• Title/Summary/Keyword: 유통요소

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A Study on the elements of business model innovation of non-fungible token blockchain game : based on 'PlayDapp' case, an in-game digital asset distribution platform (대체불가능토큰(NFT)기반 블록체인 게임의 비즈니스모델 혁신요소 연구 : 게임 내 디지털 자산 유통 플랫폼 '플레이댑' 사례를 중심으로)

  • Choi, Sung-Wone;Lee, Sung-Mok;Koh, Joong-Eon;Kim, Hyun-Ji;Kim, Jeong-Soo
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.123-138
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    • 2021
  • This study aims to empirically prove that blockchain games can provide business model innovations through interoperability among NFT based game items. Through our research on 'PlayDapp platform', we figured out that the technological innovation of blockchain games not only has provided a positive influence to the socio-economic and industrial ecosystem perspectives, but also it differentiates companies(game developers and platform providers in this eco-system) and increases customer benefits.

소상공인을 위한 라이브 커머스 방송은 정말 가능할까?: 쇼호스트 유형 및 관여도에 관한 실험 연구

  • Choe, Eun-Ji;Jang, Mun-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
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    • 2022.11a
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    • pp.79-81
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    • 2022
  • 최근 정보기술의 발달과 COVID-19으로 인해, 많은 유통의 판도가 바뀌었다. 비대면의 급증으로 배달문화와 온라인 쇼핑과 온라인 회의 등이 성행하며 익숙해지고 이로 인해 디지털 전환이 더욱 빠르게 가속화 되었다. 중국에서 시작되었던 라이브 커머스도 이 시기를 틈타 한국으로 들어왔고 라이브 커머스의 발전이 시작되었다. 이에 따라 라이브 커머스에 관한 연구도 많이 나오고 있는데 연구들이 라이브커머스의 특성만을 다루는 것에 한계점을 느꼈다. 이에 본 연구는 라이브 커머스의 특성에서 나아가 이 특성으로 인하여 진정으로 혜택을 볼 수 있는 소상공인들에 초점을 맞추기로 하였다. 소상공인들이야말로 라이브커머스를 이용하는 80%를 넘는 비중을 차지하고 있는 사용자이자 판매자이다. 하지만 그럼에도 불구하고 아직까지도 많은 판매자들이 라이브커머스를 어렵게 생각하고 전문 방송인을 고용하거나 대행사를 고용하여야만 라이브커머스 방송이 가능하다고 생각하여 시작을 못하고 있다. 본 연구에서는 실험을 설계하여 판매자가 직접 라이브 커머스 방송을 진행하여도 충분히 소비자에게 긍정적인 영향을 줄 수 있고 매출액과 유입수에도 영향을 끼칠 것이란 가설을 설정하였다. 쇼호스트와 관여도라는 변수를 설정하여 2 by 2 실험을 설계하였다. 쇼호스트는 방송전문가인 일반적인 대행사를 섭외하여 방송을 능숙하게 하고 중간에 재미적인 요소를 집어 넣는 쇼호스트와 제품 전문가인 판매자를 직접 방송하게 하여 제품에 대한 전문성을 넣어 소비자의 반응을 살펴 보았다. 관여도는 고관여 제품과 저관여 제품을 식품군으로 비교하는 것으로 설계하는 것으로 연구를 진행하였다.

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농업관련기업의 빅데이터 수용의도에 미치는 영향: 농업관련기업 종사자 중심으로

