• Title/Summary/Keyword: Online market

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Post Corona, Online Art Market after Covid19 (포스트 코로나, 코로나 이후 온라인 미술시장)

  • Kwon, Eun Yong
    • Trans-
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    • v.10
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    • pp.15-29
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    • 2021
  • After the coronavirus pandemic, quarantine or social distancing was required for public health and almost all international exchanges were restricted. Those changes affected huge peoples lifestyle including a way of behaving, purchase and even old habits seemed unable to change. The art market also faced many changes. Art fairs are the primary sectors in the art market but restrictions on gathering and exchanges between countries have primarily affected the size and the type of event. Online platforms are rising, art fairs opened online viewing rooms on the internet instead of booths in the convention center. Even galleries opened their own viewing rooms or renewed online pages to promote artworks and communicate with customers. In this paper, we will examine the effects of Corona on the art market and will seek a way to react to those changes and challenges.

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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Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

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.

The Study on Evolutionary Process of Online-Game Companies' Alliance Strategy for Product Diversification (온라인 게임 기업의 제품 다원화를 위한 제휴 전략 진화에 관한 연구)

  • Chang, Yong-Ho;Joung, Won-Jo
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.57-68
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    • 2011
  • This study approaches how newly emerged game companies has implemented strategies for product diversification according to market growth cycle(beginninggrowing-mature) by empirical case study through evolutionary theory and resource based theory approach. At the beginning, online game companies had grown with different strategies(technology based, service based) by initial condition(genre, technological level, user attribute). After market growth, for product diversification, these companies carried out path-dependent alliance strategy(complementary, competitive) depending on resource base(technology capacity, service capacity based). As online game market getting mature, these companies has adapted flexibly in responding to market growth cycle by integrated strategy(naturally selected to mobilize every possible resource capability). By analyzing the alliance strategies pattern of online game companies in newly emerged game industry according to market growth cycle through combination of resource based theory and evolutionary theory, these results suggest that new industrial, theoretical, policy model is required.

A Study on the Effect of the Attributes of Online Food Market on Behavior Intention - An Analysis of the Moderator effect on the consumption tendency -

  • Park, Eun-Ok;Park, Min-Yeong
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.3
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    • pp.191-199
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    • 2019
  • This study is about online purchases of foods that have been reluctant to deal with distribution processes and reliability issues. We find out that attributes of the online food market affects behavior intention and whether it differs according to consumption tendency. A survey was conducted on consumers who had ever purchased food online for hypothesis testing. Reliability and feasibility were reviewed for the collected data and the hypothesis was verified through structural equation model analysis. While product diversity, product information and customer service factors of the online food market significantly affect behavior intention, price is not. We identified differences in the impact of behavior intention on consumption tendencies. For the Gaseongbi group, only the product information factors have significant effect on behavior, and for the Gasimbi group, the price and customer service factors have a significant effect on behavior intention. The findings provide theoretical and practical implications for marketers to study various marketing method based on consumer tendencies.

Dynamic Growth of On-Line Shopping and its Implication on the Channel Policy: The Case of South Korea (온라인 쇼핑의 동태적 성장과 유통정책에 대한 함의)

  • Lee, Dong-Il;Suh, Yong-Gu
    • Journal of Distribution Research
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    • v.15 no.5
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    • pp.127-153
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    • 2010
  • This study explores the locomotives of the growth in the Korean online shopping industry upon the theoretical basis based on the last 10 years' rapid changing environment. This attempt reveals the counter-arguments against preemtive effects based on the observation of reintermediation process in the online industry. We reviewed the NEBIC model proposed by Wheeler(2002) and propose the growth model, double helix framework based on the dynamic capability view. Furthermore the relevance of the proposed framework was validated with the review of last 10 years' sales and market share data in the online shopping industry. Meanwhile we found the limits of online market growth with the open market domination. So future of the online shopping retailers is depending on the development of the channel functions and merchandising on the basis of self-capability. Based on the tentative conclusion, we also suggest implications for the policy makers. Firstly policy facilitating the specialization of the power sellers incubased in the open market is necessary for the sustainable online market growth. And the establishment of the control tower is suggested to coordinate the consistency of the policies and regulations. And the device of the incentive is also proposed to strengthen the open markets' function to facilitate the small and medium online merchants.

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The Solutions of Problems in E-Commerce in China (중국 전자상거래의 문제점과 해결방안)

  • Choi, Seok-Beom;Lee, Young-Chan
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.187-210
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    • 2006
  • China continues to experience an expansion of its e-Commerce industry. This is true both for B2C and for B2B sectors. B2C websites are created by various players. B2C E-commerce is divided into three categories in China: online direct sale, online retail, and online booking services. Online retail remains the major form of B2C business, and online booking services and online direct sale also maintained rapid growth. The rapid growth of B2C E-commerce in China was due to three factors. Firstly, the number of Internet users is increasing, which expands E-commerce user base. Secondly, users' acceptance and recognition of E-commerce are gradually increasing. Lastly, improvement on payment, logistics and credit also provides a better and better industrial environment for B2C e-commerce. The B2C sector has seen a low transaction volume in spite of its large number of websites. The B2B sectors has seen a higher transaction volume and more stable growth than the B2C sector. There is a wide range of the total market size estimated by different sources. China's C2C market witnessed rapid growth in 2005, the market growth may slow down in 2006 and 2007, due to heavy market competition, challenges to the business model and slow corporate user growth. But there is the bottlenecks in E-commerce in China. The purpose of this paper is contribute to development E-commerce in China by finding the solutions of the bottlenecks in E-commerce in China.

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An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. 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 online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

Understanding Information Asymmetry among Investors in Online Trading Environment

  • Lee, Posang
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.1
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    • pp.139-146
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    • 2016
  • In this paper, we analyze the information asymmetry among investors in online trading environment using rumors which are collected in the Korean stock market for the eleven-year period between January 2004 and December 2014. We find that cumulative abnormal return of sample firms is negative and statistically significant, indicating that a significant fall of the stock price starts before the online disclosure, suggesting that the rumors were reflected in the stock price to a significant extent. Furthermore, individual investors show net purchases on firms prior to disclosure while institutional investors show net sales, showing that individual investors trade unfavorably vis-$\grave{a}$-vis institutional investors. This phenomenon is more evident for the KOSDAQ. This result confirms that the information asymmetry exists between individual and institutional investors in online trading environment.