proposes the factors affecting user satisfaction in open market services based on the revised Delone and McLean model. Then, it investigates the differences in the effects of these factors across Korea and China. For empirical analysis, we collected the survey data from open market users in both countries, and applied multiple regression analysis to the data. As a result, we found significant differences between Korean and Chinese open market users. Also, we found that most of these differences could be explained using Hofstede's Cultural Dimensions theory. The findings of this paper imply that Korean and Chinese users may respond differently to IT services, though Korea and China are geographically close and share a similar cultural background.

MMORPG의 Version Up 전략을 통한 이용자 유지 - System Dynamics 기법을 활용한 업데이트(Update)와 CRM전략 분석 -

  • No, Tae-Woo;Baek, Ok-Hui;Lee, Sang-Geun
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.383-393
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    • 2008
  • Online games are the popular topic due to the increased total online game market volume nowadays. And many studies on online games are released. But most studies used the questionnaire method that reveals only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamical changing issues like a product life cycle and changes in customer's mind Because of this, we studied on online games with the system dynamic model which can show dynamic simulations to analysis time series data. We chose MMORPG (Massively Multi-play Online) RPG (Role Playing Game) in sort of online games because it has many absorbing factors and enthusiastic users. We designed the simulation model which analyzes the influences of update and CRM strategy on users. We put the game developer who is ready for updated version game and released that periodically and focused on dormant users who used to be enthusiastic about MMORPG. The simulation results showed that the update has positive influences on new users gathering and hold established users. And CRM strategies help to prevent dormant users from transferring to rivals by offering them re-absorbing factors. Through this study, we confirmed the importance of update on online games and the necessity of introducing CRM strategy in the online game market.

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Promoting Arbitration System in The Era of Digital Economy (디지털 경제시대의 중재제도 활성화 방안)

  • Kang Lee-Soo
    • Journal of Arbitration Studies
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    • v.15 no.3
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    • pp.3-25
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    • 2005
  • The companies' management strategies of the electronic commerce market are different from those of the traditional market. The main difference between the electronic commerce market and the traditional market is an IT network system which is a companies' management strategies in the electronic commerce market. This study focuses on the examination and analysis of the companies' management strategies which are constituted through influence on the effectiveness of the IT network system in the electronic commerce market and Promoting Arbitration System in The Era of Digital Economy this study is to introduce several alternative policies of the Government and companies to such formated IT network system of the electronic commerce market in the future. It's also suggested that the Korean Commercial Arbitration Board (KCAB) fully cover consideration and arbitration, while KCAB for Electronic Commerce activates its proper role of consulting and ad hoc arbitration by using electronic information. E-commerce sets up the probability that its merchants and customers will not exist in the same legal jurisdictions. The confusing application of laws and wide geographical dispersion of these parties will necessitate a faster and cheaper dispute resolution methodology. Therefore, online ADR may be effective for e-commerce dispute resolution. The examples of online ADR operation are the cyber mediation of Electronic Transaction Dispute Resolution Committee, the cyber mediation of Korean Commercial Arbitration Board, the cyber mediation of Click N Settle, the online ADR of BBB online, and the cyber arbitration of virtual Magistrate. The paper points out the last one as the most desired practice. This study results are how to minimize the disputes and the method of dispute settlement. Therefore, a role of arbitration proposed and emphasized. To protect the dispute in advance, it's suggested to revise rules timely following on technical changes, and emphasized that the dispute has to lead to arbitration settlement not for consuming unnecessary time and finance for enterprises and consumers.

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Does Internet Increase the Market Efficiency? (인터넷이 시장의 효율성을 증가시키는가?)

  • Lee, Ho-Geun;Lee, Ran-Hui
    • Information Systems Review
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    • v.3 no.1
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    • pp.3-18
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    • 2001
  • The Internet is taking up every single life of us with a huge speed of growth. If the ideal market called 'perfect competition' in economics will ever come true in this digital world, the sellers won't be able to have monopolistic profits above the marginal cost any more, letting the resource allocation much more efficient. This paper attempts to test whether this theory is true in e-market as well through observing price differences between online and offline retailers of extremely homogeneous products, CDs. Since most results from previous research were supporting the inefficiency of e-market in price level, price adjustment, and especially price dispersion, this article designed the research methodology most carefully. The results of pervious works are partly due to the immaturity of the Internet market or due to the uniqueness of the American CD market, where oligopolistic market players are significantly dominant. The analysis of price data of 20 titles from 20 retailers for five weeks supports that online market is more efficient than offline market with statistical significance in all the three dimensions. We could conclude that the e-market is going much more efficient at least compared to the offline market and the more would it be unless the sellers resist and prevent comparison-shopping.

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An Analysis of Changes in Korean Online-game Market : Focusing on Azuma Hiroki's Postmodern Consumption Theory (국내 온라인게임시장 변화에 대한 분석 : 아즈마 히로키 포스트모던 소비이론을 중심으로)

  • Kim, Ye-Sol;Jin, Hyun-Joung
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.665-680
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    • 2020
  • This study analyzed changes in Korean online-game market from RPG to MOBA and FPS/TPS genre, based on Azuma Hiroki's database consumption theory. After selecting the representative game for each genre: World of Warcraft, League of Legends, and Overwatch, we analyzed the games' story, characters, progress, and simulacre produced by game users. The results of this study confirmed that changes in popular genre in the domestic online-game market proceed from consumers' verging toward database consumption. We also found that Korean game users prefer smaller stories and characters based on database, and that consumers have produced more rigorous simulacre than those in other cultural areas and re-databased it for next consumption. This study is the first to analyze changes in the domestic online-game market and adds a contribution to the literature in terms of incorporating Azuma Hiroki's consumption theory into the domestic game market.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.