• Title/Summary/Keyword: Online market

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How to Promote E-Commerce Exports to China: An Empirical Analysis

  • KIM, MIN JUNG
    • KDI Journal of Economic Policy
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    • v.39 no.2
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    • pp.53-74
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    • 2017
  • This paper focuses on the recent extraordinary growth of Chinese cross-border online shopping and draws implications for firm strategies and government policies in Korea to utilize the phenomenon as an opportunity to expand into a broader market via e-commerce exports. I conduct a survey of Chinese cross-border online consumers to identify constraining and determining factors during the stages of their purchase decisions of Korean products. Given the fact that Chinese cross-border online shopping is at the incipient stage and consumers have expressed a strong intent to repurchase, future strategies should focus on attracting new consumers. Accordingly, Korean firms should build a powerful brand image, improve product quality and post-purchase services, and take full advantage of the popularity of the Korean Wave. Meanwhile, the government must step up policy efforts by, for instance, improving e-commerce export statistics, simplifying logistics and clearance procedures, and building trust in Chinese consumers.

Antecedents and Consequences of Flow Experience in Online Movie Information Sharing Behavior: An Empirical Study of Young Chinese Moviegoers Living in Korea

  • Zhu, Zong-yi;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.141-153
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    • 2020
  • This study aims to understand the antecedents and consequences of flow experience in online movie information sharing behavior of young Chinese moviegoers residing in Korea to explore a potential market. We followed the Stimulus-Organism-Response (S-O-R) theory and flow theory approaches for developing measures of constructs and investigated previous related studies. This study collected 186 data from Chinses students who attend Korean university. Statistical analysis revealed that information seeking behavior and telepresence are related to online flow experience. In addition, the online flow experience affected consumer satisfaction and information sharing behavior. Flow experience also has been predicted the mediation effect between stimulus information seeking behavior, telepresence and satisfaction and information sharing behavior. Our research findings offer insights for marketers in the movie distribution business who are interested in a better understanding of the behaviors of Chinese moviegoers residing in Korea

Motivation of Emoticon Usage in Online Messenger Service: Focusing on Regulatory Focus (온라인 메신저 서비스에서의 이모티콘 사용 동기: 조절초점 성향을 중심으로)

  • Seo, Bong-Goon;Park, Do-Hyung
    • Knowledge Management Research
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    • v.21 no.2
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    • pp.101-118
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    • 2020
  • The usage of emoticons used in the online environment continues to increase, and also the market for emoticons is growing rapidly. Emoticons go beyond simply conveying the meaning of a message and play various roles such as smooth communication, pursuit of fun, and intimacy. In this study, we first identify the factors that motivate users to use emoticons in an online messenger service, and then determine whether the derived factors have a significant effect on emoticon usage. Furthermore, based on Regulatory Focus Theory, we will distinguish between the group of promotion focus and the group of prevention focus to see how the influence of motives on emoticon usage differs.

Machine Learning-Based Programming Analysis Model Proposal : Based on User Behavioral Analysis

  • Jang, Seonghoon;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.9 no.4
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    • pp.179-183
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    • 2020
  • The online education platform market is developing rapidly after the coronavirus infection-19 pandemic. As school classes at various levels are converted to non-face-to-face classes, interest in non-face-to-face online education is increasing more than ever. However, the majority of online platforms currently used are limited to the fragmentary functions of simply delivering images, voice and messages, and there are limitations to online hands-on training. Indeed, digital transformation is a traditional business method for increasing coding education and a corporate approach to service operation innovation strategy computing thinking power and platform model. There are many ways to evaluate a computer programmer's ability. Generally, piecemeal evaluation methods are used to evaluate results in time through coding tests. In this study, the purpose of this study is to propose a comprehensive evaluation of not only the results of writing, but also the execution process of the results, etc., and to evaluate the programmer's propensity habits based on the programmer's coding experience to evaluate the programmer's ability and productivity.

Analysis of New Market Structure Using Text Mining and Consumer Perceptions Map: The Case of the Korean Craft Beer Market (소비자 리뷰 텍스트마이닝을 이용한 신생 산업 시장 구조 분석: 국내 수제 맥주 시장의 경쟁 관계 및 시장 구조를 중심으로)

  • Lee, Yeon Soo;Kim, Hye Jin
    • The Journal of Information Systems
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    • v.30 no.2
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    • pp.189-214
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    • 2021
  • Purpose This paper aims to effectively utilize user-generated content (UGC) and analyze the market structure of a relatively new market which lacks rich user review information. Specifically, we propose a domain-specific text mining tool for the domestic craft beer market and visualize the market structure by incorporating how individual beer products are positioned in the perceptual map of consumers. Design/methodology/approach We collect user review information from Naver blogs, and extract words that describe beers. We identify semantic relationships between beer products through text mining, and then depending on these semantic relationships, construct a graph representing the market structure of the domestic craft beer market based on the consumer's perceptual map. Findings First, beer products produced in the same brewery are perceived as very similar to consumers. Second, only two products, 'Heukdang Milky Stout' and 'Gompyo', was noticeably distinguishable from other products. Third, even though 'Gyeongbokgung' is from a different brewery, it is located very close to the products of 'Jeju Beer' brewery such as 'Jeju Baeknokdam Ale' and 'Seongsan Ilchulbong Ale', which suggests the influence of 'landmark series.' We successfully show that our methodology effectively describes the market structure of the craft beer market.

Machine Learning Based Stock Price Fluctuation Prediction Models of KOSDAQ-listed Companies Using Online News, Macroeconomic Indicators, Financial Market Indicators, Technical Indicators, and Social Interest Indicators (온라인 뉴스와 거시경제 지표, 금융 지표, 기술적 지표, 관심도 지표를 이용한 코스닥 상장 기업의 기계학습 기반 주가 변동 예측)

  • Kim, Hwa Ryun;Hong, Seung Hye;Hong, Helen
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.448-459
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    • 2021
  • In this paper, we propose a method of predicting the next-day stock price fluctuations of 10 KOSDAQ-listed companies in 5G, autonomous driving, and electricity sectors by training SVM, XGBoost, and LightGBM models from macroeconomic·financial market indicators, technical indicators, social interest indicators, and daily positive indices extracted from online news. In the three experiments to find out the usefulness of social interest indicators and daily positive indices, the average accuracy improved when each indicator and index was added to the models. In addition, when feature selection was performed to analyze the superiority of the extracted features, the average importance ranking of the social interest indicator and daily positive index was 5.45 and 1.08, respectively, it showed higher importance than the macroeconomic financial market indicators and technical indicators. With the results of these experiments, we confirmed the effectiveness of the social interest indicators as alternative data and the daily positive index for predicting stock price fluctuation.

An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.

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.