• Title/Summary/Keyword: Online market

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Social Network Online Game to the development of online games (국내 온라인 게임의 SNOG로의 발전 방향)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.423-428
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    • 2012
  • By shifting web2.0 users who share information from passive consumption and create their own information and exchange in the form of an active and visible appearance was changing. Most simply and easily with features that can be accessed. SNS is native to Korea me2day, Cyworld, (c) Logs and foreign SNS of Facebook, Twitter and a surge in user FramVille, Mafia War's Game, and many users use to SNG are. SNG's compared to the foreign national is active and not yet is a step. The domestic market, the benefits of this game online games and SNS in vogue these days to incorporate the concept in the market for a new form of the domestic game that the game, SNOG (Social Network Online Game, social networks, online games) to the expansion of flexible development direction, Expand accessibility, expansion of social skills is to present to the three.

A Comparative Study on Players' Satisfaction, Trust toward Game Publishers, and Roles of Community in Korean and Japanese Online Game markets (한국과 일본 온라인 게이머의 게임 만족도, 신뢰도, 온라인 게임커뮤니티 인식에 관한 실증적 비교연구: 멀티그룹 공분산 구조분석을 중심으로)

  • Um, Myoung-Yong;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.1
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    • pp.103-125
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30million in Japan in 2005. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little theory has been developed about which factors influence online gamers' behavioral intentions (i.e., loyalty, satisfaction, words of mouth, etc.) in this area. The purpose of this research is to investigate the relationships among the gamers' satisfaction, trust toward game publishers, the role of online game community, social reputation, and the managerial support of game publishers. We also examine the differences between Korean and Japanese gamers concerning the relationships of these key success factors. The structural model is tested with the data from entire data samples (i.e., Korean and Japanese gamers pooled together) and each of the sub-samples (i.e., Korean and Japanese gamers taken separately). Properties of the causal paths, including standardized path coefficients, the significance of difference, and variance explained for Trust and Satisfaction in the hypothesized model, are presented. Following the model test, we conduct a test of the differences in path coefficients between Korean and Japanese gamers. Statistical results show that, compared to Japanese gamers, Korean gamers had a greater salient effect on Social Reputation in determining. Trust, in addition to placing a greater emphasis on Support of Game Publishers in determining Social Reputation. Other interesting results concerning game Publishers' strategy are also presented.

The Size Specification by Catalogue and Online-order for Apparel(Part I) - the Catalogue and Online-order Market Compared between Korea and the U.S. Through the Surveys Using PC-Network - (통신판매용 의류제품의 사이즈 체계에 관한 연구(제1보) -미국과 한국의 통신판매 이용현황 비교분석 : PC통신을 이용하여 -)

  • 최혜선;김선희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.5
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    • pp.585-596
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    • 1998
  • This report gathers data on current catalogue and online order market in the apparel products in order to: 1) identify the current status and critical issues in this area, and 2) identify the differences between the department store markets and the domestic markets on catalogue and online order. In addition, it collected the information on consumer shopping behaviors through surveys in both Korea and the U.S., in order to: 1) compare the consumer behaviors between both countries, and 2) identify any correlations with demographic factors such as sex, age, marriage status, income, education. This was discovered by means of the collected data that in Korea there were the problefls related to the apparel products and the apparel size specification, and related to the p.c.-network. Also in Korea the department store companies do not have properly worked out size specifications and are more likely to use 'freesize' categories, while in the U.S. and Europe the reverse was found and the size specification gave more detailed information. Results of the questionnaire suggested that the U.S. was superior in the almost part of questionnaires especially in terms of the user's experience and satisfaction with catalogue & online order in apparel. Additionally, the U.S. had 2.5 times more catalogues and online sites and those were more frequently used compared to those in Korea. The consumer shopping behaviors in Korea showed a correlation with sex, age, job, marriage status and income. And there were significant correlations with education, sex and income in the U.S.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

Decision Rules of Intelligent Agents for Purchase Pricing Decision (거래가격 결정을 위한 에이전트의 의사결정규칙에 대한 연구)

  • Chu Seok-Chin
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.55-74
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    • 2005
  • In order to purchase a product cheaper, a lot of customers have been trying to search one or more marketplaces. Ever since the commercial use of the Internet, several types of marketplaces have been operating successfully on the Internet. Some of them are online shopping malls, auction markets, and group-buying markets. They have the price settlement mechanisms of their own. Online shopping malls where many stores are located support a customer to purchase the product that matches his/her requests such as price, function, design, and so forth. In online auction market, a customer can buy the product by making bids sequentially and competitively until a final price is reached. In online group-buying market, a customer can purchase the product by aggregating the orders from several buyers so that cheaper prices can be negotiated. The cheaper customers could purchase the same product item, the more satisfied they would be. However, it is very difficult for the customer to determine the marketplace to purchase, considering different kinds of marketplaces at the same time. Even though the purchasing price is cheapest in one marketplace, it is very difficult for customers to convince it the cheapest for all marketplaces. Therefore, rules and methods have been developed for purchase decision making in multiple marketplaces to reach the optimal purchase decision as a whole. They can maximize customer's utility and resolve the conflicts with other marketplaces through multi-agent negotiation.

