• 제목/요약/키워드: Online market

검색결과 1,052건 처리시간 0.024초

신선물류 취급 온라인 쇼핑몰업체의 활성화 방안에 대한 연구 (A study on the Activation Plan for On-line Shopping Mall handing Fresh Logistics)

  • 박성훈;남태현;차영두;이수환;여기태
    • 디지털융복합연구
    • /
    • 제15권8호
    • /
    • pp.103-114
    • /
    • 2017
  • 본 연구는 최근 성장 중인 온라인 신선식품 분야에서 서비스를 제공 중인 주요 기업들의 현황을 파악하고, 경쟁력과 문제점을 실제 이용자에 대한 설문을 통해 분석하여 향후 사업방향을 제시하고자 했다. 현재 온라인으로 신선식품을 판매 중인 기업들의 현황과 시장상황을 살펴보기 위해 신선식품을 판매하고 있는 온라인 쇼핑몰을 대상으로 하여 BCG매트릭스 분석을 실시하였다. 또한 IPA분석을 활용하여 실제 구매자가 인식하는 신선물류에 대한 만족도와 중요도를 측정하여 연구결과를 도출했다. 먼저 BCG매트릭스를 적용한 결과, 쿠팡을 제외한 나머지 기업들은 새로운 성장방안이 필요하다는 점을 알 수 있었다. 한편 IPA분석 결과에서 나타난 비우선순위와 과잉영역에 소모되는 비용을 최소화 시키고, 유지 강화영역과 중점투자영역에 대해 투자함으로 신선물류시장에서 경쟁력을 확보해야한다는 시사점을 제시했다. 본 연구는 온라인 신선식품 주요 기업들을 대상으로 하여 보편적인 개선방안을 제시하였으나 향후 연구에서는 각각의 기업들을 대상으로 분석 표본을 확대 및 세분화하여 표본에 따른 경쟁력 제고방안 연구가 필요하다고 사료된다.

온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 엄명용;김태웅;김정구
    • 경영과학
    • /
    • 제22권1호
    • /
    • pp.47-66
    • /
    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream 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 the market, 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 in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구 (An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games)

  • 엄명용;김태웅
    • 기술혁신연구
    • /
    • 제12권1호
    • /
    • pp.241-269
    • /
    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed 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 the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n 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' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

  • PDF

온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로 (An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence)

  • 김태웅;엄명용
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 2004년도 추계학술대회 및 정기총회
    • /
    • pp.200-218
    • /
    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed 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 the market, 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 relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

  • PDF

Critical Factors Influencing Consumer Online Purchase Intention for Cosmetics and Personal Care Products in Vietnam

  • NGUYEN, Lan;LE, Hoa Chi;NGUYEN, Thuy Thu
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제8권9호
    • /
    • pp.131-141
    • /
    • 2021
  • With the rapid development of the Internet, online shopping has grown so fast that almost any good or service can be sold online today. The popularity and rapid growth of e-commerce signal a huge market opportunity for e-retailers. From the organizational perspective, it is necessary to evaluate and explore what drives customers to buy their products or to use their services. This study, therefore, aims to explain the online purchase intention and its determinants of Vietnamese customers for cosmetics and personal care products. Quantitative data was collected from an online survey conducted among university students, then was put into SPSS and AMOS for further analysis. Descriptive statistics, Cronbach's alpha test, exploratory factor analysis (EFA), regression analysis, and SEM were used to examine data from 434 valid answers. The research findings reveal that four factors positively affect purchase intention: Shopping enjoyment has the most significant impact, followed by trust, benefit, and website quality. On the other hand, perceived risk negatively influences purchase intention. While the cosmetics and personal care industry is thriving with a huge number of producers and consumers throughout the world, this study contributes to the existing literature in terms of capturing customers' needs and developing effective strategies to attract more online users.

Advantage of Online Platform of the Real Estate and Its Marketing Strategy

  • Samha, HA;Jaewoong, WON
    • 산경연구논집
    • /
    • 제14권3호
    • /
    • pp.1-8
    • /
    • 2023
  • Purpose: One of the eldest businesses in the realm is the real estate market and it has been dominated by offline sales and marketing tactics for decades. However, the home-buying process today is made simpler and more effective for purchasers thanks to internet platforms. This study is to investigate in terms of advantage of online platform of the real estate and its marketing strategy. Research design, data and methodology: For checking and collecting proper literature resources, content literature investigation used and it would be fitted for this research based on numerous prior studies in the realm of marketing strategies and online platforms of real state. Results: Online real estate platforms provides the availability of a broad range of properties for buyers and sellers, and connects buyers and sellers with nearby real estate mediators and agents. Finally, we figured out that utilizing real estate agents might have a huge positive impact on real estate agents. Conclusions: As online platforms become increasingly popular for real estate professionals, practitioners must be aware of the changes in technology and the resulting implications for how they market and sell property. Future research should explore the effect of online platforms on customer satisfaction and the overall accomplishment of real estate businesses.

