• 제목/요약/키워드: sales ranking

검색결과 36건 처리시간 0.026초

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • 한국정보기술학회 영문논문지
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    • 제9권2호
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 - (A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games -)

  • 임준;최성욱
    • 디지털융복합연구
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    • 제12권4호
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    • pp.293-303
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    • 2014
  • 카카오 게임의 런칭 후 모바일 게임 시장은 빠르게 성장하여 게임시장 점유율 33.1%로 2위를 차지하고 있다. 하지만 그 규모에 비해 매출액 비중은 6%로 점유율로 상당히 낮은 것을 확인할 수 있다. 이는 아직 모바일 게임 시장에 있어서 수익모델이 제대로 확립되지 못했기 때문이다. 이러한 수익모델의 부재는 DAU와 매출순위로도 확인할 수 있는데, 구글 플레이 무료게임 DAU Top10 안에 들어가는 게임 가운데 매출순위는 10위 안에 들지 못하는 게임들이 존재한다. 반면에 DAU순위는 낮지만 매출이 높은 게임들 또한 존재하는데, 이러한 결과는 수익모델이 제대로 만들어져 있는 게임과 그렇지 않은 게임의 차이라고 보인다. 본 논문은 구글 플레이 무료게임 10위권 내에 있는 게임들의 DAU순위와 매출 순위 비교를 통해 DAU 순위와 매출순위가 다른 게임들을 선정한 후, 이러한 결과의 원인이 되는 요인을 규명하고 이를 통해 향후 모바일 게임 시장에 진입하고자 하는 제작자들이 수익모델을 만드는데 있어 준거점을 제시하고자 한다.

연관규칙을 이용한 상품선택과 기대수익 예측 (Item Selection By Estimated Profit Ranking Based on Association Rule)

  • 황인수
    • Asia pacific journal of information systems
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    • 제14권4호
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    • pp.87-97
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    • 2004
  • One of the most fundamental problems in business is ranking items with respect to profit based on historical transactions. The difficulty is that the profit of one item comes from its influence on the sales of other items as well as its own sales, and that there is no well-developed algorithm for estimating overall profit of selected items. In this paper, we developed a product network based on association rule and an algorithm for profit estimation and item selection using the estimated profit ranking(EPR). As a result of computer simulation, the suggested algorithm outperforms the individual approach and the hub-authority profit ranking algorithm.

Study on the improvement of Search Engine Optimization

  • Sunhee Yoon
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.358-365
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    • 2023
  • As the Internet is used as a major channel for marketing and sales, the top ranking of search engine results is becoming a key competitor among websites. Various methods exist to maintain the top ranking of websites in search engines, typically investing heavily in organic coding or search engine optimization. The purpose of this paper, we present the ranking by recognizing factors that should be removed as negative factors when designing a web page in consideration of website visibility (SEO) because if website visibility is not met, the ranking may fall behind or be completely removed from the search engine index. The experiments that recognized and ranked the negative factors of website visibility proposed in this paper were provided through theory and experiments based on the existing website visibility analysis model. The models analyzed in this paper, we expressed or quantified as scores based on the methodology of each model, and 10 items were selected as negative factors through experiments and ranked as high scores. Therefore, when designing a website, it should be considered that the website is not removed from the search engine index as it is designed by excluding high-ranking items, which are negative factors.

온라인 패션 SOHO 쇼핑몰의 판매촉진특성 및 판매촉진전략 (Characteristics and Strategy of Sales Promotion for On-line Fashion SOHO Shopping Mall)

  • 지혜경
    • 한국의상디자인학회지
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    • 제10권2호
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    • pp.163-178
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    • 2008
  • The purpose of this study is to search the characteristics and strategy of sales promotion in on-line fashion SOHO (Small Office Home Office) shopping malls. 87 of these shopping malls have been selected through a ranking service called 100HOT (http://www.100hot.co.kr), and 906 cases of sales promotion activities have been executed on web-sites of these shopping malls. The cases have been analyzed by descriptive statistics and chi-square analysis. The results are as follows: First, on-line fashion SOHO shopping malls have frequently used sales promotion tactics such as demonstration, display, viral marketing, sale, event, customer compensation, community marketing, experimental marketing, coupon, premium, reserve fund and delivery service. Second, there are significant differences between shopping malls for men and women in sales promotion tactics such as demonstration, viral marketing, sale, and community marketing, but there is no significant difference in tactics such as demonstration, event, and customer compensation. Third, the shopping malls have used various sales promotion strategies such as maximizing the sales, characterizing product features, procuring new customers, preserving existing customers, enhancing customer loyalty, improving customer relationship and controlling returns.

