• Title/Summary/Keyword: Related Business Experience

Search Result 457, Processing Time 0.022 seconds

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
    • /
    • v.18 no.11
    • /
    • pp.1408-1418
    • /
    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

The Effects of Entrepreneurial Experience, Business Model Innovation and Financing on the Performance of New Ventures (벤처기업 창업자의 창업경험, 비즈니스 모델 혁신 및 자금조달이 초기 성과에 미치는 영향)

  • Jongseon Lee;Sangmoon Park
    • Asia-Pacific Journal of Business
    • /
    • v.15 no.1
    • /
    • pp.179-192
    • /
    • 2024
  • Purpose - The purpose of this study is to examine the effect of entrepreneurial experience, business model innovation and financing on new venture performance. Design/methodology/approach - This study analyzes survey data on new ventures in Korea and investigated research hypothesis by multiple regression analysis. Findings - Founders' prior startup experience have different impacts on performance depending on whether they had a successful or failed startup. Successful experience has a positive impact on early performance, while failure experience has a negative impact. Business model innovation shows a positive and significant relationship with early performance. External financing has different effects depending on the type of funding source and performance variables. VC funding is positively related to employment creation, while government R&D funding is negatively related to sales volume. Research implications or Originality - This study confirms that the impact of entrepreneurial experience on early performance varies depending on the characteristics of successful and unsuccessful entrepreneurs. It also empirically confirms that business model innovation has a significant impact on early performance. We empirically examine the relationship between various external financing sources of venture firms and early performance. Since the effects of entrepreneurial experience, business model innovation, and external financing on early stage performance may be different, entrepreneurs should consider these relationships when pursuing early stage business opportunities.

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
    • /
    • v.9 no.1
    • /
    • pp.141-153
    • /
    • 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

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.9 no.2
    • /
    • pp.229-242
    • /
    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

Effects of Fashion Related Work Experience Program in Middle Schools: Focusing on Self-Efficacy of Decision Making Regarding Career, Fashion Related Career maturity (중학교 패션관련 직업체험교육 프로그램 효과에 관한 연구: 진로결정 자기효능감, 패션관련 진로의식성숙도를 중심으로)

  • Ahn, Misun;Chung, Sungjee;Lee, Minji
    • Journal of Fashion Business
    • /
    • v.18 no.5
    • /
    • pp.134-143
    • /
    • 2014
  • The purpose of the study was to explore effects of fashion related work experience program and its satisfaction in middle schools. The study analyzed differences in self-efficacy of career decision making and fashion related career maturity before and after the program. The questionnaire developed by the researchers was collected from 114 participants enrolled in middle schools in Seoul or Kyunggido. The data were analyzed by common factor analysis, and independent sample t-test, using SPSS 18.0/Windows. The results demonstrated significant higher scores in self efficacy of career decision making, and fashion related career maturity after the program than before. Also, they showed high program satisfaction scores. The results of the study could be basic information for work experience program developers for high and middle school students.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • The Journal of Industrial Distribution & Business
    • /
    • v.14 no.10
    • /
    • pp.11-22
    • /
    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.

The influence of the IoT based healthcare user's experience value on the usage and continuous use intention -Focused on Xiaomi Mi band user in china- (IoT기반 헬스케어 사용자 경험가치가 사용량과 지속적 사용의도에 미치는 영향에 관한연구 -중국내 샤오미 미밴드 사용자를 중심으로-)

  • Shang, Meng;Shin, Yong Ho;Lee, Chul Woo
    • Journal of Korean Society for Quality Management
    • /
    • v.44 no.3
    • /
    • pp.689-706
    • /
    • 2016
  • Purpose: This study identifies causality in IoT-based healthcare user's experience(playful experience, economical experience), trust, usage, degree of dependence and continuous use intention, especially focused on chinese case. Methods: Face to face interviews was conducted for people who has experience in the use of the Xiaomi Mi band. This study used Partial Least Square(PLS) method with the questionnaires from the interview. Results: IoT-based healthcare users taking playful experience have a strong trust in a positive economic experiences. Also, the user recognizing the experience as an economic one shows stronger intention to use continuously. Conclusion: By getting healthcare users have more economic experience, they have continuous use intention of healthcare product. The empirical findings can be applied to the related companies strategy building.

The Effects of Fishing Village Experience on Family Relationships (어촌체험이 가족관계에 미치는 영향)

  • Choi, Kyu-Chul;Lee, Seo-Gu
    • The Journal of Fisheries Business Administration
    • /
    • v.51 no.2
    • /
    • pp.107-121
    • /
    • 2020
  • It is important to understand the factors in which fishing village experiences have on family relationships. The purpose of this study is to derive the variables related to the family stemmed from the analysis of previous studies, and to find and present common factors that specifically influence the fishing experience in the family relationship. Through this, we intend to find it out in addition to the visible results such as income and experience, it can be an effective policy as a means to improve family relations through mutual efforts and understanding among families in promoting fishing-related policies. As a result of the analysis of the study, two common factors that the fishing experience had on family relationships were extracted. The first common factor is 'mutual effort,' which results in trying for each other's emotions, communication, understanding, and unity. The second common factor is 'mutual sharing' so fishing experiences are generally related to each other in family relationships. It can be seen as a result of sharing the memories, pleasures, and bonds of the people.

Exploring Social Experience as Mediator of Shopping Behavior in Live Streaming Commerce

  • Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
    • /
    • v.11 no.1
    • /
    • pp.76-86
    • /
    • 2022
  • The purpose of this study is to provide insights into live streaming consumer purchase intention by drawing on congruence between consumer and influencer factors and live shopping contents factors during the spread of COVID-19. We surveyed 348 individuals who have watched Fresh Hema's live streaming. SPSS and AMOS were used for data analysis. We determined that only actual congruity between influencer and consumer significantly influenced the consumer social experience. On the other hand, both the informativeness and entertainment value of live shopping contents positively impacted the consumer social experience. Additionally, social experience was significantly related to consumer co-experience and purchase intention. Moreover, the significant mediation effect of social experience was found amongst congruence between consumer and influencers, live shopping contents, co-experience, and purchase intention.

Basic research for designing start up business education in fashion design related departments (패션디자인관련 학과 내 창업교육 설계를 위한 기초연구)

  • Jeong, Hwa-Yeon
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.20 no.2
    • /
    • pp.89-100
    • /
    • 2018
  • This study investigated students' perception of a starting up business in the fashion design related departments of two year colleges to present the basic data for designing a start up business education and examined the opening status of the start up business subjects. Only 4.4% of respondents answered that they had an experience in a start up. And 76.2% of respondents answered that they would like to start up a business after graduation. The initial start up types were "online shopping mall" and "blog market" in that order. Nearly 86.7% of respondents answered that they needed "start up" education in college. To the question of whether they would participate if there is a start up extracurricular program, and the subject they would choose, 40.9% answered "I want to get a start up related certification", showing the highest rate of interest in the course. The status of introducing start up business subjects in the regular courses in fashion design related departments in 25 two year colleges related that there were 11 start up related courses begun in the last semester, that is, the 2nd semester of the 2nd year. Since the proportion of clothing in online shopping malls is high, start up education based on the demands of students in fashion design majors can be used as another employment exit strategy.