• Title/Summary/Keyword: Social network platform

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TV SNS Service for Social Network Platform (Social Network Platform을 위한 TV SNS 서비스)

  • Park, Jung-Hoon;Lee, Hyun-Joo;Yeon, Seung-Ho;Sohn, Jin-Soo;Jeon, Byeung-Woo
    • 한국정보통신설비학회:학술대회논문집
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    • 2009.08a
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    • pp.268-271
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    • 2009
  • In this paper, we analyze social network status and suggest TV SNS Service. According to alexa.com's recent chart, there are three SNS sites (facebook, myspace, twitter) in global top 20 sites. SNS usage has increased dramatically. Recently many SNS are growing up by opening their platform that make it easy to develope new services and functions by third party developers. KT is implementing open platform that is support Widget and SNS service. And Recently Social TV comes into the spotlight. Social TV is combination of social media and TV contents. It is enable to exchange emotion and opinion by communication with other people when watching Video contents. We propose TV SNS Service that provides various services by using advantage of SNS system and Social TV.

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Utilizing Mobile Social Game as a Gamification Advertising Platform (게임화(Gamification)된 광고 플랫폼으로서 모바일 소셜네트워크게임(SNG)의 활용 -모바일 소셜 네트워크 게임(SNG) <레스토랑스타> 사례연구를 중심으로-)

  • Shin, Jiho
    • The Journal of the Korea Contents Association
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    • v.13 no.4
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    • pp.86-96
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    • 2013
  • This study is about utilizing social game as a gamification advertising platform. Since iPhone released to the world, the smart phone industry has rapidly increased. And the development of the smart phone industry has rapidly increased its rate of users in which it has led to leaping growths of new kind of service such as SNS(Social Network Service), and SNG(Social Network Game). The purpose of this study is predicting the development of advertising industry in smart phone paradigm shift. This study focused on social network game as a gamification advertising platform, and studied on case of which is social network game used as a gamification advertising platform. Finally, this study has developed suggestions for new way of advertising by utilizing Mobile social network game as a gamification advertising platform.

The Effect of Internet Neutrality Regulation on Social Welfare Considering Network Congestion and Investment Incentive (혼잡효과와 망투자유인을 고려한 인터넷망 중립성 규제의 경제적 효과분석)

  • Jung, Choong Young;Jung, Song Min
    • Journal of Information Technology Applications and Management
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    • v.20 no.3_spc
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    • pp.201-217
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    • 2013
  • This paper analyzes the effect of network neutrality regulation on social welfare using the two-sided market under the network congestion. This paper deals with zero price rule regulation which means the price regulation on the side of content. The results are as follows : First, under the monopoly platform, internet use price, contents price, and the number of internet user and content provider are all decreasing as the network congestion increases. Second, under the monopoly platform internet use price, contents price, and the number of internet user and content provider are all increasing as the network capacity increases. Third, the price of internet use and contents internet use which maximize social welfare are increasing and the number of internet user and content provider are decreasing as the network congestion increases. Fourth, optimal network capacity for monopoly platform provider is less than socially optimal network capacity. Fifth, if network neutrality regulation is enforced, the price of internet use is higher than monopoly platform provider and the price of contents is lower than monopoly platform provider. Also, the number of internet user is less than monopoly platform provider and the number of content provider is more than that. By the way, when network congestion increases, internet use price, the number of internet user, and the number of content provider are decreasing. Sixth, network neutrality regulation is more effective for internet user side than contents provider when network congestion is considered. This means that network neutrality regulation is not effective for contents market side when network congestion is seriously large.

Analysis of Contributions to Broadband Universal Service of Platform Operator (플랫폼 사업자의 보편적 서비스 기여금 분담 효과 분석)

  • Jung, Choong-Young
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.1
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    • pp.153-161
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    • 2022
  • This paper analyzes the economic effects when platform provider including CP contributes to broadband universal service and uses broadband bandwidth providing high quality network service. In this model, the contribution rate of broadband universal service is determined by ISP and platform provider sets its price of contents. The main results are as follows. First, the traffic usages is less than social optimum when the market of contents is monopoly. The sum of contribution fee and network usage rate must be less than marginal cost of network operation to get social optimum traffic. Second, the rate set by ISP is equal to social optimum when the market of contents is competitive. Third, when platform provider does not charge contents provided, ISP sets social optimum prices and the network usage rate for contents user is decreasing as advertisement revenue becomes larger. These results suggest that the platform provider should contribute to universal service funding to encourage the network investment of ISP.

