• 제목/요약/키워드: Online quality

검색결과 1,335건 처리시간 0.026초

Case study: Grigon Entertainment's success and failure

  • 유병쥰;김관수;이준환
    • 벤처창업연구
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    • 제4권4호
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    • pp.71-88
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    • 2009
  • The Korean online gaming industry has seen rapid growth since the boom of information technology (IT) related industries, especially Internet and PC-bang or local area network (LAN) use, throughout the country. Online games are real-time games in which two or more players meet, compete, and cooperate in the same game space using the same communication network. Even though the growth rates of IT-related industries have recently slowed, the growth of the online gaming industry has increased, and Korean firms are expanding their businesses to countries all over the world. However, the online gaming industry is becoming an oligopoly, in which 4-5 leading companies occupy most online gaming markets. This situation presents a disadvantage to the Korean online gaming industry, since online players usually seek a diversity of online gaming contents and high quality online game services. Therefore, small- and medium-sized game developers must survive in this market by upgrading the quality of their online gaming services in an effort to provide differentiated goods and services in monopolistic competition markets. However, most venture companies in the online game industry, whether new or previously existing, are not able to obtain adequate financing. The objective of this paper is to examine the management environment for medium- and small-sized game developers in the Korean online gaming industry. By introducing the case of Grigon Entertainment, we try to identify the source of difficulty obtaining external financing for Korean venture firms in the online gaming industry.

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서비스품질과 기업특성이 지원 사업 활용 및 성과에 미치는 영향 연구 : 온라인 수출지원 사업을 중심으로 (A Study on the Effect of Service Quality and Company Characteristics on the Use and Performance of Supporting Projects : Based on online export support business)

  • 정복훈
    • 디지털융복합연구
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    • 제18권4호
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    • pp.45-53
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    • 2020
  • 4차 산업혁명의 도래로 산업의 중심축이 중소기업으로 이동하고 마케팅의 수단이 온라인이 중심이 되어가고 있다. 이에 본 연구는 중소기업의 온라인수출지원사업의 활성화 및 성과 창출을 위한 요소로 지원사업의 서비스품질과 기업의 특성을 대상으로 연구하였다. 연구는 정부의 온라인 수출지원 사업에 신청한 기업을 대상으로 설문조사를 통해 진행했다. 연구결과, 지원기관의 서비스품질 중 편의성을 제외한 신뢰성과 기업의 특성(CEO의 의지, 전문 인력의 보유)가 모두 서비스의 활용 및 성과에 유의한 영향을 미치는 것으로 확인되었다. 이에 따라 중소기업의 온라인 수출지원사업의 활성화를 위해서는 기업의 인적역량향상과 함께 지원기관의 서비스품질의 신뢰성 향상에 힘써야 한다. 본 연구는 기업의 역량강화를 위한 특성과 함께 지원기관에 요구되는 신뢰성의 중요함을 확인했다는 점에 의미가 있으며, 서비스 품질과 기업특성의 다양한 요소를 반영하지 못한 한계가 있다.

배달앱 서비스의 온·오프라인 품질요인이 지속이용의도에 미치는 영향 (The Effect of Online and Offline Quality Factors on the Continuous Intention to Use of Delivery App Services)

  • 이문봉;이옥
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.215-236
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    • 2020
  • Purpose/Design The purpose of this study is summarized as follows. First, we want to derive the quality dimension of the delivery app services based on the experience of the users of the delivery app. Second, we would like to identify the continuous intention to use, taking into account the integrated nature of online and offline quality. Third, the online and offline quality factors of the delivery app services shall be checked in an exploratory manner to see how they affect perceived value, satisfaction, and continuous intention to use. In order to demonstrate the purpose of this study, a self-report survey was conducted in which respondents directly responded. A questionnaire of 295 people was identified as a valid sample and used for the final analysis. Findings The summary of the hypothesis test results is as follows. First, the system quality among the online characteristics does not have a significant impact on both perceived values and user satisfaction. Second, the hypothesis that information quality affects satisfaction and perceived value was adopted. Third, the service quality was shown to be a significant factor affecting perceived value and satisfaction. Fourth, the delivery quality among offline characteristics was found to have no significant effect on perceived value and satisfaction. Fifth, the hypothesis test of commodity quality showed that both perceived value and satisfaction had a significant impact. Sixth, satisfaction in the delivery app service showed a positive effect on the continuous intention to use.

