• Title/Summary/Keyword: 유료

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Financial Impact of Construction Firms' Business Diversification-Focused on the Residential Facility for Retired Seniors- (건설사의 사업다각화를 위한 유료노인주거시설 투자효과 분석)

  • Chin, Mee-Youn;Choi, Jong-Soo
    • Korean Journal of Construction Engineering and Management
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    • v.8 no.1 s.35
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    • pp.96-106
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    • 2007
  • This study aims to evaluate the financial impact of construction firms' business diversification. Specifically, from the construction firms' perspective, this study attempted to present basic investment model by analyzing the effect of investment in residential facilities for retired seniors. Analyses results indicated that the financial impact, in terms of sales volume and gross profit, varies according to the size of firms. The results drawn from this study could be a valuable source when construction firms plan to invest and operate residential facility for retired seniors in order to diversify their business portfolio and stabilize financial structure.

A Study on the Fee-based Strategy of Internet Service: A Case of Freechal (인터넷 서비스의 유료화 정책에 관한 연구: 프리챌 사례를 중심으로)

  • Hong, Soon-Goo;Kim, Na-Rang
    • Information Systems Review
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    • v.6 no.1
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    • pp.37-51
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    • 2004
  • With the fee-based policy starting in 2001, the income statement of the contents providers shows that the contents sales is the number one portion, while the dotcom companies focusing on community sites have difficulties in diversifying business models. To overcome this problem, Freechal, a leader of community sites, employed a fee-based strategy for the first time in 2002, however, this attempt was failed because of a rapid decreasing number of community members. Many Internet companies too much relying on advertisement sales have been trying to turn into the fee-based business model, however, it is difficult for them to make an action plan owing to little research in this field. This paper provides an overview of community sites including their history, business models, and characteristics as well as suggests the implications from a Freechal case.

A Study on the Factors Affecting the Willingness to Pay for OTT Service Users (OTT서비스이용자의 유료지불의사에 영향을 미치는 요인에 관한 연구)

  • Han, Emily;Kim, Chan-Won;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.105-114
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    • 2020
  • This study explored the factors affecting the willingness to pay of OTT service users. The main results are as follows. First, the perceived usefulness of OTT service users has a positive effect on use satisfaction. Second, perceived playfulness of OTT service users has a positive effect on use satisfaction. Third, the perceived cost of OTT service users has a positive effect on use satisfaction. Fourth, the perceived usefulness of OTT service users has a positive effect on willingness to pay. Fifth, use satisfaction with OTT service has a positive effect on willingness to pay. In summary, the perceived usefulness, perceived playfulness, and perceived cost of OTT service users increase the satisfaction of use, and the perceived usefulness and satisfaction are the key factors for predicting the willingness to pay. This will be meaningful in that it has revealed a path to predict and explain the intention of paid users of OTT service users.

A Study on Factors Affecting Chinese Users' Willing to Pay for Online Paid Knowledge Contents: Focusing on Theory of Planned Behavior (중국 온라인 유료 지식 콘텐츠 구매의도에 영향을 미치는 요인: 계획된 행동이론(TPB)중심으로)

  • Jing, Jia;Lu, Chen
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.151-162
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    • 2020
  • In this paper, a research model was designed to investigate the factors affecting the purpose intentions to the online paid knowledge contents in China. The research model includes the contents characteristics, recognition of copyright, recognition of paid, the theory of planned behavior factors. In this research, the data was collected by online survey, and in final analysis, 457 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 25.0 and AMOS 23.0. The results of the study are as follows: the contents characteristics partially give positive effects to attitude. In addition, recognition of paid and planning behavior theory factors have positive effects to purpose intentions. This paper provides a useful scheme to promotion the purpose of purchase for paid online knowledge contents.

Monetization of Smartphone Games in South Korea, Japan, and China (게임 산업 수익화(monetization) 방식과 한·중·일 스마트폰 게임의 국가별 수용 양상)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.75-84
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    • 2017
  • With the rapid growth of smartphone game in Korea, it is necessary to review the new monetization model. Especially, various contents supplied by smartphone did not find proper monetization model from business view. But smartphone game industry actively accepted market experience of arcade game industry and console, PC based package game industry, then have developed and applied various monetization models to induce billing such as monetization model and in-game advertising model, thereby forming a thick charging user group in a short time. The development and application of this monetization model is an important catalyst for the rapid growth and development of the smartphone game market. Therefore, we will examine the process of changing the monetization model of the entire game industry and the cultural characteristics of the micropayment model in Korea. To this end, we will compare the micropayment model of Japan which introduced the micropayment model and China which leads the world market.