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음원 추천시스템이 온라인 디지털 음원차트에 미치는 파급효과에 대한 연구 (A Study about The Impact of Music Recommender Systems on Online Digital Music Rankings)

  • 김현모;김민용;박재홍
    • 경영정보학연구
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    • 제16권3호
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    • pp.49-68
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    • 2014
  • 대다수의 국내외 온라인 디지털 음원 유통 사이트들은 음원 판매 활성화 방책의 일환으로 음원 추천시스템을 가지고 있다. 국외의 경우와 다르게, 우리나라의 시장점유율이 가장 높은 온라인 디지털음원 유통 사이트 5곳은 독자적인 기준으로 추천 음원을 선정하고 있으며, 추전 음원의 선정 기준 및 절차를 소비자에게 공개하고 있지 않다. 본 연구는 국내 온라인 디지털 음원 유통 사이트가 보유한 음원 추천시스템의 공정성 여부를 확인하고, 이러한 음원 추천시스템으로부터 선정된 추천 음원이 음원차트에서 어떠한 영향력을 갖는지 확인하는 것을 목적으로 한다. 2012년 11월부터 약 한달 간 온라인 디지털 음원 유통 사이트의 일간 음원차트에 등록되어 있는 1위부터 100위까지의 음원과 추천 음원을 수집하였다. 먼저, 수집된 음원 데이터를 기반으로 음원 추천시스템의 공정성 여부를 실증적인 방법으로 확인하였다. 첫째, 추천 음원의 노출 위치를 분석하였으며 둘째, 추천 음원이 제공되는 서비스 구조를 확인하였다. 셋째, 기획사에 따른 추천 음원 분포를 확인하였다. 더 나아가 이러한 음원 추천시스템으로부터 선정된 추천 음원이 음원차트 내에서 어떠한 영향력을 갖는지 실증적인 분석 방법으로 확인 하였다. 첫째, 음원차트의 동일 비동일 진입 시기에 따라 추천 음원과 미추천 음원의 순위 변화를 비교 분석하였다. 둘째, 모든 사이트에서 동시에 중복 추천된 음원과 단일 추천된 음원의 순위 변화를 비교 분석하였다. 셋째, 추천 받은 음원이 음원차트에 처음으로 진입하는 시기 및 순위를 확인하였다. 넷째, 음원차트 상위권 순위에 분포되어 있는 추천 음원의 비율을 확인하였다. 본 연구는 국내 온라인 디지털 음원 유통 사이트가 보유한 음원 추천시스템의 현행 및 현상에 대해 실증적으로 분석하여 공정성 문제를 제기하였으며, 음원 추천시스템이 음원차트에 미치는 파급력을 확인하였다는 것에 학술적 의의를 가진다. 또한 온라인 디지털 음원 유통 사이트의 내 외부 이해관계자에게 음원 추천시스템 악용에 대한 경각심을 고취시켜 음원차트의 공정성을 확보하고자하는 것에 산업적 의의를 가진다.

An Empirical Study on the Interaction Effects between the Customer Reviews and the Customer Incentives towards the Product Sales at the Online Retail Store

  • Kim, J.B.;Shin, Soo Il
    • Asia pacific journal of information systems
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    • 제25권4호
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    • pp.763-783
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    • 2015
  • Online customer reviews (i.e., electronic word-of-mouth) has gained considerable interest over the past years. However, a knowledge gap exists in explaining the mechanisms among the factors that determine the product sales in online retailing environment. To fill the gap, this study adopts a principal-agent perspective to investigate the effect of customer reviews and customer incentives on product sales in online retail stores. Two customer review factors (i.e., average review ratings and the number of reviews) and two customer incentive factors (i.e., price discounts and special shipping offers) are used to predict product sales in regression analysis. The sales ranking data collected from the video game titles at Amazon.com are used to analyze the direct effects of the four factors and the interaction effects between customer review and customer incentive factors to product sales. Result reveals that most relationships exist as hypothesized. The findings support both the direct and interaction effects of customer reviews and incentive factors on product sales. Based on the findings, discussions are provided with regard to the academic and practical contributions.