  • Ryu, Ga-Hyeon;Heo, Cheol-Mu
    • 한국벤처창업학회:학술대회논문집
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    • 2021.11a
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    • pp.129-134
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    • 2021
  • 농업은 잦은 자연재해, 코로나 같은 예측하기 힘든 불확실성이 높아지는 상황이며 이를 해결하기 위해 새로운 기술적 접근방안과 돌파구 마련이 필요하다. ICT의 급속한 발전과 4차 산업혁명 시대가 도래하면서 데이터의 중요성은 더욱 커지고 있다. 빅데이터는 농업이 직면한 다양한 기술적 난제를 해결함과 동시에 생산,소비,유통 분야의 밸류체인 혁신을 통해 높은 경쟁력을 확보할 수 있게 핵심 요소가 될 것이다. 실제 농업 분야의 해외 사례를 살펴보면 주로 빅데이터에 대한 수집 분석이 기업을 중심으로 이루어지고 있고 기업의 새로운 가치 창출에 중요한 역할을 담당하고 있어 상업적 측면에서 활용가치가 매우 높음을 알 수 있다. 우리나라도 기업의 빅데이터 활용을 위한 다양한 시도가 이루어지고 있으나 아직은 대기업, 소수의 혁신기술 기반 중소기업이 대부분이다. 기업의 빅데이터 활용에 영향을 미치는 연구는 계속 진행되고 있으나, 산업별 특성이 반영되어 결과는 상이하게 나타났다. 또한 대부분의 연구가 조직 차원에서 초기 도입 의도에 영향을 주는 요인 파악에 집중하였다. 반면 기업이 빅데이터를 활용하여 성과를 창출하기 위해서는 각 분야 현업 종사자들의 지속적인 활용 의도에 영향을 미치는 요인에 관한 연구가 필요하다. 따라서 본 연구는 혁신기술 수용 의도를 파악하는데 높은 설명력을 나타내는 통합기술수용이론(UTAUT)과 혁신성향 변수를 활용하여 농업 관련 기업 종사들의 빅데이터 수용 의도에 미치는 영향 요인들을 살펴보고 경제적 혜택과 실용적 혜택의 매개 효과를 분석하고자 한다. 실제 농업 관련 기업 종사자 대상 설문을 통한 실증 연구를 통해 현장 종사자들의 빅데이터 활용 수준을 높이고 우수의 고급 인력을 확보하여 육성하기 위한 방안을 제시하여 농업관련분야 기업의 빅데이터 활성화 정책 도출에 시사점을 제시하고자 한다.

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The Impacts of Entrepreneurial Proclivity and Merchandising Strategy on Conventional Market and Its Policy Implications (한국 재래시장상인의 창업가정신과 상품화 전략이 시장이미지와 경영성과에 미치는 영향과 재래시장 정책에 대한 시사점)

  • Suh, Geun-Ha;Yoon, Sung-Wook;Suh, Chang-Soo
    • Journal of Distribution Science
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    • v.7 no.3
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    • pp.71-100
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    • 2009
  • The main purpose of this study is to define relevant factors that influence successful start-ups and management innovations of traditional markets from the point of market structures and relations. To do this, we devide an entrepreneurship of merchant into two factors, risk taking and managerial experience and choose product planning and its implementation to see merchandising of traditional markets. In this study we identify that several factors we chose are contributing to generating management performances through market promotional parameters. Also we confirm that image factors of traditional markets is consist of awareness and value of markets, and that these factors shows some sequential and continual patterns in the course of generating performances. In additions, it is identified that four independent factors have positive effects to star-up success; risk taking 0.29(t 2.61), managerial experience 0.04(t 1.79), merchandising implementation 0.374(t 2.61), market value 0.47(t 5.25), market awareness 0.22(t 2.30). This study can help merchants of traditional markets to make and change their market strategies, restructure their businesses and survive in the field. This also provide some ideas and guidances to relevant government agencies in formulating traditional market policies.

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A Study on the Cause Analysis and Countermeasures of the Traditional Market for Fires in the TRIZ Method (TRIZ 기법에 의한 재래시장 화재의 원인분석과 대책에 관한 연구)

  • Seo, Yong-Goo;Min, Se-Hong
    • Fire Science and Engineering
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    • v.31 no.4
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    • pp.95-102
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    • 2017
  • The fires in the traditional markets often occur recently with the most of them expanded into great fires so that the damage is very serious. The status of traditional markets handling the distribution for ordinary people is greatly shrunk with the aggressive marketing of the local large companies and the foreign large distribution companies after the overall opening of the local distribution market. Most of the traditional markets have the history and tradition from decades to centuries and have grown steadily with the joys and sorrows of ordinary people and the development of the local economy. The fire developing to the large fire has the characteristics of the problem that the fire possibility is high since all products can be flammable due to the deterioration of facilities, the arbitrary modification of equipment, and the crowding of the goods for sale. Furthermore, most of the stores are petty with their small sizes so that the passage is narrow affecting the passage of pedestrians. Accordingly, the traditional markets are vulnerable to fire due to the initial unplanned structural problem so that the large scale fire damage occurs. The study is concerned with systematically classifying and analyzing the result by applying the TRIZ tool to the fire risk factors to extract the fundamental problem with the fire of the traditional market and make the active response. The study was done for preventing the fire on the basis of it and the expansion to the large fire in case of fire to prepare the specific measure to minimize the fire damage. On the basis of the fire expansion risk factor of the derived traditional market, the study presented the passive measures such as the improvement of the fire resisting capacity, the fire safety island, etc. and the active and institutional measures such as the obligation of the fire breaking news facilities, the application of the extra-high pressure pump system, the divided use of the electric line, etc.