Diffusion Model을 활용한 온라인 게임 간 수요 확산패턴 연구

  • 최정욱
    • 한국품질경영학회:학술대회논문집
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    • 한국품질경영학회 2006년도 추계 학술대회
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    • pp.17-22
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    • 2006
  • Online game industry is one of the most value added industry and continues to grow rapidly nowadays. This paper classifies the diffusion patterns of online games according to online game genre, estimates coefficients of innovation and imitation using Bass model, extracts the Bass-based adoption life cycle model which reflects the properties of each game, and then analyzes the diffusion pattern of each game. Through the research on the diffusion pattern of online games, if we can identify the characteristics of changing market and consumers in accordance with the product life cycle, we will provide the implications to the marketing strategy, which have to change at every stage of adoption life cycle, not to mention to investment plan.

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서비스품질과 고객만족의 관계 (The relationship of the Service Quality and Customer Satisfaction)

  • 김세환
    • 산업융합연구
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    • 제10권1호
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    • pp.1-12
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    • 2012
  • The purpose of this study firstly shows the marketing current condition and features of large discount stores playing a big change role in the Korea domestic distribution market. Secondly, I will analyze the success factors of the online marketing. And then finally, I will derive implication regarding the using solution of the effective online marketing.

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A Study on the Effects of Quality Characteristics of Online Environment-Friendly Agricultural Products Shopping Malls affecting Customer Trust and Purchase Intention

  • PARK, Duk-Gun;SHIN, Choung-Seob
    • 동아시아경상학회지
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    • 제8권1호
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    • pp.1-19
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    • 2020
  • Purpose - This study is to classify quality characteristics of online environment-friendly agricultural products shopping malls into 6 categories and to empirically test their relationship with customer trust, perceived manageability, perceived utility and purchase intention. Research design, data, and methodology - This study targeted adults who have purchased ecofriendly agricultural production online malls for 4 weeks from September 3 to September 30, 2019. The survey type used was a structuralized self-report survey questionnaire made to meet the research purpose in 2019 as the time range. Out of 800 questionnaires, 500 copies are used after excluding surveys with insincere responses. Results - First, results to hypothesis 1, which was about independent variables and customer trust. Analysis showed that health, familiarity, platform reputation, reviews and product quality were found to have significant effect on customer trust; the hypothesis was adopted. On the other hand, system security did not affect customer trust significantly; it was rejected. Second, customer trust was shown to have significant effect on perceived manageability and perceived utility, so the hypothesis was adopted. Third, the hypothesis that perceived manageability moves onto perceived utility was adopted. Moreover, the hypothesis that perceived manageability moves onto purchase intention and the hypothesis that perceived utility moves onto purchase intention were adopted as well. Conclusions - Furthermore, the results of the study imply that it's imperative for online environment-friendly agricultural products shopping malls to consider their characteristics as the means to increase purchase intention of customers.

반려동물 온라인 쇼핑몰의 서비스품질이 고객만족과 충성도에 미치는 영향에 관한 연구 (A Study on the Effects of Service Quality Factors of Companion Animal Online Shopping Malls on Customer Satisfaction and Loyalty)

