• Title/Summary/Keyword: Sales Revenue

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The Effects of Corporate Corresponding Time on the Negativity Publicity (부정적 언론보도에 대한 기업의 대응시점 효과)

  • Jongchul Park;Woojun An;Hanjun Lee
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.113-136
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    • 2011
  • Product harm crises can distort long standing favorable equality perceptions, tarnish a company's reputation, cause major revenue and market-share losses, lead to costly product recalls, and devastate a carefully nurtured brand equity. However, in spite of the devastating impact of product-harm crises, little systematic research exists to asses its marketing consequences. So, this study focuses on the negative publicity about companies and their products. Namely, this study presented how inclusion effect supported the relationship between negative publicity and consumers' response, market performance. According to the results, after negativity publicity was happened, it was appeared that the negativity image spread into other product lines(spillover effect; inclusion effect). Also, when they contact with the negative publicity, respondents negatively evaluated both production evaluation and corporate evaluation. And, in that case of the products with negativity publicity, compared with refutation strategy(defense strategy<study 2>), improving strategy(correction notice) had positive influence on recovery of sales, product evaluation, and corporate evaluation. Finally, as the reaction time toward negativity publicity was faster, the market performance got worse. Especially, according to two-way interaction, when the reaction time was fast, the difference between refutation strategy(defense strategy<study 2>) and improving strategy was not existed in product evaluation and corporate evaluation. However, when the reaction time was late(after a month), improving strategy had more positive evaluation than defense strategy in product evaluation, and corporate evaluation.

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An Efficiency Evaluation of Firms Having Implemented ERP using DEA/Window in the Retail and Distribution Industry (DEA/Window기법을 이용한 유통산업의 ERP 도입 효율성 연구)

  • Baek, Seong-Hyun;Park, Kwang-Ho;Kim, Tai-Young
    • Information Systems Review
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    • v.15 no.2
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    • pp.75-90
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    • 2013
  • This research was undertaken to find out how effectively ERP has been employed by the enterprises through comparing and analyzing the management performance of each enterprise after introducing ERP to Retail and Distribution Industry using DEA technique. According to the research results, efficiency evaluation for each site was calculated through input and output factors to find out comparative ERP system usage efficiency of 10 Retail and Distribution Industry Companies in terms of such factors as employee, quick assets, inventories, sales revenue, operating income. This paper confirms that the companies having launched management innovation by aggressively adopting ERP saw their management efficiency improving consistently, and in the distribution industry, it took at least 3 years before the effect of ERP introduction on enhancing management efficiency became visible. Furthermore, this paper also reveals that, unlike the manufacturing industry which was the subject of the previous study, efficiency was not necessarily proportional to the size of company in the service industry including distribution and export which was the subject of this paper.

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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

A Study on the Productivity Improvement of the Dicing Blade Production Process (다이싱 블레이드 제조공정의 생산성향상에 관한 연구)

  • Mun, Jung-Su;Park, Soo-Yong;Lee, Dong-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.147-155
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    • 2016
  • Industry 4.0's goal is the 'Smart Factory' that integrates and controls production process, procurement, distribution and service based on the fundamental technology such as internet of the things, cyber physical system, sensor, etc. Basic requirement for successful promotion of this Industry 4.0 is the large supply of semiconductor. However, company I who produces dicing blades has difficulty to meet the increasing demand and has hard time to increase revenue because its raw material includes high price diamond, and requires very complex and sensitive process for production. Therefore, this study is focused on understanding the problems and presenting optimal plan to increase productivity of dicing blade manufacturing processes. We carried out a study as follows to accomplish the above purposes. First, previous researches were investigated. Second, the bottlenecks in manufacturing processes were identified using simulation tool (Arena 14.3). Third, we calculate investment amount according to added equipments purchase and perform economic analysis according to cost and sales increase. Finally, we derive optimum plan for productivity improvement and analyze its expected effect. To summarize these results as follows : First, daily average blade production volume can be increased two times from 60 ea. to 120 ea. by performing mixing job in the day before. Second, work flow can be smoother due to reduced waiting time if more machines are added to improve setting process. It was found that average waiting time of 23 minutes can be reduced to around 9 minutes from current process. Third, it was found through simulation that the whole processing line can compose smoother production line by performing mixing process in advance, and add setting and sintering machines. In the course of this study, it was found that adding more machines to reduce waiting time is not the best alternative.