Risk-based approach to develop a national residue program: prioritizing the residue control of veterinary drugs in fishery products

  • Kang, Hui-Seung;Han, Songyi;Cho, Byung-Hoon;Lee, Hunjoo
    • Fisheries and Aquatic Sciences
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    • 제22권12호
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    • pp.29.1-29.7
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    • 2019
  • Veterinary drugs are widely used to protect production-related diseases and promote the growth of farmed fish. The use of large amounts of veterinary drugs may have potential risk and cause adverse effects on both humans and the environment. In this study, we developed risk-based ranking based on a scoring system to be applied in the national residue program. In this approach, the following three factors of veterinary drugs that may occur as residues in fishery products were considered: potency (acceptable daily intake), usage (number of dose and withdrawal period), and residue occurrence. The overall ranking score was calculated using the following equation: potency × usage (sum of the number of sales and withdrawal period) × residue occurrence. The veterinary drugs that were assigned high score by applying this approach were enrofloxacin, amoxicillin, oxolinic acid, erythromycin, and trimethoprim. The risk-based approach for monitoring veterinary drugs can provide a reliable inspection priority in fishery products. The developed ranking system can be applied in web-based systems and residuemonitoring programs and to ensure safe management of fishery products in Korea.

A Study on Customer Satisfaction Factors of Supply Chain Management Support Center(SCSC)

  • Coo, Byung-Mo
    • 산경연구논집
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    • 제9권2호
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    • pp.27-38
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    • 2018
  • Purpose - This study centers on field surveys aimed at deriving the customer satisfaction factors of customer support centers that are positioned between suppliers and consumers in the supply chain. They consists of manufacturing, sales, distribution, consumption and collection, and that are in charge of core functions for suppliers' customer satisfaction management and consumers' satisfaction with consuming activities. Research design, data, and methodology - The customer satisfaction factors of customer support centers were derived through literature review and expert opinion surveys, and a questionnaire was developed through a process of the refinement of variables using pilot tests and 330 questionnaire sheets were distributed. The questionnaire sheets were collected and opinions in them were analyzed using fuzzy AHP methodology. Results - Three factors, which are turnover intentions, motivation, and job satisfaction, were derived as customer satisfaction factors of customer support centers, and the ranking relationships of these three factors were analyzed. In addition, the ranking relationships among six execution variables of turnover intentions, 10 execution variables of motivation, and 10 execution variables of job satisfaction were analyzed using fuzzy AHP methodology to obtain quite significant results. Based on the results of this study, three implications in the three strategic aspects and an implication in the academic aspects are presented. Conclusions - Motivation and job satisfaction, job satisfaction and turnover intentions, and motivation and turnover intentions are not formed by independent or different factors or environments. They are in the same context with each other (maintaining high correlations) and are in the relationships of virtuous circles in which they complement each other.

시장분석을 통한 모바일게임 융복합 지식재산권 활용 연구 (A Study on the Utilization of Intellectual Property Rights Convergence in Mobile Games through Market Analysis)

  • 이현구;김태규
    • 디지털융복합연구
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    • 제18권1호
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    • pp.309-314
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    • 2020
  • 모바일게임에서 지식재산권인 IP를 활용한 게임 개발 방식은, 모바일게임의 경쟁심화에 따른 시장에서 경쟁우위 확보를 위해 그 중요성이 부각되어 왔다. 본 연구에서는 IP활용 모바일게임의 효과성을 검증하고, IP 활용 모바일게임 제작 시 보다 효과적인 IP선택 기준을 제시하고자 하였다. 이를 위하여, 국내 모바일게임 시장에서 대표성을 가진 구글 플레이 스토어의 매출순위 상위 200위 내에 위치한 게임들을 대상으로, IP활용 모바일게임을 분류하고, IP활용 모바일 게임에 활용된 IP를 각 타입 별로 나누어 그 비중을 분석하였다. 분석결과, IP활용 모바일게임은 매출성과에 있어 유의미한 성과를 거두고 있는 것으로 나타났다. 모바일게임 제작 시 활용된 IP 타입 중, '게임(국내게임 원작)'타입 IP가 가장 높은 매출 성과를 얻을 수 있는 IP 타입으로 분석 되었다. 게임의 성공에는 IP이외에도 다양한 요소가 영향을 주는 만큼, IP가 게임의 성공에 미치는 영향에 대해 보다 다각적인 방향에서 추가연구가 필요하다.