• Title/Summary/Keyword: motive of starting business

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The Effect of Initial Expenses for Food Service Business and Shop Characteristics on the Motive of Starting Business - Focused on the Founders in Daegu and Gyeongbuk Areas - (외식업 창업 자금 및 점포 특성이 창업 동기에 미치는 영향에 관한 연구 - 대구.경북 지역 창업자를 중심으로 -)

  • Lim, Hyun-Cheol
    • Culinary science and hospitality research
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    • v.14 no.4
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    • pp.119-133
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    • 2008
  • This study researched the effect of initial expenses for food service business and shop characteristics on the motive of starting business through questionnaires(from April to May, 2008). The results are as follows. First, for the hypothesis, 'the motive of starting business depends on its initial expenses', the significance probability of good commercial area was .015 and that of retirement was .020, showing statistically significant difference. F values were 2,889 and 2.734 each, which showed significant difference by 0.001. Second, for the hypothesis, 'the motive of starting business depends on shop characteristics', the significance probability of the accomplishment desire, the future stability and the retirement were .011, .009, and .025 each, showing statistically significant difference. F values were 2,616, 3.034 and 3.177 each, showing significant difference by .001. Lastly, initial expenses for business and shop characteristics showed significant difference according to the demographical variables on the motive of starting business. This study shows the problem of starting business with no extra funds. It is important to reflect the opinions of founders about the commercial building lease protection law for them to concentrate on business. The founders should research for menu and systems and be aware of the tendency of the industry for sure.

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Analysis of Recognition on Business Risks and Entrepreneurial Intention (사업위험에 대한 인지가 창업의욕 및 사업유지의욕에 미치는 영향 분석)

  • Ha, Kyu Soo;Seo, Sang Hyuk
    • Journal of Korea Technology Innovation Society
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    • v.14 no.spc
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    • pp.1285-1311
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    • 2011
  • In this research, we investigated both present and potential entrepreneurs who are over 20 years old. The theme was that how businessmen's manners toward business and danger-perception have difference and are affected according to various factors. Besides, we also worked on the influence of manners toward enterprise and risk-perception variable on intention of starting and maintaining a business by using a decision-making model of consumers. The results are the followings. First, attitude toward enterprise was positive when the entrepreneur is man or unprofessional. This phenomenon was also observed if his or her parents had business foundation experience or he or she has self-realization motive rather than economical. Meanwhile, danger-recognition was high when the entrepreneur has no job, is more than 40 years old, has business background, or has affirmative enterprise attitude. Second, people who are man, have parents with business background or have self-realization motive on business foundation were more willing to start a business. Meanwhile, people who have affirmative enterprise manners, company with sales from 11 billion to 100 billion won or no business failure experience had high intention to maintain a business. Third, businessmen who are men, work in unprofessional job or have business experience had more strong desire to establish enterprise. Meantime, people who are old, have no jobs or have enterprise experience showed high danger-recognition level. At last, people who are men or jobless had strong will to start a business. So did the people who have positive attitude toward business or have parents who have business experience. Meantime, people with affirmative business manners or no experience of enterprise failure had strong intention to keep business.

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A Study on factors affecting the promotion of Women-Owned Business (여성창업기업의 기업성과에 영향을 미치는 요인에 관한 연구)

  • 문숙재;최자경
    • Journal of Family Resource Management and Policy Review
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    • v.5 no.1
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    • pp.61-78
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    • 2001
  • This study intends to provide the groundwork for an establishment of women entrepreneur policy and the guidelines for start-up of women-owned business. The findings of the study are as follows; Women starts business for a financial reasons and this makes up 26 percent, which ranked the highest of respondents motive for starting up a business. The double labor - due 새 the practice of housework and running a business simultaneously - forms 19.6 percent of the bottleneck in operating business. In addition, the worst financial strain, 43 percent, occurred during the business preparatory period. As the entrepreneurship is higher, they are more backed up with support in education and training. In addition, annual net profit of business operated by the older age group is relatively greater. The firm performance is greater as she holds a higher academic degree. As the goal of annual net profit is higher that is set up before the start-up, the net gain turns out to be greater in actual operation, thus resulting in greater effects. The study shows that when they received economic aid, the initial capital had been greatly affected The younger age group makes up the higher percentage of support in education and training. After considering all the findings collectively, the conclusions are as follows; First, the firm performance is affected by the entrepreneurship, schooling, age, and the goal of the female entrepreneur. Second, a support in education and economic does not have a direct effect on the firm performance. However, the study reveals that the entrepreneurship of those who received educational support is higher than that of those who did not. Third, the in-depth interview reveals the facts that how they had been brought up and how the role of the family had a significant effect on their management of business.

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Job Satisfaction and Business Attitude of Restaurant Owners - Focused Mainly in the Gyeone-nam Area - (외식업 경영주의 직업만족도 및 경영의식 조사연구 - 경남지 역을 중심으로 -)

  • 윤지영;문혜경
    • Korean Journal of Community Nutrition
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    • v.8 no.4
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    • pp.610-620
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    • 2003
  • The purpose of this research was to analyze the job satisfaction and business attitudes of restaurant owners in order to explore solutions for improving restaurant management. The results were as follows : 1) The motive for starting a restaurant business was vocational aptitude \longrightarrow possibilities \longrightarrow good income : 2) In terms of job satisfaction, most respondents were satisfied with both the work itself and the income. It was also observed that the younger owners were more satisfied with their jobs than the older owners : 3) Increased costs, including labor and food costs, was indicated as the biggest problem in restaurant management. Respondents also perceived labor shortage as one of the most difficult problems. Men were more likely than women to consider the following problems as being more serious: rent, financial problems, taxes, regulation restrictions, menu development and customer complaints. It was found that as the size of the restaurants grew, the respondents perceived the shortage of labor as the hardest part of running a business : 4) Respondents agreed that employing good foodservice workers was the most important part of foodservice management. Owners also believed that they needed more research time for menu and service development 5) To be successful, the restaurant owners paid the most careful attention to food taste. Service, sanitation, and menu development were also emphasized. Respondents stressed the focus on service, good relationships, diligence, and faithfulness in order to be a good restaurant owner. The results of this research suggest that restaurant owners should have more professional conscientiousness to succeed in their own businesses, as well as improve the quality of the foodservice industry. Other important aspects related to the overall improved quality of the foodservice industry are: the continuation of government support, the enlargement of educational opportunities and greater respect for foodservice employees. (Korean J Community Nutrition 8(4) : 610-620, 2003)

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.