• Title/Summary/Keyword: Value creation

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The Effect of Brand Community Experience Value on Brand Satisfaction, Brand Trust, and Brand Value Co-Creation: Focusing on the Case of BTS and A.R.M.Y (브랜드커뮤니티 경험가치가 브랜드만족, 브랜드신뢰, 브랜드 공동가치창출에 미치는 영향:방탄소년단과 아미를 중심으로)

  • Lee, Minha
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.374-385
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    • 2021
  • Brand community refers to a group of consumers who are passionate about the brand, and actively participate in enhancing the brand value. This study examines the impact of brand community experience on brand satisfaction, brand trust, and brand value co-creation, focusing on BTS's fan community, 'ARMY'. The results show that the value of aesthetic sensitivity, self-consistency, and intellectual fulfillment, obtained through brand community experiences, had a positive impact on brand satisfaction and brand trust, and brand value co-creation. The implications of this study are as follows: First, rather than company-centered traditional marketing campaign strategies, future brand marketing strategies should focus on nurturing brand communities through which encourage emotional communication and solidarity between consumers and companies. Second, in order to enhance brand community experiences, it is necessary to provide various opportunities to satisfy customers' intellectual curiosity and self-consistency as well as sensory stimuli related to the brand.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Study on Business Model Innovation : The Case of Joycube and Netflix (비즈니스 모델 혁신의 성공 및 실패 사례연구 : 조이큐브와 넷플릭스 중심으로)

  • Han, Jung-Hee;Cho, Ok-Joo
    • Journal of Information Technology Services
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    • v.13 no.1
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    • pp.253-267
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    • 2014
  • This study explores to identify the characteristics of the business model by comparing and analyzing the value creation between two cases, and to be successful in business model innovation. In order for the pursuit of purposes, domestic and international firm' business model cases are analyzed. Regarding the business model innovation, huge differences are found between two cases. First, a clear customer value proposal is important. Netflix is constantly monitoring the customer's needs and satisfactions to improve value proposition, while Joycube, domestic firm does not adjust to meet the change of the customer's behaviors. Second, the business model innovation should be taking into account the customer's behaviors in the constant changing market environments. For the growth, firms should consider strategic monitoring the market environments, and find a novelty of the markets, and to create the jump through business model innovation.

Development of Industry-Wide IS Integration Model in the Agri-Industry

  • Hedman, Jonas;Henningsson, Stefan
    • Agribusiness and Information Management
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    • v.5 no.1
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    • pp.20-30
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    • 2013
  • This paper presents a model explaining industrywide information systems (IS) integration in the agri-industry. Using a theoretical frame of value configuration analysis and IS integration extent we study 15 organizations. We find that product sensitivity, continuous production, value chain captains, and value creation logic explain the industry-wide IS integration. Incompatible value creation logic among stakeholders and the lack of presence of "value chain captains" - powerful actors dominating the entire industry - has and negative impact on industry-wide integration. On the other hand, product sensitivity and continuous production process led to higher levels of integration.

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Effects of Consumer Co-creation on Consumer Attitude: Moderating Roles of Consumer Motivation (공동가치창출 경험이 소비자 태도에 미치는 영향: 소비자 동기의 조절효과를 중심으로)

