• Title/Summary/Keyword: online market

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A Study on the Evaluation and Future Directions of Export Promotion Program in Korea's IT Industry (우리나라 IT산업 수출지원 제도의 평가와 향후 과제)

  • Jung, Jae-Woo;Park, Jong-Oh
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.50
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    • pp.277-308
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    • 2011
  • Korea's economy has shown recovery since the global financial crisis in 2008. In the year 2010, Korea's export volume reached US D 467.4 billion and Korea is one of the main producer of IT equipment, electronics, ship-buildings, chemicals and automobiles. In particular, IT industry is one of the largest portion in Korea's export industries. The reason of the performance is that we develop innovative products to overseas markets and continued it. Also, there has been export support or promotion scheme in Korea. In this study, We need to evaluate the current system of export support and derive future challenges. This article has been studied to investigate relationship between export promotion and export performance. So, We classify export promotion program into 7 group(IT package, Market pioneers, Overseas exhibition, consultation invited buyers, International IT market research, Small Business IT export counseling center, Overseas marketing online) and the export performance was considered as the dependent variable. So the result are as follows. Factors on IT package, Market pioneers, overseas exhibition, International IT market research have been identified as influencing. and consultation invited buyers, Small Business IT export counseling center and Overseas marketing online have been identified as unimportant factor. So, We have to develop those Factors(IT package, Market pioneers, overseas exhibition, International IT market research) in the direction of strengthening the development of export support scheme.

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Effect of Consumer Innovativeness on Online Buying Behavior in an Emerging Market

  • Singh, Devinder Pal
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.15-19
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    • 2016
  • Purpose - India is predicted to lead the world in online sales, but the behavioral range of online consumer has not been researched adequately. Moreover, the research on the role of psychological variables like consumer innovativeness in online purchase behavior has not been investigated. This paper aims to unravel the role of 'consumer innovativeness' in predicting online purchase intention. Further, this paper examines the effect of consumer innovativeness on 'online information search' and 'attitude' in online purchase areas. Research design, data, and methodology - This study uses factor analysis to confirm the convergent and discriminant validities from the adopted scales. Regression analysis was employed to test the various hypotheses in this study. Results - This study finds that consumer innovativeness affects positively 'information search', 'attitude' and 'purchase intentions' in online purchase circumstances. Conclusions - Consumer Innovativeness has emerged as a significant factor affecting online purchase intentions. It has also been confronted with an important variable affecting online information search and attitudes for online purchase.

A Study on the Transference of Headlines and Types of Preferred Headlines in Offline and Online Newspapers

  • Kim, Man-Ki;Kang, Hyun-Jig
    • Journal of Digital Convergence
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    • v.9 no.1
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    • pp.89-106
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    • 2011
  • With the development of the Internet, the media market is experiencing rapid change. The traditional form of offline newspaper markets, which has created the mainstream news delivery market, have been losing large amounts of power due to the emergence of online media. On the other hand, online media armed with its ability to post breaking news almost as it occurs has increased its influence and popularity at a rapid speed. However, since the exposure time and readership of online newspapers are less than their offline counterparts online media has a high dependence on sensational titles and somewhat exaggerating headlines rather than the objective and recapitulative headlines which are preferred. This paper will examine the function and significance of headlines, and conduct a comparative analysis on contents and forms of the headlines in offline newspaper and online newspaper in order to identify the characteristics of each newspaper. Through comparisons, it examines the types of headlines and the transference of headlines. In addition, it examines the differences in recognition of copy editors according to media in determining the headline, and it illuminates which type of headlines is preferred in order to instigate readers to read online newspapers. The analysis results of title-transferring cases in offline newspaper and online newspapers are that offline newspapers try to convey the contents accurately by making use of an information-transferring headline, while attention-attracting headline or subject-hiding headlines tend to be used for attracting the eye of readers. In addition, analysis results of headlines that are put on the top with a click counts in online newspapers are that attention-attracting headlines are the majority, while subject-hiding headlines that are hardly used in offline newspapers, are well-used in online newspapers. In an interview with copy editors, they responded that offline editors focus on the fact-transference in determining the title, while online editors put the weight on immediacy in the delivery of news and the function of guiding readers.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.3
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    • pp.627-637
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    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.01a
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    • pp.213-214
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    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