  • 이주헌
    • 벤처창업연구
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    • 제16권4호
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    • pp.179-193
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    • 2021
  • 개, 고양이 등과 같은 애완동물을 가족 구성원, 동반자의 개념으로 받아들이게 되어 반려동물로 부르는 일이 점점 보편화되게 되었다. 반려동물을 사람과 동일시하고 가족의 일원으로 대우하는 추세가 점점 확산되면서 사람들이 반려동물을 위한 음식, 건강, 여가 등에 더욱 신경 쓰게 되고 고가의 제품을 찾고 이와 연관된 비즈니스의 성장을 가속화시키고 있다. 본 연구는 반려동물 온라인 쇼핑몰을 방문한 고객들을 대상으로 온라인 설문을 진행하여 데이터를 수집하였다. 반려동물을 키우면서 반려동물 온라인 쇼핑몰에서 한 번이라도 구매해 본 사람들만을 대상으로 수집한 자료를 실증분석에 활용하였다. 205명의 설문지가 수집되었지만 불성실한 응답을 한 설문지를 제외하고 총 198부가 분석에 사용되었다. 본 연구를 통해 확인한 결과는 다음과 같다. 첫째, 탐색적 요인분석을 통해 반려동물 온라인 쇼핑몰의 서비스품질요인은 의사소통거래, 안전보안, 디자인, 정보제공의 4개 차원으로 구성됨을 확인할 수 있었다. 둘째, 반려동물 온라인 쇼핑몰 서비스품질요인인 의사소통거래, 정보제공, 디자인, 안전보안은 모두 고객만족에 유의한 정(+)의 영향을 주는 것으로 나타났다. 셋째, 반려동물 온라인 쇼핑몰의 고객만족은 충성도에 유의한 정(+)의 영향을 준다는 것을 확인하였다. 넷째, 반려동물 온라인 쇼핑몰의 서비스품질요인들(의사소통거래, 안전보안, 디자인, 정보제공)과 충성도 간의 관계에서 고객만족은 완전매개효과가 있음을 확인하였다.

홈트레이딩시스템 (HTS)의 서비스품질과 이용경험이 애호도에 미치는 영향 (The influence of service quality and using experience on royalty in home trading system (HTS))

  • 최원근
    • 디지털산업정보학회논문지
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    • 제9권3호
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    • pp.211-221
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    • 2013
  • This study investigated the effect of service quality and using experience on a royalty in a electronic commerce. Expecially, used HTS (Home Trading System of securities companies)as a online service system. HTS (Home Trading System) is a electronic commerce system of securities companies that is a most progressive tool of it. Almost securities companies are offering these typical trading system, because it is a required factor for a competitive position in their compound market. This paper made hypotheses of five cases, and collected some data through survey questionnaire for an analysis of actual proof. For attaining the object of this research, used a structure equation modeling, and found that almost paths of the research model are supported among the service quality, using experience, involvement and royalty. This study could provide academic and managerial implications in a electronic commerce business.

대학도서관 온라인 주제가이드의 현황과 개선방안에 관한 연구 (A Study on the Current State of Online Subject Guides in Academic Libraries)

  • 김수정
    • 정보관리학회지
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    • 제29권4호
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    • pp.165-189
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    • 2012
  • 본 연구는 국내 대학도서관 웹사이트를 조사하여 온라인 주제가이드의 현황을 분석하고 개선 방안을 제언하였다. 조사된 100개 대학 중 14개 대학만이 온라인 주제가이드를 제공하고 있는 것으로 나타나 국내 온라인 주제가이드의 구축은 초기 단계인 것으로 나타났다. 온라인 주제가이드들은 내용 구성면에서 볼 때 접근성, 포맷의 일관성, 자원통합성 영역은 우수한 것으로 평가되었으나 주제 다양화, 이용자 교육, 검색 영역에서 낮은 수준에 머물러 있는 것으로 나타났다. 향후 온라인 주제가이드가 지향해야 할 방향은 신속한 정보자원으로의 접근, 주제 특화된 이용자 교육, 사서와의 원활한 커뮤니케이션을 제공하는 원스탑(one-stop) 서비스가 되어야 할 것이다.

정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근 (The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach)

  • 황인영;박정훈
    • 한국시스템다이내믹스연구
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    • 제16권4호
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.