  • Son, Jungmin;Kang, Wooseong;Kang, Seongho
    • Journal of Distribution Science
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    • v.13 no.12
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    • pp.105-111
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    • 2015
  • Purpose - Many global companies across industries are paying significant attention to co-creation activities, which enable consumers to participate in firms' value creation process, as a main model of new product development processes. In this study, we aim to examine different types of co-creation activities and their effects on consumer attitudes. We focus on upstream co-creation, downstream co-creation, autonomous co-creation, and sponsored co-creation. Upstream co-creation includes firms' control and management in the initial stage of new product development and prototype testing. Downstream co-creation indicates that consumers participate in firms-initiative activities at a later stage in new product development, such as public relations and marketing communications. Autonomous co-creation includes consumers' commitment activities in the absence of firms' rewards. However, under the sponsored co-creation, consumers can return monetary and social rewards from firms through their co-creation activities. The hypotheses regarding the effect of co-creation on consumer attitudes are as follows. (H1, H2, H3, H4) Upstream, downward, autonomous, and sponsored co-creation has positive effects on consumer attitude. (H5, H6) As intrinsic motivation increases, the positive effect of upstream and autonomous co-creation increases. (H7, H8) As extrinsic motivation increases, the positive effect of downward and sponsored co-creation increases. Research design, data, and methodology - To achieve our research goals, we analyzed responses from 246 samples from Korean consumers and verified the proposed hypotheses using a linear regression model. The samples include Korean consumers who experienced upstream, downstream, autonomous, and sponsored co-creation by firms. Results - First, both upstream co-creation and downstream co-creation with firms and consumers are found to have positive effects on consumer attitudes. Second, autonomous co-creation and sponsored co-creation are found to positively affect consumer attitudes. Third, consumers' intrinsic motivation has a fit-effect between upstream co-creation and autonomous co-creation, and their extrinsic motivation has a fit-effect between downstream co-creation and sponsored co-creation. Consumers who have strong intrinsic motivation are affected by upstream co-creation and autonomous co-creation. However, consumers who have strong extrinsic motivation are affected by downstream co-creation and sponsored co-creation. Conclusion - These results indicate that the fit between consumers' co-creation participation types and consumers'motivations is a significant factor in determining consumer attitudes. The results of this study imply that various types of consumer participation actually improve consumers' attitudes toward products and brands. In addition, our study also suggests that firms should consider the fit between co-creation types and consumers' motivations when they initiate co-creation activities. In this study, we survey consumers who participated in firms' co-creation activities. Future studies can compare different types of consumers. For instance, we can examine the different in different test by comparing experienced versus inexperienced consumers. Finally, we expand this research to user-generated content topics. This attending issue focuses on the mechanism that breaks down the boundaries and barriers between consumers and producers.

Value Engineering Idea Generation for Temporary Construction Designs through Conflict Resolution (가시설 공사 설계VE 대안검토시 모순충돌 해결을 통한 아이디어 창출)

  • Hong, Soonheon;Baeg, Hangee;Moon, Sungwoo
    • Korean Journal of Construction Engineering and Management
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    • v.14 no.6
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    • pp.30-37
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    • 2013
  • Idea creation is the most important step in the overall value engineering (VE) process. Usually the activity is done mostly relying on the experience and knowledge of the experts in the VE team. A more organized approach is needed to find the chance of design improvement during a VE workshop. This study presents an organized approach to increasing the chance of idea creation during the VE workshop. The concept of conflict resolution in TRIZ (Theory of Inventive Problem Solving) is applied to understand the problem area during design improvement. The technical parameters were identified in the problem area to explain the conflicts in design improvement. These technical parameters were used to assist problem solving and improve design functions. A case study was done on a temporary construction operation, and demonstrated that the organized idea creation can help improve the design value of the temporary construction operation.

The Effect of Power Type within Supply Chain on the Information Capability: Perspective of CSV Value Creation (공급사슬 내의 파워유형이 정보역량에 미치는 영향: CSV 가치창출 관점)

  • Park, Kwang-O;Chang, Hwal-Sik;Jung, Dae-Hyun
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.1-24
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    • 2018
  • Purpose The purpose of this study is to attempt to incorporate power theory to evaluate information capability of SCM adopters. Therefore, this study focuses on the relationship of information sharing, partnership quality, and information capacity according to the power intensity of the variables of SCM. and CSV value creation. Design/methodology/approach The questionnaire of SCM builder was conducted and 302 samples were analyzed. Based on the theoretical background of power and information capacity, we set up a structural equation model. Hypothesis testing and statistical analysis were done through AMOS and SPSS. Findings First, it shows that the compensation power among the constrained power has a positive effect on the partnership quality, and the legitimacy power has the positive influence only on the information sharing. Compulsive power, compensation, and legitimacy, which are generally restrictive powers, may reduce the quality of information sharing and partnership, but the results of this study are rather higher. Second, both non-binding power expertise and criterion have a positive effect on information sharing and partnership quality. Third, information sharing has a positive effect on partnership quality. Supporting a number of research results, it is well reflected in SCM attributes where interdependence is important. Fourth, information sharing and partnership quality have a positive effect on information capacity. Information literacy has become an essential element in modern management. Fifth, the enhancement of CSV value creation plays a role of a controlling variable to further strengthen information sharing through non - binding power attribute, expertise and conformity. In addition, the strengthening of CSV value creation has been shown to play a role as a controlling variable to further strengthen the quality of partnership through the non-binding power attribution, but expertise has been rejected.

