• Title/Summary/Keyword: 소셜비즈니스

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소셜벤처 비즈니스 모델 통합 유형 선호도가 투자의도에 미치는 영향: 소셜임팩트 긍정적 정서의 매개 효과 검증

  • 홍유정;김종성
    • 한국벤처창업학회:학술대회논문집
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    • 2023.04a
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    • pp.157-162
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    • 2023
  • 소셜벤처는 하나의 조직 안에 경제적, 사회적 가치라는 두 가지 미션을 동시에 추구해야하며 이를 하이브리드 조직이라 한다. 소셜벤처의 사회적 가치는 기상정한 사회적 대상이 그 수혜자이고, 경제적 가치는 소셜벤처의 투자자가 수혜 대상이 된다. 두 가지 가치를 실현하기 위한 기업 활동의 중첩 정도는 소셜벤처 기업 조직마다 다르게 나타난다. 소셜벤처에서 사회적 가치를 추구하기 위한 활동에서 경제적 가치도 함께 창출된다면 비교적 적은 노력으로 두 가치를 달성할 수 있을 것이고, 두 가지 가치를 위한 활동을 각각 전개해야하는 비즈니스 모델이라면 사회적 가치를 위한 기업 활동 중의 일부 또는 전부가 기업의 경제적 가치를 창출해내지 못하는 활동이 될 수 있다. 본 연구는 두 가치의 중첩에 따른 비즈니스모델의 세 가지 유형에 대한 선행 연구를 재고하고, 유형별 선호도를 독립변수로 지정, 각 유형별 투자 의도를 알아보고자한다. 특히 소셜벤처에 대한 긍정적 정서가 투자의도에 매개효과로써 영향이 있을 것이라는 가설 아래, 소셜벤처의 투자 생태계에서 긍정적 정서에 대한 중요성을 밝히고자 한다.

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A Study of Multi-level Business For Increasing User Of Social Network Game (소셜 네트워크 게임의 유저 초기 유입을 위한 멀티 레벨 비즈니스 모델 연구)

  • Ji, Seong-woong;Park, Sung-Jun
    • Proceedings of the Korea Contents Association Conference
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    • 2012.05a
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    • pp.43-44
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    • 2012
  • 스마트 폰이 보편화되면서 소셜 네트워크 게임의 시장이 확장되고 있다. 온라인 커뮤니티를 기반으로 한 소셜 네트워크 게임은 유저의 수에 비례하여 수익이 발생하기 때문에 초기 유저 확보의 점유가 중요하다. 현재의 소셜 네트워크 게임은 체계적인 비즈니스 모델을 사용하지 않고 일반적인 게임 마케팅 비즈니스 모델을 사용하는 사례가 대부분이다. 초기 유저 확보를 위해서 객관적이고, 논리적인 수익 모델 및 수용 요인 분석이 필요하다. 본 논문에서는 이러한 요인을 멀티 레벨 비즈니스 모델을 디자인 한 후, 초기 유저 확보를 위한 정량적인 근거를 제안하였다. 소셜 게임 'Rich town'을 분석하여 초기 유저 유입 데이터를 도출한 데이터를 본 논문에서 제안한 멀티 레벨 비즈니스 모델에 적용하였다.

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A Study on the Mechanism of Social Robot Attitude Formation through Consumer Gaze Analysis: Focusing on the Robot's Face (소비자 시선 분석을 통한 소셜로봇 태도 형성 메커니즘 연구: 로봇의 얼굴을 중심으로)

  • Ha, Sangjip;Yi, Eun-ju;Yoo, In-jin;Park, Do-Hyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.409-414
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    • 2021
  • 본 연구는 소셜로봇 디자인 연구의 흐름 중 하나인 로봇의 외형에 관하여 시선 추적을 활용하고자 한다. 소셜로봇의 몸 전체, 얼굴, 눈, 입술 등의 관심 영역으로부터 측정된 사용자의 시선 추적 지표와 디자인평가 설문을 통하여 파악된 사용자의 태도를 연결하여 소셜로봇의 디자인에 연구 모형을 구성하였다. 구체적으로 로봇에 대한 사용자의 태도를 형성하는 메커니즘을 발견하여 로봇 디자인 시 참고할 수 있는 구체적인 인사이트를 발굴하고자 하였다. 구체적으로 본 연구에서 사용된 시선 추적 지표는 고정된 시간(Fixation), 첫 응시 시간(First Visit), 전체 머문 시간(Total Viewed), 그리고 재방문 횟수(Revisits)이며, 관심 영역인 AOI(Areas of Interests)는 소셜로봇의 얼굴, 눈, 입술, 그리고 몸체로 설계하였다. 그리고 디자인평가 설문을 통하여 소셜로봇의 감정 표현, 인간다움, 얼굴 두각성 등의 소비자 신념을 수집하였고, 종속변수로 로봇에 대한 태도로 설정하였다.

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Collaborative System based on Social using XMDR-DAI for Business Process in Mobile Cloud (모바일 클라우드 환경에서 비즈니스 프로세스를 위한 XMDR-DAI를 이용한 소셜 기반의 협업 시스템)

  • Lee, Jong-Sub;Moon, Seok-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.10
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    • pp.2331-2340
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    • 2015
  • In this paper, we propose a social-based collaboration systems for business process management in the mobile cloud. This XMDR-DAI is to provide services for data sharing and exchange between local systems that operate independently in a cloud environment, take charge of a social-based collaborative business process management. Social-based collaborative business processes are handled in a collision among a structure such as unit conversion, meaning conflict, and the schema mapping data resulting from the inner query. The conflict was resolved by mapping process which takes in each XMDR-DAI.

Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.457-463
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    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.

Motivational Factors of Social Media Switching Behavior: Focusing on Social Network Stress (소셜 미디어 전환의도 동기요인: 소셜 네트워크 스트레스를 중심으로)

  • Kim, Hyo-Jun;Lim, Yeong-Woo;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.22 no.4
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    • pp.41-70
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    • 2021
  • The use of social media has many advantages such as knowledge sharing, social networking, and communicating with other people. However, it has given rise to various side effects including stress, Which is defined as social network stress in this study. This study aims to conceptualize social network stress and investigate its effect on switching behavior in social media. For this purpose, we present a research model that consists of the antecedents and consequences of social network stress and test it empirically using LISREL 8.7 based on the structural equation model. The empirical results showed that knowledge sharing and self-disclosure had positive impact on social network stress, which in turn positively influenced social media switching behaviors. In conclusion, we discussed both theoretical and practical implications of this research and suggested its limitations.

A Case Study for the Social Ventures through using TLBMC(Triple Layered Business Model Canvas) (지속가능한 소셜벤처를 위한 TLBMC(트리플 레이어드 비즈니스 모델 캔버스) 활용 사례 연구)

  • Jeon, Hye Jin;Park, Jae Whan
    • 한국벤처창업학회:학술대회논문집
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    • 2017.08a
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    • pp.55-68
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    • 2017
  • The purpose of this study is to seek ways to enhance sustainability by understanding the business model of social ventures that should be accompanied by social and environmental missions as well as economic missions. To achieve this purpose, We seek to enhance sustainability by analyzing the business model of social venture entrepreneurs. The analysis tool used TLBMC (Triple Layered Business Model Canvas). It is extended from a business model canvas that is widely utilized and recognized in economical terms. The TLBMC is proposed by Alexandre & Raymond (2016) to help achieve a holistic view with horizontal and vertical associations. Based on the TLBMC, we found that each of the social ventures needed additional factors or unnecessary factors, and that they were approaching a different meaning from the beginning to stabilizing phase. And social entrepreneurs have concluded that using TLBMC to provide stakeholder and staff basic understanding of economic, social, environmental and environmental factors, enabling rapid and accurate communication and collaboration. This study will help people who prepare and study social ventures to have economic, environmental, and social perspectives. t could also be used to redefine the direction and value of entrepreneurs operating social ventures, such as vision and mission to help clarify the roles of the organization.

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Impacts of Social Commerce in E-commerce : In perspective of Social Commerce Analysis Model (소셜 커머스가 전자상거래에 미치는 영향 : 소셜 커머스 분석 모델 관점에서)

  • Jin, Dong-Su;Lim, Jae-Wook
    • International Commerce and Information Review
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    • v.14 no.1
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    • pp.369-390
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    • 2012
  • According to diffusion of social network, social commerce based this platform have been rapidly growing with usage of multiple smart devices. In this paper, we review several definitions & classifications of social commerce, and then suggest our definition. Above all, we suggest social commerce model analysis framework in perspective of business model based on revised Timmers's definition. With this framework, we analyzes impact of social commerce on e-commerce in perspective of value, actor, and revenue models. Through this analysis, we can find social commerce impact and change existing e-commerce. Finally, we suggest implications of social commerce, future directions of social commerce, further research issues. Through this research, we expect that actors related to e-commerce have the strategic implications.

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A Study on Consumer Emotion for Social Robot Appearance Design: Focusing on Multidimensional Scaling (MDS) and Cluster Analysis (소셜 로봇 외형 디자인에 대한 소비자 감성에 관한 연구: 다차원 척도법 (MDS)과 군집분석을 중심으로)

  • Seong-Hun Yu;Ji-Chan Yun;Junsik Lee;Do-Hyung Park
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.397-412
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    • 2023
  • In order for social robots to take root in human life, it is important to consider the technical implementation of social robots and human psychology toward social robots. This study aimed to derive potential social robot clusters based on the emotions consumers feel about social robot appearance design, and to identify and compare important design characteristics and emotional differences of each cluster. In our study, we established a social robot emotion framework to measure and evaluate the emotions consumers feel about social robots, and evaluated the emotions of social robot designs based on the semantic differential method, an kansei engineering approach. We classified 30 social robots into 4 clusters by conducting a multidimensional scaling method and K-means cluster analysis based on the emotion evaluation results, confirmed the characteristics of design elements for each cluster, and conducted a comparative analysis on consumer emotions. We proposed a strategic direction for successful social robot design and development from a human-centered perspective based on the design characteristics and emotional differences derived for each cluster.

A Study on the Mechanism of Social Robot Attitude Formation through Consumer Gaze Analysis: Focusing on the Robot's Face (소비자 시선 분석을 통한 소셜로봇 태도 형성 메커니즘 연구: 로봇의 얼굴을 중심으로)

  • Ha, Sangjip;Yi, Eunju;Yoo, In-jin;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.243-262
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    • 2022
  • In this study, eye tracking was used for the appearance of the robot during the social robot design study. During the research, each part of the social robot was designated as AOI (Areas of Interests), and the user's attitude was measured through a design evaluation questionnaire to construct a design research model of the social robot. The data used in this study are Fixation, First Visit, Total Viewed, and Revisits as eye tracking indicators, and AOI (Areas of Interests) was designed with the face, eyes, lips, and body of the social robot. And as design evaluation questionnaire questions, consumer beliefs such as Face-highlighted, Human-like, and Expressive of social robots were collected and as a dependent variable was attitude toward robots. Through this, we tried to discover the mechanism that specifically forms the user's attitude toward the robot, and to discover specific insights that can be referenced when designing the robot.