GVC status of the electronics industry & GVC promote case studies of the domestic electronics industry (전자산업의 GVC 현황과 국내 전자업체의 GVC 추진사례 분석)

  • Choi, Soo-Ho;Choi, Jeong-Il
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.205-216
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    • 2016
  • Electronics industry provides more revenue and jobs, and plays an important role in a variety of fields. During recent changes to the industrial strategy by IT convergence technology development and global economic integration, Global Value Chain(GVC) of the ICT industry has been expanded. The global value chain is a structure consisting of the global dimension in all the processes of business activity for value-added production, R&D, manufacturing, sales, A/S etc. The purpose of this study is to analyze the GVC in the electronics industry and GVC promote practice of Samsung Electronics and LG Electronics. GVC of the electronics industry was developed from 1980, and established manufacturing plant in the United States and Canada. GVC has moved to low-cost countries such as China, Taiwan and India to cut costs, In recent years, because of the rising labor and production costs in China, manufacturing plants move to the Vietnam that has relatively cheap production base. To develop consistently, Korean electronics companies should carry out a new strategy such as item and brand marketing to exporting country.

A Study on Effective Management Plans for Work Schedule of Cooks in Contracted Foodservice Companies (위탁급식업체에서의 조리사 근무 스케줄에 대한 효율적 관리방안에 관한 연구 -'K' 업장의 사례를 중심으로-)

  • Kim, Ha-Yoon;Van, Ju-Won;Cheon, Hee-Sook
    • Culinary science and hospitality research
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    • v.12 no.1 s.28
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    • pp.188-202
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    • 2006
  • With large corporations entering into the foodservice market, competitions among those foodservice providers became intense, leading to differentiated quality services in terms of portioning out the meal, its portion and waiting time, not to mention food quality. The purpose of providing foodservice is to satisfy its customers, to secure optimum level of profits, and attain continuous quality improvement. To have such purpose attained, all other factors affecting the foodservice should be allowed to play a role. The intensity of the work performed by the employees should be maintained at a steady level and systematically controlled. 'Service First’ principles upholding that customer satisfaction comes from good service should be applied at all times; customer satisfaction comes from the satisfaction of the employees. Customer satisfaction through good service will contribute to an increase in revenue which we get by subtracting operating expenses from the total sales, as it will lead to concluding a long-term supply contract or renewing the existing contract. To keep the operating expenses to the minimum level, it is important to effectively perform the cost control. Since personnel expenses occupy a large portion of the operating expenses, it is imperative to effectively control the labor costs. For this reason, this study will present an effective program for disposition of men with a large organization being centered around, where the number of people served at the mess hall varies greatly depending on a day of the week and a mealtime of the day.

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Pricing Policy of Music Service in Digital Music Market-focused on the Regulations for the Digital Music Service (디지털 음악시장에서 음원사용료 징수 개정안의 고찰-2013년 징수개정안을 중심으로)

  • Jung, Ji-Young
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.341-348
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    • 2015
  • As a result of growth of digital music market in Korea, Creator's rights and interests have been at the heart of the debate in terms of legal system. In the music industry, digital music revenue has now overtaken records sales and compared to download service it is now clear that music streaming and subscription is mainstream model in the rise of the worldwide market of digital music. This trend is also indentical to the domestic and withholding regulations for music service and creator's rights and interests have become an ever growing issue. Ministry of Culture, Sports ad Tourism decided the revision of withholding regulations for the digital music service in 2013. The amendment is to change its policy of charging music service from the flat rate pricing to a usage-based system. This paper brought forward some disputable points such as fair division of profit, reasonable pricing for consumers etc. about the revision. Therefore, improvement of system and change in the perception of such copyrights are still required for both the encouragement of creator's activities and the high consumer satisfaction.