A Study on the Determinant to User's Continuous Usage of SNG Based Mobile Social-Platform (모바일 소셜플랫폼 기반 SNG 이용자의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Han, Areum;Lee, Jae-Shin
    • Journal of Information Technology Services
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    • v.12 no.2
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    • pp.85-101
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    • 2013
  • The wide spread of smartphones and the growth of the number of internet users are reshaping the SNS (Social Network Service). Merging into other service areas and creating new business models with high profits, SNS is no more a service simply providing personal connections. Now SNS has positioned itself as a service platform. SNG (Social Network Game) is a new outcome utilizing SNS as a game platform and showing a rapid growth rate in a short period of time. The number of SNG users is expected to increase steadily. In this study, we examine whether SNG user motivations lead to flow experience and future intention to use. For that purpose, we conducted a survey with smartphone users. The results indicate that flow experience functions as a mediator and user motivations indirectly affect intention to use through flow experience. This paper concludes with discussions on findings and suggestions for future research.

The Impact of Social Network characteristics on the intention to reuse SNS: With a focus on mediating effects of TikTok users' participation and attachment

  • Liang, Ya-Qing;Yoon, Sung-Joon
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.183-199
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    • 2022
  • With the consumption of smart phone content increasing rapidly, the short clip market in China is rapidly growing. TikTok, a short clip platform, has achieved great business success. However, there is not much research done on TikTok platform from the customers' perspective. To this end, this study aimed to verify the relationship between the social network characteristics on the TikTok platform, attachment toward the TikTok platform, user participation, social identity, psychological distance and reuse intention through an empirical investigation. In August 2021, a survey was conducted on consumers on the subject of TikTok platform in China. The results of the study are as follows. First, the social network characteristics significantly affected the user participation and the attachment. Second, both the attachment and the user participation had a significant impact on reuse intention. Third, user participation had a significant impact on attachment. Fourth, social identity played a significant moderating role in the relationship between social network characteristics and user participation. Fifth, Psychological distance played a significant moderating role in the relationship between social network characteristics and attachment. The results of this study are expected to provide theoretical and practical implications for research on TikTok platform.

Prosumer Marketing for the Open Source Software(OSS) utilizing the Social Media Platform (소셜 미디어 플랫폼을 활용한 오픈소스 SW의 프로슈머 마케팅 연구)

  • Kim, Tae-Yang;Shin, Dong-Hee
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.411-427
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    • 2014
  • The interest on the Open Source Software(OSS) has been increasing as the Microsoft's latest Windows XP support ended. In this light trend, this study can contribute to the OSS marketing area. Specifically, it examined that the activation of online brand community about the OSS can affect to prosumer marketing of the OSS utilizing social media platform. In addition, the OSS social media platform users' loyalty for the OSS was investigated. The findings show that content, consumer support, UI, and reward among the activate factors of online brand community significantly affected to the activation of OSS social media platform. The brand reputation, however, was found insignificant to the activation of OSS social media platform. In addition, the activation of OSS social media platform can positively affect to their loyalty for the OSS. It means that participation to the social media activities about OSS and interaction with others in the network can help to form positive attitude for the OSS. In conclusion, the prosumer marketing utilizing social platform can be an important strategy as a new solution of the OSS business in the rapidly changing ICT ecosystem environment.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

A Study on the Effects of Adoption and Application of Platform Strategy for Social Ventures in Early Stage of Start-up: A Case Study of JUMP! (소셜벤처 창업초기에 플랫폼 전략의 도입과 영향에 관한 연구: 점프!의 사례를 중심으로)

  • Park, Jaehong;Hwang, Kumju
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.4
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    • pp.133-144
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    • 2017
  • For a social venture in early stage, it is very difficult to set up a strategy as it has to pursue two contradictory goals; economic value and social value. The platform strategy can be good alternative solution for social ventures as it seeks building-up connections with other businesses to co-create value despite of limited resources. A Korean social venture, JUMP! which adopted platform strategy in the early stage, and successfully applied 4 key factors of platform strategy; core competency, value creation ability, efficiency and network effect, has been able to develop sustainable growth for itself and induce innovation and growth among the participants within the platform. This study was intended to research effect of adoption and successful application of platform strategy for social ventures in the early stage of start-up and draw conclusion through case study that platform strategy works for sustainable growth of social ventures.

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A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.