• 제목/요약/키워드: online business activities

검색결과 188건 처리시간 0.028초

On China's Intellectual Property Rights Protection Online

  • Wang, Guo-An;Lim, Yong-Taek
    • 통상정보연구
    • /
    • 제6권1호
    • /
    • pp.237-247
    • /
    • 2004
  • Online people conduct all kinds of business activities, such as promoting the sales of products and services, reading newspapers, watching TV and movies, and sending business messages by e-mail, by e-voice and by e-fax. Computers with access to the Internet are defined by the United Nations as the fourth media characterized by instantaneousness, openness, limitlessness, boundlessness and globalization. With the development and popularization of the Internet and the advance of the information technology in China, Intellectual Property Rights (IPRs) violations online have frequently occurred in e-business activities. IPRs protection online has posed a great challenge not only for business managers and officials, but also for judges and lawyers because the rapid development of the Internet has created a legal vacuum governed by no laws in IPRs violation and protection online in China.. The paper at first classifies IPRs into several categories, then reveals China's serious problems and challenges of IPRs violations online and stresses the necessity of China's IPRs protection online. Finally it puts forward some suggestions concerning IPRs protection online.

  • PDF

Customer-Oriented Marketing of Internet Business : Applicaion to Online Fashion Business

  • Lee, Chol
    • The International Journal of Costume Culture
    • /
    • 제3권3호
    • /
    • pp.193-200
    • /
    • 2000
  • Recently Korean firms are increasingly interested in Internet business while the number of Internet users reaches more than 10 million in Korea. As e-commerce develops rapidly, customer-oriented marketing for online business becomes very important. The issue of how to achieve customer satisfaction in Internet business and how to plan a marketing strategy for online business faced managers of Internet business. Customer-satisfaction is much more important for Internet businesses than for traditional offline 'brick and mortars'. Marketing activities need to be carried out on customer-orientation to achieve high level of customer satisfaction. This paper will discuss how to develop customer-oriented marketing for online business. It will specifically study the characteristics and success factors of Internet business, differences between online marketing and traditional marketing, selection of target market, and online marketing-mix strategy for e-business in view of customer-orientation. Finally it will suggest a future direction for online fashion business by applying the customer-oriented marketing of Internet business to the fashion business.

  • PDF

Customer-Oriented Marketing of Internet Business : Application to Fashion Business

  • Chol Lee
    • 복식문화학회:학술대회논문집
    • /
    • 복식문화학회 2000년도 International Costume Culture Conference
    • /
    • pp.3-12
    • /
    • 2000
  • Recently Korean firms are increasingly interested in internet business while the number of internet users reaches more than 10 million in Korea. As e-commerce develop rapidly, customer-oriented marketing for online business becomes very important. The issues of how to achieve customer satisfaction in Internet business and how to plan a marketing strategy for online business faced managers of Internet business. Customer-satisfaction is much more important for internet business than for traditional offline 'brick and mortars'. Marketing activities need to be carried out on customer-orientation to achieve high level of customer satisfaction. This paper will discuss how to develop customer-oriented marketing for online business. It will specifically study the characteristics and success factors of internet business, differences between online marketing-mix strategy for e-business in view of customer-orientation. Finally it will suggest a future direction for online fashion business by applying the customer-oriented marketing of Internet business to the fashion business.

  • PDF

Development of the Online Activity Index of K-pop Fans

  • Kwak, Young-Sik;Hong, Jae-Won;Nam, Yoon-Jung;Han, Kang-Il;Kim, Mi-Hee;Na, Byeong-Min;Wang, Xue;Song, He-Feng
    • 한국컴퓨터정보학회논문지
    • /
    • 제26권9호
    • /
    • pp.201-212
    • /
    • 2021
  • 본 연구는 K-pop 팬들의 온라인 활동 내용과 활동의 정도를 실증적으로 측정하는 것을 목적으로 한다. 연구목적 달성을 위해 먼저 K-pop 아티스트에 대한 팬 애착도에 영향을 주는 주요 온라인 활동들을 탐색하였으며, 나아가 해당 온라인 활동들의 상대적 중요성을 도출하였다. 이를 통해 궁극적으로 K-pop 팬 온라인 활동지수(KOAI: K-pop fans' Online Activity Index)를 개발하였고 개별 응답자들의 KOAI를 실증적으로 측정하였다. 연구결과 K-pop 팬 온라인 활동지수(KOAI)는 팬클럽 가입 여부, V live+ 유료시청 여부, 아티스트 관련 VOD 시청 여부, 팬클럽에 글을 쓰는 정도, 아티스트의 가치를 높이기 위해 관련 유튜브를 보는 정도 등 K-pop 팬들의 다섯 가지 온라인 활동으로 구성됨을 알 수 있었다. 본 연구는 K-pop 마케터로 하여금 팬 반응을 얻기 위한 다양한 온라인 활동에 마케팅 자원을 보다 효율적이고 효과적으로 배분할 수 있는 기준을 제공함으로써 마케팅 성과를 높이게 하였다는 데 실무적 의의가 있다. 또한 K-pop 팬들의 온라인 행동을 이해하기 위한 학문적 지식 축적에 기여가 있다.

