Purpose - The study analyzed 90 online firms worldwise and observed them for ten years to investigate their investments and firm performance variabilities. This study attemped to verify the existence of agency problems in online firms. Through this, the paper intends to expand the scope of research in the fields of investment and firm value both empirically and in theory. This study also attempted to supplement the insufficient logic of previous studies by analyzing the relationship between investment and profitability. Design/methodology - In this study, the investment is subdivided into over-, under-, and neutral investments, and an empirical analysis of the firm performance was conducted. As investment generally has long-term effects, the impact of a firm's investment on future firm performance and variabilities in firm performance was considered over the short-and medium-term period. Findings - It was found that there was a negative relationship between firms with an overinvestment and future firm performance. Underinvestment has no clear statistically significant results on firm performance. This implies that overinvestment causes more reduction in future firm performance than underinvestment. It was also found that underinvestment and overinvestment significantly increased the variability of firm performance. A positive significance was found between under- and over- investment with a variability of 3 years and overinvestment with a variability of 4 years in the future. A negative relationship was found between neutral investment propensity and future performance variabilities. Neutral investment has less effect on the future performance variability of a firm than a firm's overinvestment and underinvestment. For online firms, underinvestment and overinvestment have a greater effect on the firm's future performance variability than neutral investment. Originality/value - The agency theory predicts that information asymmetry and adverse selection problems exacerbate conflicts of interest among stakeholders, thus firm performance. The study contributed to accumulating research on online firms that are currently underexplored by analyzing the investment behavior of major firms in the online industry.
In this letter, we propose a new online buffer management algorithm to simultaneously provide diverse multimedia traffic services and enhance network performance. Our online approach exhibits dynamic adaptability and responsiveness to the current traffic conditions in multimedia networks. This approach can provide high buffer utilization and thereby improve packet loss performance at the time of congestion.
This study analyzed the effect of marketing ability of SMEs using online export marketing on market performance. Small and medium-sized enterprises (SMEs) are making efforts to expand their markets from the domestic market to the overseas market and increase sales. We studied the factors that can produce results in the fiercely competitive overseas market. A total of 400 export SMEs were surveyed, and 159 companies directly participating in online export marketing were selected as final targets. The survey was analyzed using SMART PLS 4.0 and SPSS 26.0 statistical programs, and research hypotheses were verified. The results of the study are as follows. First, it was found that the marketing ability of SMEs had a positive (+) effect on online export marketing. Second, it was confirmed that online export marketing had a significant positive (+) effect on market performance through its mediating role. In addition, the intensity of competition in the export market was found to have a moderating effect in online export marketing. The implications of this study are as follows. The theoretical basis was established that the marketing capabilities (product development capability, distribution capability, pricing capability, public relations capability) of exporting SMEs have a positive effect on overseas market performance through online export marketing. In the market, the use of online export marketing by SMEs can provide implications in that it can be an important means for overseas market development and performance. As a result, it is necessary to actively utilize online export marketing for SMEs to enter overseas markets and achieve results.
One of the most important reasons for using online game is intrinsic motivation which relates the drive to perform a behavior for perceptions of pleasure and satisfaction from the behavior itself. Therefore, most studies for using online game have been based on theories for intrinsic motivation such as flow. However, such theories have some limitations for explaining social aspects of online games such as Massively Multiplayer Online Role Game (MMORPG), which provides a society for game players by using a virtual space for playing games so called 'persistent world'. Adaptive structuration theory (AST) is one of trying to capture the change of using IT due to social interactions between users and system. In order to explain online game players' behavior considering social interaction, we suggest a research model based on AST. Our model aims to investigate the relationship between appropriation which is determined by faithfulness of appropriation (FOA) and consensus on appropriation (COA) and performance which is represented by the relationship among perceived winning, flow, and intention of reuse. An empirical test of our model for 125 MMORPG users which is analyzed by Partial Least Square method shows very satisfactory and interesting results. While hypotheses suggested in our model are supported, the influence of COA on game performance is shown to be stronger than that of FOA.
Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.
