• Title/Summary/Keyword: online company

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The Analysis for the Regulation related to Chinese Online Game Review -Focused on NHN Chinese Game- (중국 온라인 게임 심의에 관한 규제 분석 -중국 NHN 게임을 중심으로-)

  • Song, Seung-Keun;Kim, Chee-Yong
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.151-162
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    • 2009
  • The objective of this study is to uncover the standard and procedure of the review for the online game to export to China and try to find a plan how to solve a problem such as regulation for the online game imported into China depending on a protective policy for homemade game. The literatures related to the policy of China online game industry and the present condition of the wholistic restriction are reviewed and the standard and procedure of the review of China online game which is veiled was able to find definitely by using the case study on Korean company which was a great success as localization in China. As a result of this study, we found that the key factor on the review standard of China online game is the anti-social personality, such as 'the overthrow of Chinese socialist system', 'the territorial issue as the eviction of Hong Kong or the acknowledgment of Taiwan government', 'independence problem of the minorities', and 'damage to property as national treasure', et cetera. While the review of the homemade game in China takes about a month through just two steps in review process on online game, that of foreign game is required over at least three months through four steps in it. Moreover, it is difficult for foreign games to obtain the license due to total amount regulation for online game by 'General Administration of Press and Publication of the People's the Republic of China'. In the case of the joint-venture company, it is most important to the smooth communication between Korean company and Chinese company in order to overcome these strong regulation for online game review in China. Furthermore, as Chinese company in outward appearance it is need to be positioned absolutely in Chinese marketplace. The definite positioning strategy enables foreign companies to avoid the strong regulation about the foreign game in China. To understand, finally, deeply politics, society, and culture presented in Chinese ethics textbook permits the foreign companies to predict the exact standard of the review for online game. Therefore, this study is concluded with key implications to sustain guidelines on the deliberation for foreign companies which want to export online game to China to improve the predictability and accountableness about the review of the online game in China.

Confidence Indicators and Evaluation Factors of Credibility According to the Types of Online Information (온라인 정보원의 유형별 신뢰지수 및 신뢰성 평가요인)

  • Kim, Young-Kee
    • Journal of the Korean Society for information Management
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    • v.27 no.1
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    • pp.7-24
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    • 2010
  • This study tried to develop the confidence indicators and evaluation factors of credibility according to the types of online information by nationwide large scale online survey. The main results are summarized as follows: i) confidence indicators by types of online information: information on news sites(72.553), financial companies(68.894), government sites(67.938), cafe(66.464), portal sites(65.001), collective intelligence sites(63.489), nonprofit organization (63.392), company/corporation sites(59.789), blog(59.066), online community sites(55.609), e-commerce sites(55.118), mini-homepage(50.695). ii) 'Widely known site' or 'famous site' is the most important factor for all types of online information. User opinions like as posting or comment are major factors for sites of cafe, blog, mini-homepage, online community, collective intelligence etc. and 'name recognition' and 'reputation' are main factors for site of financial company, corporation, government, nonprofit organization.