Hedonic Shopping Motivation and Impulse Buying: The Effect of Website Quality on Customer Satisfaction

  • WIDAGDO, Bambang;ROZ, Kenny
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제8권1호
    • /
    • pp.395-405
    • /
    • 2021
  • The sophistication of technology information has led to a series of innovative activities in the economy, particularly in buying and selling products and services both conventionally and online. Currently online activities provide opportunities for customers to get the desired needs. The purpose of this research is to examine the effect of website quality, hedonic shopping motivation, and impulse buying on customers' satisfaction of online shopping in Indonesia. Eight online marketplaces are the focus of this research. This study uses a quantitative approach. This is a structural equation research with data obtained from 177 students through an online questionnaire using a five-point Likert scale; the selection criteria is having shopped online from various universities in Indonesia. The statistical testing tool used is SPSS 26.0, with the effect between variables determined using Partial Least Square (SmartPLS 3.0). The findings of this study indicate that the nine proposed hypotheses are accepted, positively and significantly, directly or indirectly, which are supported by previous research to reinforce the findings that have been found. The interesting attributes associated with this study are hedonic shopping motivation and impulse buying that mediate the relationship between website quality and customer satisfaction of online shopping in Indonesia's marketplace.

새로운 패러다임의 지역 산업클러스터 성공전략: 오프라인과 온라인의 수렴 (A New Paradigm for Success Strategies of Industrial Clusters: Convergence of Traditional and Online Businesses)

  • 이준섭
    • 한국산업정보학회논문지
    • /
    • 제12권3호
    • /
    • pp.69-85
    • /
    • 2007
  • 본 연구에서는 국내의 산업클러스터에서 영업활동을 하고 있는 국내 오프라인기업과 외국계 오프라인 기업을 대상으로 경쟁전략의 선호도를 분석하였다. 또한 오프라인기업들이 온라인 영업활동을 도입하면서 판매네트워크 및 정보네트워크와 관련하여 기대하고 있는 효익요인을 파악하고, 이 요인들이 경쟁전략 모색에 어떠한 영향을 주는지 분석하였다. 온라인 정보입수의 용이성, 온라인 중개, 온라인 유통, 온라인 의사소통, 온라인 정보/지식 공유 등 다섯 개의 기대효익 요인이 도출되었으며, 이러한 기대요인은 적어도 한 가지 이상의 경쟁전략에 유의한 영향을 미친다는 결과가 나타났으며, 국내기업과 외국계기업간의 전략적 선호도, 온라인 영업활동 도입에 따른 기대효익 등에 대한 비교 분석에 있어서는 두 집단 간에 큰 차이가 없다는 결과를 보여주고 있다.

  • PDF

The Stimulus Factors Influencing Intention to Participate in Shopping during the Distribution of the 12.12 Online Shopping Festivals in Malaysia