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Job type for recruitment, job function change and education direction in the fashion industry along with the growth of the online market (온라인 시장의 성장에 따른 패션산업 내 채용직종 및 직무 변화 및 교육방향)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.3
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    • pp.75-87
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    • 2020
  • As the online industry is vitalized by the fashion market, there is a tendency to believe that the recruitment of manpower in the online distribution field is increasing. Thus, this study attempts to analyze the job types and job functions for recruitment in the fashion industry based on job search sites and based on this, suggest an educational direction within the department of fashion design. First, when examining the size (number of employees) of fashion companies that posted jobs, the fashion companies with 30 or fewer employees accounted for 60.7% of the postings, and the location of the fashion companies was most commonly in Seoul with 144 companies located in Gangnam (Seocho-gu, Gangnam-gu). As for the recruitment conditions of the fashion companies, "academic level-irrelevant" was the highest with 42.6%, and in terms of gender and age, 59.3% of the cases were marked as "gender and/or age-irrelevant". Examining the types of jobs for recruitment in the fashion industry, fashion designers were the most popular at 52.6%, followed by on and off-line companies' MD, VMD, and stylist in that order. In the results of examining job function change, it is thought that the fashion design department should have basic educationon in that respect.

SOPPY : A sentiment detection tool for personal online retailing

  • Sidek, Nurliyana Jaafar;Song, Mi-Hwa
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.59-69
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    • 2017
  • The best 'hub' to communicate with the citizen is using social media to marketing the business. However, there has several issued and the most common issue that face in critical is a capital issue. This issue is always highlight because most of automatic sentiment detection tool for Facebook or any other social media price is expensive and they lack of technical skills in order to control the tool. Therefore, in directly they have some obstacle to get faster product's feedback from customers. Thus, the personal online retailing need to struggle to stay in market because they need to compete with successful online company such as G-market. Sentiment analysis also known as opinion mining. Aim of this research is develop the tool that allow user to automatic detect the sentiment comment on social media account. RAD model methodology is chosen since its have several phases could produce more activities and output. Soppy tool will be develop using Microsoft Visual. In order to generate an accurate sentiment detection, the functionality testing will be use to find the effectiveness of this Soppy tool. This proposed automated Soppy Tool would be able to provide a platform to measure the impact of the customer sentiment over the postings on their social media site. The results and findings from the impact measurement could then be use as a recommendation in the developing or reviewing to enhance the capability and the profit to their personal online retailing company.

The Impact of Initial eWOM Growth on the Sales in Movie Distribution

  • Oh, Yun-Kyung
    • Journal of Distribution Science
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    • v.15 no.9
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    • pp.85-93
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    • 2017
  • Purpose - The volume and valence of online word-of-mouth(eWOM) have become an important part of the retailer's market success for a wide range of products. This study aims to investigate how the growth of eWOM has generated the product's final financial outcomes in the introductory period influences. Research design, data, and methodology - This study uses weekly box office performance for 117 movies released in the South Korea from July 2015 to June 2016 using Korean Film Council(KOFIC) database. 292,371 posted online review messages were collected from NAVER movie review bulletin board. Using regression analysis, we test whether eWOM incurred during the opening week is valuable to explain the last of box office performance. Three major eWOM metrics were considered after controlling for the major distributional factors. Results - Results support that major eWOM variables play a significant role in box-office outcome prediction. Especially, the growth rate of the positive eWOM volume has a significant effect on the growth potential in sales. Conclusions - The findings highlight that the speed of eWOM growth has an informational value to understand the market reaction to a new product beyond valence and volume. Movie distributors need to take positive online eWOM growth into account to make optimal screen allocation decisions after release.

The Advance Strategy into North America through MMORPG User Analysis (MMORPG 사용자 분석을 통한 북미진출 전략)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.215-222
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    • 2007
  • As Korean online game market is saturated, Korean online game companies are trying to push into North American market. In order to succeed in foreign markets, understanding of user characteristics in that country is most important. In this study, investigation on user characteristics has been performed using user DB from A online game and B online game. They are currently in service by M company in America. Connection time, payment, and royalty are analyzed as a results. Based on the analysis, several advance strategies into North America are suggested. This results could be very useful for Korean MMORPG company to try to push into North America.

A Case Study on Business Continuity following the Establishment of a Soho Fashion Shopping Mall: Longitudinal Research (소호패션쇼핑몰 창업 후 사업지속에 대한 사례연구: 종단적 연구를 중심으로)

  • Mi Young Son
    • Human Ecology Research
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    • v.62 no.1
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    • pp.1-13
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    • 2024
  • This study analyzed the current operational status, business continuity, and business continuity strategies of 11 Soho fashion shopping malls through a longitudinal case study (2019/2020 and 2022/2023). The aim was to determine how Soho fashion shopping malls are continuing their business having been successfully established in the fiercely competitive current online fashion market. Regarding changes in shopping mall operation status, all cases displayed changes in items, distribution channels, marketing channels, core values, and profit structures. After establishing the businesses, a crisis arose due to the COVID-19 pandemic, leading to difficulties in creating new customers. Moreover, there was excessive business expansion, resulting in saturation of the online platform store market. This meant companies were experiencing reduced sales (5) or difficulties in maintaining their business (3). However, there were differences in the direction of overcoming the crisis and continuing or converting the business. These revealed that to continue the business after successful establishment of an online fashion shopping mall, it is essential to have the expertise of entrepreneurs, work performance, and marketing ability, as well as differentiation capabilities such as product power and management strategy and core competitiveness that provides a relative advantage over other shopping malls. Customized government support at the level of the start-up ecosystem is also essential for the survival and business continuity of a SOHO online fashion shopping mall with poor human and material resources.