Investigating Paid Virtual Live Stream Concert Experience from the Perspective of Social Representations Theory (유료 온라인 라이브콘서트 소비경험에 대한 연구: 사회표상이론을 중심으로)

  • Hyunjin Park;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.77-101
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    • 2023
  • Due to COVID-19, paid virtual live-stream concerts have emerged as an alternative format and a new revenue model for in-person live concerts. Despite the increasing scholarly and practical interest in how participants experience paid virtual live-stream concerts, few studies examined participants' consumption and participation experiences. Thus, this study aims to provide insights into consumers' virtual live-stream concert experience by employing social representations theory (SRT). We explore the features of paid virtual live-stream concerts based on the C-P-N-D (Content-Platform-Network-Device) framework and the consumers' cognitive and affective perception. To this end, an SRT-based core-periphery analysis was conducted based on 239 responses to the open-ended survey questions. The results show that network-and device-level features of virtual live concerts and participants' overall perception are presented as core elements of paid virtual live-stream concerts, whereas content- and platform-level features are peripheral elements. This finding provides an in-depth understanding of the emergence of paid virtual live-stream concerts as an alternative concert format, thereby providing an invaluable understanding of a virtual live concert experience and theoretical and practical insights.

A Study on Model of paid Digital Contents for Public Institutions (공공서비스기관의 콘텐츠 유료화 모형에 관한 연구)

  • 신기정;문영수
    • The Journal of the Korea Contents Association
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    • v.3 no.2
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    • pp.46-56
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    • 2003
  • Recently, digital contents have become increasingly perceived as a axe aspect of national development, and as such their generation and widespread promotion is being now pursued on a global basis, as govemment move to assist corporations in the realization of consistent industrial develo- pment. Efforts are also being made to seek avenues for the paid use of qualitativefy excellent contents, instead of relying upon traditional methods of free-of-charge provision. This paper examined the role of public institutions for the charging and development of contents industry. And it is suggested that promotional strategy and mode! for paid digital contents. ln particular, it is focused on those cases by the the Korea Institue of Science and Technology Information (KISTI) as a non-profit institution in public information sevice.

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디지털컨버전스리뷰- 거원시스템‘아이오디오5’

  • Cheon, Sin-Eung
    • Digital Contents
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    • no.2 s.141
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    • pp.86-88
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    • 2005
  • 저작권법 개정, 소리바다 유료화, 다양한 유료 음악 서비스의 등장 등 디지털콘텐츠의 유료화 바람은 이제 피할 수 없는 대세다. 국내시장에서야 펀케익, 멜론 등이 이제 태동하는 양상이지만 이미 해외에서는 수많은 음원 다운로드, 또는 재생 서비스가 확고히 자리 잡았다. 거원시스템의 아이오디오5는 자그마치 1,000가지에 이르는 화려한 LCD 컬러에 감각적인 디자인, 그리고 멜론과의 우수한 연동성을 장점으로 선보인 야심작이다. 물론 거원 고유의 우수한 음질도 고스란히 물려받고 있다.

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선 지불 메커니즘을 이용한 유료 방송 서비스

  • 김신효;조현숙
    • Broadcasting and Media Magazine
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    • v.2 no.1
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    • pp.66-71
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    • 1997
  • 디지털 위성 방송 서비스의 시작으로 방송 사업자는 다채널 및 전문 채널의 활성화로 류료 방송 서비스에 많은 관심을 가지고 있다. 본 논문에서는 이 유료 방송 서비스의 송신 및 수신 시스템의 구조에 대해 언급하고 특히 선 지불 메커니즘을 따르는 유료 방송을 위해서 스마트 카드가 어떠한 관리기능을 포함하여야 하는지를 기술하고, 그에 따른 선 지불 기능 수행 과정을 송신측과 수신축으로 나뉘어 설명하여 선지불/후지불 메커니즘 각각의 장단점에 대해 논한다.

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Mobile Game Analytics Technology Trends (모바일 게임 분석 기술 동향)

  • Lee, S.K.;Jang, S.H.;Yang, S.I.
    • Electronics and Telecommunications Trends
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    • v.32 no.4
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    • pp.96-103
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    • 2017
  • 최근 모바일 게임 산업에서는 게임 이용 중 게임 내 필요한 아이템을 별도로 구매하는 부분 유료화 비즈니스 모델이 지속해서 성장하고 있다. 부분 유료화 게임은 이용자 측면에서 접근성이 용이하며, 게임 제공자 측면에서는 구매를 유도하는 방법들이 고도화되었다. 인기게임의 경우 부분 유료화로 인한 수입이 지속적으로 증가하고 있다. 본고에서는 모바일 부분 유료화 게임에 대해 게임 운영을 최적화하기 위한 기술들을 살펴보고자 한다. 먼저, 게임 현황 파악 및 분석을 위한 대표적인 게임운영지표 분석 솔루션들을 요약하고, 게임운영지표를 개선하기 위한 게임 이용자 행동예측 기술들을 소개한다. 또한, 최근 연구되고 있는 모바일 게임 분석 기술의 한계점을 돌아보고 향후 연구 방향에 관해 기술한다.