  • MAHMUDDIN, Yasmin;ABDULLAH, Mazilah;RAMDAN, Mohamad Rohieszan;MOHD ANIM, Nur Aqilah Hazirah;ABD AZIZ, Nurul Ashykin;ABD AZIZ, Nurul Aien;YAHAYA, Rusliza;ABD AZIZ, Noreen Noor
    • 유통과학연구
    • /
    • 제20권8호
    • /
    • pp.93-103
    • /
    • 2022
  • Purpose: Online shopping festivals have quickly become the newest trend in online shopping worldwide due to the COVID-19 pandemic. This has led to marketing distribution channels that traditionally emphasized traditional techniques having turned to electronic commerce platforms. Although the pandemic scenario encourages online purchasing, other factors, such as the influence of participation intention to shop during the Online Shopping Festival, must also be considered. Research design, data and methodology: Multiple linear regression analysis was used to test the hypothesis based on data from 121 respondents who are actively involved with online shopping activities in Klang Valley, Selangor. Results: The results of this study show that promotion categories and the perceived influence of mass participation have a significant influence on participation intention. Meanwhile, the perceived temptation of price promotion and perceived fun promotional activities did not significantly influence participation intention. Conclusions: Theoretically, this study contributes to the literature by using the Theory of Planned Behavior and Stimulus-Response models to explain the factors that drive participation intention for online shopping. In practice, this study attracts and encourages customers to shop during the festival day because various attractive promotions are offered by sellers in Malaysia.

웹 로그분석을 이용한 실시간 온라인 마케팅 시스템 설계 및 개발에 관한 연구 (A Study on the Development of Realtime Online Maketing System Using Web Log Analytics)

  • 오재훈;김재훈;김종우
    • 한국전자거래학회지
    • /
    • 제16권3호
    • /
    • pp.249-261
    • /
    • 2011
  • e-Business 시장의 폭발적 성장으로 기존의 오프라인 기업들이 e-Business 시장으로 진입하게 되었으며, 이는 e-Business 시장의 과도한 경쟁을 야기 시켰다. 이에 기업들은 키워드 광고, 이메일 광고, 배너 광고 등의 온라인 마케팅에 대한 투자를 확대하고 있다. 그러나 기존의 온라인 마케팅 방법들은 방문자를 사이트로 유입시키는 데에만 초점을 맞추고 있으며, 방문자들이 사이트로 유입 후 구매로 전환시키기 위한 방법을 제시하지 못함으로써 마케팅의 투자 대비 효과는 점점 감소하고 있다. 본 논문에서는 사이트에 유입된 방문자를 대상으로 전환율을 높임으로써 마케팅의 효과를 높일 수 있는 실시간 온라인 마케팅 시스템 (ROMS: Realtime Online Marketing System)을 제안하고 개발하였다. ROMS는 방문자 행동을 실시간으로 수집하여 방문자 행동을 분석함으로써 방문자의 정보 및 행동을 실시간으로 모니터링 할 수 있으며, 방문자의 컨텍스트 특성에 따라 개인화된 마케팅을 수행할 수 있다.

고객참여와 심리적 주인의식의 관계에서 온라인 플랫폼 비즈니스 생태계 유형의 조절효과: 카카오와 페이스북 생태계의 비교 (Moderating Effects of Online Platform Business Ecosystems between Customer Participation and Psychological Ownership: A Comparison of Kakao and Facebook Ecosystems)

  • 주재훈;신민석
    • 한국정보시스템학회지:정보시스템연구
    • /
    • 제25권1호
    • /
    • pp.75-104
    • /
    • 2016
  • Purpose The business ecosystem perspective offers a new lens in which to view customers. Customers as the member of business ecosystems influence firms by participating in both the firm level activities and the business ecosystem level activities. For example, customers participate in the business ecosystems by forming interest groups, allowing their voice to be heard the within business ecosystems. Customers can also, turn public opinion around and foster the business ecosystems favorable to firms. On the other hand, as an extreme case of customer participation, customers can engage in community activities to boycott the purchase of products or services from certain firms or business ecosystems. Design/methodology/approach This study views content creation and feedback activities as customer participation in the firm level. On the other hand, word-of-mouth (WOM) and boycott activities are considered as customer participation in the business ecosystem level. This study presents a research model regarding the relationships among customer socialization, customer participation, and psychological ownership. The proposed model is validated through an empirical analysis on online platform business ecosystems. Findings When the two business ecosystems are compared, different results were drawn. In the Facebook ecosystem, boycott and psychological ownership did not have a significant relationship. However, in the Kakao ecosystem, the two had a significant positive relationship. The mediating effect of the business ecosystem type sheds a light on the mission, purpose, vision, and other values associated with the theory of the business on the customer-firm relationship. Further implications for theory and practice were discussed in this study.

다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여 (Mapping Emerging Business Models in Massively Multiplayer Online Games)

  • 정윤호;권혁인
    • 한국IT서비스학회지
    • /
    • 제5권3호
    • /
    • pp.137-150
    • /
    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.