The Efficiency Analyses of Urban Railway Corporations Using a Stochastic Frontier Analysis : The Effect of External Factors (확률적 프론티어 방법을 이용한 도시철도 운영기관의 효율성 분석 : 외부 환경요인의 효과)

  • Kang, Byeongjae;Sohn, Ki-Hyong;Lee, Su-Yol
    • Korean Management Science Review
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    • v.31 no.2
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    • pp.49-63
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    • 2014
  • With the huge concerns on the inefficiency of public enterprises, particularly a significant amount of debt, an increasing number of studies have been carried out to analyze the levels of inefficiency and investigate the causes of that inefficiency. However, very limited range of analytical methodologies have been used in the efficiency analysis and moreover, the effects of external factors have been little addressed. This study explores the efficiency of urban railway corporations in Korea by utilizing a method of stochastic frontier analysis (SFA). In particular, the potential effects of external factors including residential and floating populations of a station were statistically analyzed. A total of seven Korean urban railway corporations were selected to compare each other in terms of operational efficiency. The results present three important findings. First, the Cobb-Douglas model was found to be more valid for SFA compared to the Translog model. Second, the efficiencies of urban railway corporations in Seoul and Busan are relatively high whereas those of Daejeon and Gwangju are very low in efficiency in the area of sales revenue. In an aspect of number of transport of passengers, Gwangju Metro also showed the lowest efficiency. Third, the external factors are significantly associated with the efficiency, indicating that the efficiencies of Daejeon Metro and Gwangju Metro would increase while the efficiency of Seoul Metro would decreases when the external variables are excluded in the efficiency analysis. The results provide several meaningful implications for managers of the urban railway corporations as well as policy makers who are attempting to resolve the inefficiency problems of public enterprises.

A Study on the Meanings of Half-Life: Alyx and the Success Factors of VR Games (하프라이프 알릭사의 의미와 VR게임 성공 요소 고찰)

  • Kwon, Dong-Hyun
    • The Journal of the Korea Contents Association
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    • v.20 no.9
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    • pp.271-284
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    • 2020
  • Good reviews that Half-Life: Alyx received created a turning point for the vitalization of the VR market with an uncertain future due to the absence of a revenue model together with the increased sales of VR equipment. Based on previous studies, this study categorized the characteristics of VR games according to graphs, first-person system, interface, controller, interaction technology, sound and stories. The analysis results show that the seven elements corresponded with "interactions" and "virtual images," which represent the completion level of games as part of VR components, and were connected to one another, which led to the proposal of an upper-rank concept "presence" to put them together. "Immersiveness," which represents users' emotions as part of VR components, was analyzed with the immersion theory to assign tasks of proper difficulty level for users' abilities. In the research process, the Delphi technique and FGI were administered to a panel of 15 experts to ensure objectivity. Finally, "presence" and "immersiveness" are characteristics in proportion to each other and can be valid concepts in future analysis of VR games as well as Half-Life: Alyx, which led to the proposal a new concept framework called 'presence effects' by combining the two words.

A Survey on the Obstacles of Technology-based Startups (기술창업 장애요인 실태조사)

  • Kim, Dae-Ho;Kim, Hong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.4 no.1
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    • pp.67-88
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    • 2009
  • The purpose of this study IS to suggest the failure factors and the success factors of technology-based startups(TBS). This study surveyed 327 startup companys on the general obstacles of starting business and the entrepreneurship policy of the Government. The failure factors of TBS are 1) overconfidence of TBS in their technology, 2) lack of cost management, 3) lack of concentration on the sales revenue of their activies, 5) many unplanned challenges, and 5) lack of strategic decision. And the success factors of TBS are 1) CEO's leadership having a clear business concept, 2) development of innovative products and services, 3) flat and flexible organization structure, 4) leveraging outside business resources and networks, and 5) strengthening the human resources by the hybrid agent.

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