온라인 아동가구 쇼핑몰 활성화 방안 (Activation Plan for Online Shopping Mall of Kids' Furniture)

  • 장은영;이상준;이경락;이상현
    • 한국인터넷방송통신학회논문지
    • /
    • 제15권1호
    • /
    • pp.291-298
    • /
    • 2015
  • 직접 실물을 보고 검토한 후 구매하려고 하는 소비자의 특성으로 인해 온라인으로 아동가구를 판매하는 것은 쉽지 않은 일이다. 본 논문에서는 아동가구시장의 온라인 쇼핑몰의 발전 방안을 마련하기 위해, 구매 전 소비자의 의향을 설문으로 확보한 후, 실제 판매데이터와 비교 분석하여, 소비자의 의향과 실제 판매된 자료와 어떤 차이점이 있는지를 분석하였다. 아동가구 온라인 쇼핑몰 서버의 데이터를 이용하여 사이트 방문횟수, 페이지 접속수, 페이지 체류시간, 쇼핑몰내 접속자 이동경로를 분석하였고, 또한 온라인의 어떤 광고를 통하여 고객이 유입되는지 분석하였다. 분석결과 온라인으로 아동가구를 구매하는 소비자들의 디자인, 가격할인, 브랜드 인지도, 실용성에 대한 요구를 파악할 수 있었다. 아동가구 온라인 쇼핑몰 경쟁력 강화를 위해 온라인상의 가구 체험강화, 제품의 차별화전략, 고정고객의 확보의 필요성을 제시하였다.

Mediating Effect of Information Sources and Platform Characteristics in E-commerce: A Comparison between Korea and China

  • Da-Sol Lee;Je-Man Boo
    • Journal of Korea Trade
    • /
    • 제26권7호
    • /
    • pp.185-202
    • /
    • 2022
  • Purpose - As overseas direct purchase transactions using e-commerce increase, the scale and scope of international trade are diversified, and the transaction volume using online platforms in e-commerce is increasing. The e-commerce market share will become more important because it is not only a medium connecting B2C, but also because it will expand the scope of trade. This study aims to reveal the factors that influence purchase intention according to Korean-Chinese consumers in e-commerce. In addition, the study has comprehensively confirmed the influence between each factor in the e-commerce environment by integrating and analyzing the characteristic factors of online information sources and platforms in one structural equation. Finally, the study confirmed that there is a significant difference in the influence relationship between Korean and Chinese consumers. Through this, the study will contribute to content production in the e-commerce market according to the target market and the expansion of the mutual entry of Korea and China. Design/methodology - This study aims to confirm the mediating effect of the details of the online information source characteristics and platform characteristics when the perceived quality affects purchase intention. It is confirmed that the factors affecting Korean and Chinese consumers differ. Findings - It was confirmed that differences exist according to the group of Korean or Chinese consumers for the entire research model. In the case of Korean consumers, the mediating factors when perceived quality affects purchase intention are expertise, reliability, entertainment, informativity, and convenience; in the case of Chinese consumers, the factors are expertise and informativity. Originality/value - This study proved that Korean and Chinese consumers cannot be regarded as having the same characteristics, and therefore, strategies aimed at each e-commerce market should be differentiated. In addition, although previous studies on online information sources and platform characteristics were not integrated, this study confirmed a significant influence relationship among the factors that could affect purchase intention in the actual e-commerce environment.

ODR 관련 규정체제에 관한 논의 (A Debate on Regulatory Framework for Online Dispute Resolution)

  • 김선광
    • 통상정보연구
    • /
    • 제9권1호
    • /
    • pp.277-295
    • /
    • 2007
  • This paper presents the ODR phenomenon with a specific focus on regulatory problems. It argues that the current regulatory framework for online dispute resolution is, to a large extent, defective. Existing deficiencies result not only from a lack of comprehensive ODR law, but also from the weakness of the other modalities of regulation : norms and market. The current today's approach to regulating ODR has been unsuccessful, and it is time to re-examine that position. I would like to say that suggesting details of the optimal ODR regulatory framework is beyond the scope of this paper. From a broader perspective, the field of ODR seems to be not sufficiently regulated. Neither by law, nor by the restrains set by other norms or market. Given the current weakness of the modalities of regulation, online dispute resolution requires greater institutional and international support. It appears that adoption of internationally harmonized ODR law would not hamper the development of norms and market, but rather support their proper growth. As a result, the co-regulation approach recommended in this paper is different from both traditional state-oriented models of regulation and self-regulatory systems. Arguably, this co-regulation approach is the optimal model for regulation of online dispute resolution under current circumstances.

  • PDF

Government Support for Entrepreneurship Damage to Small Retail Traders from Large Wholesalers' Online Business Expansion

  • Suh, Geun-Ha;Kim, Mi-Gou;Suh, Chang-Soo
    • 유통과학연구
    • /
    • 제13권12호
    • /
    • pp.13-21
    • /
    • 2015
  • Purpose - The purpose of this research paper is twofold. First, this paper attempts to grasp the damage caused to small and medium-size retail traders from online wholesalers in the field. Second, this paper engages in a psychological characterization of the enterprise spirit and the management of small and medium-size entrepreneurs in the retail trade business that are harmed by online wholesalers. Research design, data, and methodology - Data on three large Korean wholesalers engaged in ongoing litigation during the first half of 2014, including E-Mart Traders E-Club, and regarding applications for business adjustments from three large wholesalers were used. Results - The results show that small and medium-size distribution merchants seek political support for facility modernization, policy-specific funds, development of the distribution of PB products, advanced distribution techniques, joint logistics systems, establishment of distribution and logistics centers, sharing of parking facilities, and joint ordering systems. Conclusions - This study examined the damage to, and the government's support of policy demands from, small retail traders.