The Relationship between Offline Trust and Online Transaction in Internet Banking (인터넷 뱅킹에서 오프라인 신뢰와 온라인 거래의 관계)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.29-47
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    • 2007
  • Owing to the rapid growth of using the Internet, not only click-and-mortar companies but also brick-and-mortar ones have been expanding their distribution channels into online, Moreover, since online channels are more attractive than offline ones in control and maintenance, switching customers into online ones is emerged as one of very important managerial issues in a view of reduction of cost as well as expansion of services. However, the switched customers should be faced by uncertainties which could not have been experienced in offline. Specifically, in online channels, buyers and sellers are separated temporally and spacially and there are always so many kinds of threat for security as well as not enough systems and conventions for them yet. Therefore, trust has been considered as one of the most critical mechanisms for resolution of such uncertainties in online transactions. However, it is not easy to build and maintain the relationships in online since most of them are virtual and indirect generally. Therefore, in order to switch offline customers into online ones, it is very important to make strategies based on identification of the relationship between online transaction and offline trust which has been built in offline business. Generally offline trust, which has been built independent of online, could not include trust for online-dependent activities such as payment security during or after transactions, while most of online trust include it. Therefore, a customer with high offline trust does not always perceive high security and assure safe transactions. Accordingly, while online trust, where technical capabilities for online security is one of main bases, includes control trust implicitly or explicitly, offline trust does not. However. in spite of such clear discrimination and independence between offline trust and perceived security, there can be the significant dependency between these two beliefs. The customers with high offline trust believe that the company would do some activities for online security for customers' safe transactions since it has been believed of doing well for customers' trust. Theoretically, users' perception of security is interpreted as a kind of control trus, which is trust for company's technical control capacities in order to resolve technical uncertainties in online. Therefore, the relationship between two beliefs can be considered as transference from offline trust to another type trust. that is, control trust. The objective of this study is to analyze the effect of offline trust on online transaction uses mediated by perceived security. For this purpose, we suggest a research model based on technology acceptance model (TAM). Reuse intention is adopted as a dependent variable and TAM is modified by adding perceived risk (PR) as well as two beliefs of using Internet banking, perceived usefulness (PU) and perceived ease of use (PEOU). Moreover, perceive security (PS) is adopted as an external variable for PR and PU, while offline trust (OT) is an antecedent of PS. For an empirical test, sampling from 108 visitors to the banks in Daegu, Korea, we analyze our model by partial least square (PLS) approach. In result, our model is shown to explain 51.4% of the variance in reuse intention and all hypothesis are supported statistically. A theoretical implication of this study is to identify a role of PS between offline trust and reuse intention of using online transaction services. According to our result, PS can be considered as a mediation variable for bridging between two different concepts: trust that explains social aspects of customers and companies, and TAM that explains customers' reuse intention.

SOPPY : A sentiment detection tool for personal online retailing

  • Sidek, Nurliyana Jaafar;Song, Mi-Hwa
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.59-69
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    • 2017
  • The best 'hub' to communicate with the citizen is using social media to marketing the business. However, there has several issued and the most common issue that face in critical is a capital issue. This issue is always highlight because most of automatic sentiment detection tool for Facebook or any other social media price is expensive and they lack of technical skills in order to control the tool. Therefore, in directly they have some obstacle to get faster product's feedback from customers. Thus, the personal online retailing need to struggle to stay in market because they need to compete with successful online company such as G-market. Sentiment analysis also known as opinion mining. Aim of this research is develop the tool that allow user to automatic detect the sentiment comment on social media account. RAD model methodology is chosen since its have several phases could produce more activities and output. Soppy tool will be develop using Microsoft Visual. In order to generate an accurate sentiment detection, the functionality testing will be use to find the effectiveness of this Soppy tool. This proposed automated Soppy Tool would be able to provide a platform to measure the impact of the customer sentiment over the postings on their social media site. The results and findings from the impact measurement could then be use as a recommendation in the developing or reviewing to enhance the capability and the profit to their personal online retailing company.

The Advance Strategy into North America through MMORPG User Analysis (MMORPG 사용자 분석을 통한 북미진출 전략)

  • Roh, Chang-Hyun;Son, Han-Seong
    • The Journal of the Korea Contents Association
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    • v.7 no.11
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    • pp.215-222
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    • 2007
  • As Korean online game market is saturated, Korean online game companies are trying to push into North American market. In order to succeed in foreign markets, understanding of user characteristics in that country is most important. In this study, investigation on user characteristics has been performed using user DB from A online game and B online game. They are currently in service by M company in America. Connection time, payment, and royalty are analyzed as a results. Based on the analysis, several advance strategies into North America are suggested. This results could be very useful for Korean MMORPG company to try to push into North America.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

Online Product Planning in a Fashion Brand -Focused on the Brand of Women's Clothing Run by the Company's Mall- (패션브랜드의 온라인 상품기획 -자사몰 운영의 여성복 브랜드를 중심으로-)

  • Lee, Soojin;Lee, Keumhee
    • Journal of Fashion Business
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    • v.24 no.3
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    • pp.69-84
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    • 2020
  • The purpose of this study is to analyze examples of online fashion product planning of domestic fashion brands, to grasp the characteristics and step-by-step problems in product planning, and to suggest product planning methods. This study consists of a literature study and a case study. The results of th study are as follows. First, in the information analysis and product planning, product planning according to analysis and targeting of online consumers should be conducted separately from offline, and the proportion of online-only products should be expanded. Second, in the design planning and product development stages, it should be possible to secure the quantity through the pre-planning of fabrics, a to acquire the novelty of the material through the preemption of good fabrics and the pre-planning of colors to secure competitive design. Third, in the convention, a systematic review process involving company members and customer review teams should be conducted to ensure product quality and sales-ability Fourth, in the production stage, the production period must be to reduce cost. Fifth, differentiated services according to the characteristics of their products for each brand in the promotion and sales stages. Based on this analysis, a desirable approach online product planning should first run promotion phase, increasing pre-planning for the product, and organizing specialize work and manpower issues.