Identifying the Key Success Factors of Massively Multiplayer Online Role Playing Game Design using Artificial Neural Networks (인공신경망을 이용한 MMORPG 설계의 핵심성공요인 식별)

  • Jung, Hoi-Il;Park, Il-Soon;Ahn, Hyun-Chul
    • The Journal of Society for e-Business Studies
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    • v.17 no.1
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    • pp.23-38
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    • 2012
  • Massive Multiplayer Online Role Playing Games(MMORPGs) headed by some Korean game companies such as NC Soft, NHN, and Nexon have exploded in recent years. However, it becomes one of the major challenges for the MMORPG developers to design their games to appeal to gamers since only a few MMORPGs succeed whereas they require a huge amount of initial investment. Under this background, our study derives the major elements for designing MMORPG from the literature, and identifies the ones critical to the users' satisfaction and their willingness to pay among the derived elements. Though most previous studies on the design elements of MMORPG have used analytic hierarchy process(AHP), our study adopts artificial neural network(ANN) as the tool for identifying key success factors in designing MMORPG. The results of our study show that the elements of the game contents quality have a bigger effect on the user's satisfaction, whereas the ones of the value-added systems have a bigger effect on the user's willingness to pay. They also show that user interface affects both the user's satisfaction and willingness to pay most. These results imply that the strategies for the development of MMORPG should be aligned with its goal and market penetration strategy. They also imply that the satisfaction and revenue generation from MMORPG cannot be achieved without convenient and easy control environment. It is expected that the new findings of our study would be useful forthe developers or publishers of MMORPGs to build their own business strategies.

The Visual Expression in a Store by the Characteristics of Facade (FACADE특성에 따른 매장의 시각적 표현에 관한 연구)

  • 송인호
    • Archives of design research
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    • v.11 no.1
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    • pp.11-20
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    • 1998
  • Display in commercial space is one of the most important fields in modem advanced industrial sectors as means of promoting the volume of sales. Additionally, consummers' preferences are more complicated and various than before because of improvement of quality of life. In order to satisfy the various comsumer's desire, the role of display must be an important factor in commercial space. On the other hand, the facade of commercial buildings in the concept of visual merchandising has important effect on the commercial space such as layout of a shop, setting up presentation space, and visual expression. The structure of the facade of the store provides not only an advertising function but also an important position to the composition of external space. Besides, enterance space is a part of a store, and it is closely related to outdoor space. Therefore, the relationship between a store and outdoor space should be carefully considered in terms of functional and expressional problems.This study introduces all sort of characteristics of the facade of enterance speac in the commercial buildings. It also investigates the relationship among the characteristics. Moreover, it analyzes the effect of facade style on shop environment such as zonning, inducement plan, and allocation plan. For the purpose of this study, 57 fashion stores, located in Myung-Dong(Seoul), are investigated. Based on the sample, this study analyzes the relationship between the facade style and visual presentation. Finally, it suggests the desirable direction of space composition based upon the concept of visual merchandising.