A Conceptual Study for Utilizing IPTV as an Aid for Co-Creation of Value in Future Education

  • Kim, Nam-Ju;Kim, Sung-Wan
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.61-76
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    • 2021
  • Nowadays, a lot of educational TV programs have focused on the program providers' perspective, namely through goods-dominant (G-D) logic. However, the growing development of current technologies such as IPTV with AR and VR has opened opportunities to go beyond a provider-centered perspective and to add the co-creation of value, since value can be created through the interaction between learners and the TV programs themselves. With this in mind, learner-centered TV programs, which are based on service-dominant (S-D) logic, should be offered through educational TV channels. This conceptual paper summarizes, analyzes, and synthesizes the present status of IPTV in education and suggests a new instructional approach for utilizing TV in future education based on value co-creation through learner participation. Three principles (service-dominant logic as an educational service design principle, goal-based scenario for instructional design, IPTV as state-of-the-art technology innovation) are suggested for designing educational IPTV programs.

The impact of co-creation implementation on the performance of small and medium manufacturers: an empirical study (Co-creation 활용에 따른 중소제조업체의 기업성과에 관한 연구)

  • Kim, Dong Wan;Lee, Sang M.;Hong, Soon Goo;Kim, Jong-Weon
    • The Journal of Information Systems
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    • v.24 no.4
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    • pp.1-19
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    • 2015
  • Purpose Co-creation is a form of collaboration to create joint values with participation of diverse interested parties. It has been introduced by large companies at an early stage and due to changes in management environment, the scope of its concept has been expanding to the SMM(Small and Medium Manufactures). The objective of this study is to examine the impact of Co-creation on SMM's non-financial and financial performance. Design/methodology/approach Based on literature review, the research model was developed. To test this research model, we collected 188 questionnaires with SMM which utilized Co-creation and supplied parts to the companies. The t-test and ANOVA were employed for the analysis of data Findings The research result showed that the difference in business performance between the groups with much use of Co-creation and those with little use of Co-creation, there was significant difference in both non-financial and financial performance. In addition, non-financial and financial performance were different among four implementation behavior of Co-creation including Common value, Information share, Risk benefit, and Mutual benefit.

Value Creation and Value Appropriation in E-Business (인터넷 비즈니스에서의 가치 창출과 가치 전유)

  • 한두흠
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2004.11a
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    • pp.454-461
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    • 2004
  • 성과간에 차이가 발생하고 있다. 따라서 고객의 확보와 사용 확대를 통해 창출된 가치로부터 수익을 얻는 가치 전유(Value Appropriation)에 대한 전략적 관심이 증대되고 있다. 본 연구는 가치 전유 측면에서 인터넷 비즈니스의 성공 방안을 제시한다. 인터넷 비즈니스의 성공을 위해서는 더 많은 가치를 창출하는 것만으로는 부족하며, 동시에 그 가치의 더 많은 부분을 전유하는 것이 필수적이다. 인터넷 비즈니스에서 가치 전유의 특성을 분석하고 한국 포털 사업의 사례를 통하여 가치 전유의 방법을 도출한다. 인터넷 매체는 가치의 전유를 어렵게 하며, 특히 고객으로부터의 가치 전유가 매우 중요하다. 인터넷 비즈니스에서 가치 전유는 크게 '직접적인 유료화', '간접 수익의 확대', 그리고 '가치 창출에 고객의 참여 유도'의 측면에서 이루어지고 있다.

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