A Study on Success Factors of Online Game Using AHP (AHP를 이용한 온라인게임 성공요인에 관한 연구)

  • Ryu, Gui-Jin;Kwon, Hyeog-In
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.135-145
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    • 2007
  • Recently, the Online Game industry has appeared the various change of the development environment in the rapid growth. So the online game company has been trying to search games able to success and they are performing diversified researching to prepare the judgment ground of success from initial stage of development. The aim of this study is to find success factors which is in the process from development to distribute for the online game through collecting opinions of specialist and taking survey to people employed in online game development field. Consequently, we indicate success factors using Analytic Hierarchy Process (AHP) and make out success factors for the online games. Furthermore, we suggest the way which is able to apply factors objectified so that exceed the limit of using it to the company planning to develop successful games objectively.

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The Effect of Online Distribution Channel's Review on Purchasing Behavior Change

  • Lee, Byeong-Cheol
    • Journal of Distribution Science
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    • v.16 no.4
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    • pp.21-34
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    • 2018
  • Purpose - The objective of this research is to a) examine the effects of online reviews, posted on online distribution channels, on the change of consumers' attitudes and booking intention by distinguishing three types of online review valence: positive, negative and neutral review valence, and b) to investigate the combined effect of the inclination of online review and perceived usefulness of reviews on consumers' attitude change. Research design, data, and methodology - An experimental design was used by creating a mimicked hotel company's website and online reviews extracted from several online distribution channels such as online travel agencies (OTAs). A total of 414 respondents were randomly assigned to a type of review valence. Results - The results showed that the valence of positive reviews has a significant effect on the positive change of attitude and booking intention. However, the effect of the valence of negative reviews on the change of booking intention was not statistically significant compared to that of the valence of neutral reviews. Conclusions - The results offer some insights into the effect of online reviews on consumers' decision making processes and have important managerial implications for companies that operate online distribution channels in terms of their online marketing and the distribution of service products.

The Influence of CEO's Scandal on Consumers' Product Purchase

  • CHOI, Ji-Eun
    • The Journal of Industrial Distribution & Business
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    • v.11 no.4
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    • pp.47-56
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    • 2020
  • Purpose: This study aims to explore how consumers respond to the immoral actions of a CEO. More specifically, this research focuses on the moral reasoning processes used by consumers in order to maintain support for the CEO despite the immoral action. In addition, this research suggests that support for the CEO would improve product purchase intention. Research design, data, and methodology: To test the hypotheses presented, an online research company was hired and online survey was conducted with adult participants. Online research company sent an email to the potential subjects asking their participation in an online survey. Subjects were able to participate in the online survey by clicking a link to the survey. When the participants clicked the link, they were instructed to read a fictitious newspaper article on a CEO's immoral action. And then, they were asked to answer several questions online. Responses were obtained from 336 adults participants and data were analyzed using SPSS Hayes Macro for a moderation effect and AMOS for a structural equation model. Result: Moral reasoning processes were divided into moral decoupling and moral rationalization and analyzed to determine their influence on product purchase. Also in this study, we suggest the public self-consciousness of consumers as an antecedent of moral reasoning processes, and argue that consumers with high public self-consciousness are more likely to engage in moral decoupling than moral rationalization. Conclusions: Our results showed that moral decoupling and moral rationalization improved the consumer's perception of corporate ethicality, which increased product purchase intention. In addition, consumers with high public self-consciousness were more likely to engage in moral decoupling than in moral rationalization. In addition, this research suggested that severity of the scandal would moderate the impact of public self-consciousness on moral decoupling. However, this hypothesis was not supported statistically since most participants perceived the scandal to be a highly severe incident, that may lead to an insignificant interaction effect between severity of the scandal and public self-consciousness. This research expands the scope of available research on corporate ethics and consumer responses to negative information involving celebrities and provides practical implications for corporate crisis management.