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Microbiological Hazard Analysis of Sundae (Korean Sausage) Made of Meat By-Products (식육 부산물을 활용한 순대의 미생물학적 위해 분석)

  • Cheong, Jin-Sook;Kim, Yun Jeong;Om, Ae-Son
    • Journal of Food Hygiene and Safety
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    • v.37 no.3
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    • pp.181-188
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    • 2022
  • Despite the recent increase in the consumption level of the processed meat-byproducts, the health and safety issue has consistently been raised in the processes of production, distribution and consumption. The purpose of this study is to analyze and evaluate the microbiological hazard elements in the Korean sausage, "Sundae," to present not only the safety standard of meat by-product vendors based on HACCP (Hazard Analysis Critical Control Point), but also the quality control criteria and sanitary arrangements of small manufacturers. For the study, the microbiological hazards in 24 raw materials, 7 manufacturing processes, 40 facilities and tools, 17 workplace environment, and 12 workers were analyzed. The analysis revealed the hazardous elements in the initial stages with 6.28 and 4.07 log CFU/g of total aerobic count and coliforms, respectively, detected from the porcine blood and 3.23 log CFU/g of coliforms from the porcine small intestines. The result also showed that the total aerobic counts and coliforms in the process of mixing and filling process exceeds the standards in the hygiene guidelines by Natick with the total aerobic counts of 5.23, 5.45 log CFU/g, and the coliforms of 3.25, and 3.31 log CFU/g, respectively. Although the detected total aerobic count and the coliforms in the filling and washing rooms exceeded the standards, it was found that the total aerobic count was significantly reduced by 98% after cleaning and disinfecting and no coliforms was detected in any process thereafter. In order to achieve high level of safety in the manufacturing processes of Sundae, the separation of washing and disinfection room from the other sections and the sanitation control of the workers must be preceded, along with strict monitoring in the storage and distribution processes. The study raises necessity for additional studies for the safety evaluation of the processed meat-byproducts and further researches on the validity of the critical limits.

Categorizing Quality Features of Franchisees: In the case of Korean Food Service Industry (프랜차이즈 매장 품질요인의 속성분류: 국내 외식업을 중심으로)