Work engagement and job burnout are crucial problems in Korea, particularly in the business environment, and they also indicate people's motivation. Online-based teams in e-business also have these issues. Especially the role of the leader in this new type of teams is more crucial for members' motivation, behavior, and performance. Contingency leadership theories posit that different situations need different traits or behaviors of a leader. For an online-based team, which is internet-based team in e-business, a leader should use specific communication strategies to enhance a team's performance and members' motivation. In an online-based team and an offline-based team, the ways in which leaders motivate members will be different. This paper suggests particular communicative strategies for leaders of online situations. Online-based team members communicate using mobile phones or IT tools, and leaders mayinfluences members in virtual meetings. Moreover, online-based leadership needs to be more entrepreneurial and risk encouraging, and less conservative than offline-based leadership. In addition, online-based leadership should be energetic, decisive, adaptable, and inspiring, and furtherutilize communication tools such as being more gregarious/talkative, assertiveness, linguistic diversity and affect. This paper explains the roles of communicative elements such as coordination, expression, direction-giving/uncertainty reduction, empathy, meaning-making, satisfaction, and competence to decrease job burnout and to increase work engagement. The purpose of this study is to suggest communication strategies' differentiated influences on work engagement and job burnout in an online-based team.
Purpose: This study investigated the relationship between satisfaction with fundamental nursing skills practicum, confidence in fundamental nursing skills performance and learning flow, and examined factors influencing satisfaction with practicum programs of fundamental nursing skills in face-to-face and online classes for nursing students amid COVID-19. Methods: The subjects of the study were 229 junior nursing students from two colleges of nursing located in D and C city, respectively. The collected data were analyzed with descriptive statistics, independent t-test, ANOVA, Kruskal-Wallis test, Pearson's correlation and hierarchical multiple regression, using SPSS/WINdows 23.0. Results: The subjects' satisfaction with practicum showed a high positive correlation with confidence in performance (r=.55, p<.001) and learning flow (r=.70, p<.001) in face-to-face classes, and their satisfaction with practicum showed a high positive correlation with confidence in performance (r=.56, p<.001) and learning flow (r=.73, p<.001) in online classes. The factors affecting the subjects' satisfaction with practicum were learning flow (β=.51, p<.001) and confidence in performance (β=.30, p<.001) for face-to-face classes, and motivation for application (β=.14, p=.034), learning flow (β=.58 p<.001) and confidence in performance (β=.19, p=.015) for online classes. These factors explained 53% and 60% of the satisfaction with practicum in face-to-face classes (F=23.07, p<.001) and online classes (F=20.66, p<.001), respectively. Conclusion: Learning flow and confidence in performance should be considered when developing learning strategy programs to improve nursing students' satisfaction with fundamental nursing skills practicum in both face-to-face and online classes.
Journal of Fisheries and Marine Sciences Education
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v.27
no.1
/
pp.108-114
/
2015
The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.
Qinglong Li;Jaeho Jeong;Dongeon Kim;Xinzhe Li;Ilyoung Choi;Jaekyeong Kim
Asia pacific journal of information systems
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v.34
no.1
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pp.226-247
/
2024
Most studies on recommender systems to evaluate recommendation performances focus on offline evaluation methods utilizing past customer transaction records. However, evaluating recommendation performance through real-world stimulation becomes challenging. Moreover, such methods cannot evaluate the duration of the recommendation effect. This study measures the personalized recommendation (stimulus) effect when the product recommendation to customers leads to actual purchases and evaluates the duration of the stimulus personalized recommendation effect leading to purchases. The results revealed a 4.58% improvement in recommendation performance in the online environment compared with that in the offline environment. Furthermore, there is little difference in recommendation performance in offline experiments by period, whereas the recommendation performance declines with time in online experiments.
International Journal of Computer Science & Network Security
/
v.22
no.9
/
pp.159-168
/
2022
No one denies the importance of online courses, which provide a very important alternative, especially for students who have jobs that prevent them from attending face-to-face in traditional classes; Engagement is one of the most important fundamental variables that indicate the course's success in achieving its objectives. Therefore, the current study aims to build a model using machine learning to predict student engagement in online courses. An online questionnaire was prepared and applied to the students of Jouf University in the Kingdom of Saudi Arabia, and data was obtained from the input variables in the questionnaire, which are: specialization, gender, academic year, skills, emotional aspects, participation, performance, and engagement in the online course as a dependent variable. Multiple regression was used to analyze the data using SPSS. Kegel was used to build the model as a machine learning technique. The results indicated that there is a positive correlation between the four variables (skills, emotional aspects, participation, and performance) and engagement in online courses. The model accuracy was very high 99.99%, This shows the model's ability to predict engagement in the light of the input variables.
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