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A study of Chinese distribution policies and challenges

  • Su, Shuai
    • The Journal of Industrial Distribution & Business
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    • v.4 no.1
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    • pp.11-14
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    • 2013
  • Purpose - The objective of this paper is to explain how the Chinese distribution market will continue to bring tremendous business opportunities to commercial enterprises given the relatively strong economic fundamentals and substantial government-led measures for boosting domestic demand. Research design, data, and methodology - The study conducted a survey on China's 2011 retail market data. After empirically analyzing the data on retail sales, online retail markets, and franchises, we believe that online retailing in China will maintain its growth momentum. Results - This study shows that 2012 is expected to be a challenging year for the retail sector, as both external and internal pressures are likely to persist. Some of the major challenges facing retailers in China are mentioned below. Conclusions - Retailers in China face several major challenges. First, the uncertain economic outlook is having a considerable impact on China's retail market. Second, China's retailers face an unfair competition environment. Third, they are suffering the impacts of product safety problems.

A Comparative Study on the Factors Affecting User Satisfaction of Open Markets in Korea and China : Based on Hofstede's Cultural Dimensions Theory (한국과 중국의 오픈마켓 사용자의 만족에 영향을 미치는 요인에 대한 비교 연구 : Hofstede의 문화차원 이론을 중심으로)

  • Yan, Guo;Ahn, Hyunchul
    • Journal of Information Technology Applications and Management
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    • v.20 no.2
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    • pp.193-210
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    • 2013
  • China has emerged as the world's factory since the economic reform in 1987, and the Chinese economy has been growing at a rapid pace. Now, China is considered as one of the biggest markets in the world. Thus, many Korean IT service companies including open market operators have interests in expanding their business into China. However, to be successful in Chinese online shopping market, Korean open market operators should check the cultural differences between the online shoppers in Korea and China at first, Under this background, this study proposes the factors affecting user satisfaction in open market services based on the revised Delone and McLean model. Then, it investigates the differences in the effects of these factors across Korea and China. For empirical analysis, we collected the survey data from open market users in both countries, and applied multiple regression analysis to the data. As a result, we found significant differences between Korean and Chinese open market users. Also, we found that most of these differences could be explained using Hofstede's Cultural Dimensions theory. The findings of this paper imply that Korean and Chinese users may respond differently to IT services, though Korea and China are geographically close and share a similar cultural background.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Impact of COVID-19 Pandemic on Graduates Seeking Jobs

  • El-Boghdadi, Hatem M.;Noor, Fazal;Mahmoud, Mostafa
    • International Journal of Computer Science & Network Security
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    • v.21 no.1
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    • pp.70-76
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    • 2021
  • The appearance of COVID-19 virus has affected many aspects of our life. These include and not limited to social, financial and economic changes. One of the most important impacts is the economic effects. Many countries have taken actions to continue the teaching process through online teaching platforms. The students are expected to graduate during the next few semesters with certificates that include some online-completed courses and their graduation certificates are called mixed certificates. This paper considers graduation mixed certificates with some online courses and its impact on graduates seeking jobs. First, we study how well the mixed certificates are accepted by job market. In other words, how different companies, organizations and even governmental entities would accept such certificates when hiring. We study the perception of job market for such certificates for different learning fields. Secondly, we study how well the online courses are accepted by the students keeping in mind that these students are used to traditional face to face teaching. Finally, we paper our results and recommendations according to the collected data from the surveys. Some of the results show that about 60% of companies don't have policies to encourage hiring graduates with mixed certificates. Also, colleges are almost divided evenly between preferring face to face and preferring online teaching.