  • Byun, Sook-Eun;Cho, Eun-Seong
    • Journal of Distribution Research
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    • v.16 no.1
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    • pp.95-115
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    • 2011
  • Food service is the major part of franchise business in Korea, accounting for 69.9% of the brands in the market. As the food service industry becomes mature, many franchisees have struggled to survive in the market. In general, consumers have higher levels of expectation toward service quality of franchised outlets compared that of (non-franchised) independent ones. They also tend to believe that franchisees deliver standardized service at the uniform food price, regardless of their locations. Such beliefs seem to be important reasons that consumers prefer franchised outlets to independent ones. Nevertheless, few studies examined the impact of qualify features of franchisees on customer satisfaction so far. To this end, this study examined the characteristics of various quality features of franchisees in the food service industry, regarding their relationship with customer satisfaction and dissatisfaction. The quality perception of heavy-users was also compared with that of light-users in order to find insights for developing differentiated marketing strategy for the two segments. Customer satisfaction has been understood as a one-dimensional construct while there are recent studies that insist two-dimensional nature of the construct. In this regard, Kano et al. (1984) suggested to categorize quality features of a product or service into five types, based on their relation to customer satisfaction and dissatisfaction: Must-be quality, Attractive quality, One-dimensional quality, Indifferent quality, and Reverse quality. According to the Kano model, customers are more dissatisfied when Must-be quality(M) are not fulfilled, but their satisfaction does not arise above neutral no matter how fully the quality fulfilled. In comparison, customers are more satisfied with a full provision of Attactive quality(A) but manage to accept its dysfunction. One-dimensional quality(O) results in satisfaction when fulfilled and dissatisfaction when not fulfilled. For Indifferent quality(I), its presence or absence influences neither customer satisfaction nor dissatisfaction. Lastly, Reverse quality(R) refers to the features whose high degree of achievement results in customer dissatisfaction rather than satisfaction. Meanwhile, the basic guidelines of the Kano model have a limitation in that the quality type of each feature is simply determined by calculating the mode statistics. In order to overcome such limitation, the relative importance of each feature on customer satisfaction (Better value; b) and dissatisfaction (Worse value; w) were calculated following the formulas below (Timko, 1993). The Better value indicates how much customer satisfaction is increased by providing the quality feature in question. In contrast, the Worse value indicates how much customer dissatisfaction is decreased by providing the quality feature. Better = (A + O)/(A+O+M+I) Worse = (O+M)/(A+O+M+I)(-1) An on-line survey was performed in order to understand the nature of quality features of franchisees in the food service industry by applying the Kano Model. A total of twenty quality features (refer to the Table 2) were identified as the result of literature review in franchise business and a pre-test with fifty college students in Seoul. The potential respondents of our main survey was limited to the customers who have visited more than two restaurants/stores of the same franchise brand. Survey invitation e-mails were sent out to the panels of a market research company and a total of 257 responses were used for analysis. Following the guidelines of Kano model, each of the twenty quality features was classified into one of the five types based on customers' responses to a set of questions: "(1) how do you feel if the following quality feature is fulfilled in the franchise restaurant that you visit," and "(2) how do you feel if the following quality feature is not fulfilled in the franchise restaurant that you visit." The analyses revealed that customers' dissatisfaction with franchisees is commonly associated with the poor level of cleanliness of the store (w=-0.872), kindness of the staffs(w=-0.890), conveniences such as parking lot and restroom(w=-0.669), and expertise of the staffs(w=-0.492). Such quality features were categorized as Must-be quality in this study. While standardization or uniformity across franchisees has been emphasized in franchise business, this study found that consumers are interested only in uniformity of price across franchisees(w=-0.608), but not interested in standardizations of menu items, interior designs, customer service procedures, and food tastes. Customers appeared to be more satisfied when the franchise brand has promotional events such as giveaways(b=0.767), good accessibility(b=0.699), customer loyalty programs(b=0.659), award winning history(b=0.641), and outlets in the overseas market(b=0.506). The results are summarized in a matrix form in Table 1. Better(b) and Worse(w) index indicate relative importance of each quality feature on customer satisfaction and dissatisfaction, respectively. Meanwhile, there were differences in perceiving the quality features between light users and heavy users of any specific franchise brand in the food service industry. Expertise of the staffs was labeled as Must-be quality for heavy users but Indifferent quality for light users. Light users seemed indifferent to overseas expansion of the brand and offering new menu items on a regular basis, while heavy users appeared to perceive them as Attractive quality. Such difference may come from their different levels of involvement when they eat out. The results are shown in Table 2. The findings of this study help practitioners understand the quality features they need to focus on to strengthen the competitive power in the food service market. Above all, removing the factors that cause customer dissatisfaction seems to be the most critical for franchisees. To retain loyal customers of the franchise brand, it is also recommended for franchisor to invest resources in the development of new menu items as well as training programs for the staffs. Lastly, if resources allow, promotional events, loyalty programs, overseas expansion, award-winning history can be considered as tools for attracting more customers to the business.

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A Study on the Creation Proceed of Cartoon Market through Genre-mixed Knowledge-Cartoon (장르융합형 지식만화의 만화시장 창출과정에 관한 연구)

  • Lee, Yong-Hun
    • Cartoon and Animation Studies
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    • s.27
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    • pp.51-78
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    • 2012
  • The types of cartoon market are classified with publishing cartoon(a cartoon magazine & comics) and webtoon. The revitalization of the cartoon market makes cartoonist create many cartoons. By studying many methods for the revitalization of the cartoon market, this paper argues the expanded methods of comics market which is a sort of publishing cartoon market. The expanded methods of comics market are two kinds, one is the revitalization of the comics market and the other is the creation of the comics market. This paper focuses on Genre-mixed Knowledge-Cartoon in order to extend the cartoon market. Also, After studying the Creation Proceed of cartoon market through Genre-mixed Knowledge-Cartoon, we would like to develope the New Creation Model of Cartoon Market. We selected three case(the Real Estate Agency expressed as Cartoon, Let's find an answer in sided figure blank, miraculous English grammar) for this study. With this, we analyzed the case that the matters for analysis is the essential particulars of plan-publishing-distribution's proceed. As a result, we found out the possibility of new cartoon market's creation through Genre-mixed Knowledge-Cartoon. For that reason, we was able to develop 'the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon'. This paper provides the possibility about the New Creation Model of Cartoon Market through Genre-mixed Knowledge-Cartoon. With this, we will make many plans for creation of Genre-mixed Knowledge-Cartoons. Therefore, This plans will help cartoonists to create the Genre-mixed cartoons.