• Title/Summary/Keyword: Chinese Mobile Market

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A Study on the Corporate Culture of ZTE (중싱(中兴)의 기업문화 연구)

  • Kim, SeungJin;Choi, MyeongCheol;Kim, HannEarl;Shang, XianFa;Zhang, Yu
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.203-208
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    • 2020
  • The trade war between the United States and China has been going on for many years, and sanctions against Chinese telecommunications companies in the United States are increasingly tightening. Despite these restrictions, ZTE (Zhongxing), China's leading communication equipment company, is rather expanding its market share in the global 5th generation mobile communication (5G) market. ZTE's growth and competitiveness are based on its unique corporate culture. ZTE places great importance on R&D, has a corporate culture of humility and moderation based on traditional Chinese culture. Besides, it has the placement and use of human resources in the right place. While ZTE strives to implement people-centered management, it makes good use of internal competition. Despite ZTE's global market share and corporate competitiveness, virtually nothing has been studied in Korea. The results of this study are intended to be helpful in enhancing the competitiveness of Korea's ICT industry and companies that want to expand to the world while fostering 5G.

An Investigation on the Impact of Psychological Factor on the Adoption of Mobile Device: Based on the Preferences of iPhone in China (모바일 기기 수용에 대한 심리적 요인에 대한 고찰: 중국 내 아이폰 선호를 중심으로)

  • Seonyoung Shim
    • Information Systems Review
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    • v.18 no.3
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    • pp.31-50
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    • 2016
  • This study investigates the impact of social-face sensitivity of smartphones on the adoption of iPhone in China. Social-face sensitivity is divided into three dimensions, namely, other-directed sensitivity, self-directed sensitivity, and formality-directed sensitivity. We surveyed 218 university students in China through an online survey site. The results showed that formality-directed and other-directed sensitivity have significant impacts on iPhone preferences. Self-directed sensitivity was not significant. We investigated two moderate variables, namely, financial ability and brand sensitivity. Both variables showed significantly moderate impacts on the intention to purchase iPhone. The impact of social-face sensitivity on iPhone preferences implies that the iPhone has dual characteristics to the Chinese, namely, as utility and luxury goods. This finding offers managerial implications for Apple and other mobile service companies in terms of production and marketing strategies.

A Study on Consumer's Word-of-Mouth Intention of Off-line Mobile Payment Service: Focused on the Comparison between Korean and Chinese Consumer (오프라인 모바일 결제 서비스에 대한 소비자의 구전의도에 관한 연구: 한·중 소 비자의 비교를 중심으로)

  • Jung, Mi-Ra;Lim, Sung-Jin;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.18 no.6
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    • pp.1109-1118
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    • 2017
  • With mobile payment always at the center of the fintech craze all over the world, many countries led by China, India, England and Brazil are dedicated to activating and supplying online and offline mobile payment services, securing competitive advantage in the global mobile payment market. However, Korea that had proudly considered itself as an IT power was crowded out of the top 10 ranking, falling behind even Australia, Mexico and Germany. Therefore, this study conducted an empirical research to measure the word-of-mouth intention of general consumers using offline mobile payment service in Korea. Furthermore, it comparatively analyzed the world's most powerful country, China, in mobile payment services, and analyzed the difference in consumer perception between Korea and China.

Design and Implementation of a Korean Language Educational Content for Foreign Beginners Using Based on Android (안드로이드 기반 외국인을 위한 초급 한글교육용 어학 콘텐츠의 설계 및 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.2
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    • pp.477-483
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    • 2011
  • These days, smart phones are being widely used and accordingly, a larger number of consumers have become interested in them, thus many applications are being developed with a variety of forms. There are various fields in it, such as multimedia, games, information and education, as per users' disposition and characteristics. As for the current contents for language education in mobile environment, the market is dominated by contents for learning foreign language such as English, Japanese and Chinese, while contents for educating Korean language are minuscule. In this paper, thus, we design and implement a elementary Korean language educational contents for foreign beginners who can use the contents at their smart phones with Android OS.

A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

The Study Of Development Plan Based On The Analysis of the Import & Export Market In Korean Webtoon (한국웹툰의 수출입 시장분석을 통한 발전방안 연구)

  • Ryu, Yu-Hee;Lee, Seung-Jin
    • Cartoon and Animation Studies
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    • s.42
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    • pp.105-123
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    • 2016
  • The webtoon market has been consisently developing in the digital market. Under such circumstances, The Korea webtoon market is rapidly growing and leading of them. This is the time to prepare the base of a stable environment for the webtoon market which shows a swift rise. The Korean webtoon is surely aiming at the global market as well as the domestic one. As the Korean webtoon companies spread out to the world briskly, The leading publication cartoon market, Japan tries to break into the Korean digital market. The domestic market that has the good-quality cartoons through exportation and importation to make people of all ages enjoy them. and also the Korean webtoon is in the center of the global webtoon markert. The early model of Korean webtoon, line-webtoon is translated in English, Chinese, Thai language and Indonesian language to use on the mobile applications and web. Nevertheless, It is just the stating point. With Eradicating of the Achilles heel of the digital contents, illegal distribution and finding materials for cultural discount rate minimized cartoon, The Korean webtoon can become the highest in the global market and hold it. Moreover, not only webtoon but also published cartoons are existing together to have a long run. Beyond the existing cartoon books printed on paper, we should reach toward the digital books with portability and economic feasibility to make the contents stay out longer.

An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

Analysis of Barrage Culture and User Analysis in New Media Content in the Chinese Market

  • Pan, Yang;Kim, KiHong;Li, SuoWen
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.115-130
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    • 2022
  • Barrage is an interactive method based on video, and the video itself is visualized from the viewer's point of view to play people's emotions, and it already has an advantage in communication by attracting people's attention using stories and plays. Advances in digital and mobile technology have enabled video viewing anytime, anywhere. Due to the nature of the barrage site that relies on the same video content or playback to participate in video sharing through computers or mobile clients, a barrage that can express users' feelings and thoughts will be added, breaking down the limit of content acceptance by a single user. Barrage satisfy users' entertainment needs, and their influence is growing. Gradually, they are heading to offline movie theaters and TV from barrage videos on the Internet. Attempts to function as offline ammunition facilitated technological innovation for media convergence by converging mobile media with PCs and screens. At the same time, the trend of media convergence shown by coal screens is also a trend of overall technological development. A barrage is an extension of human communication skills. The properties of the barrage fit well with the need for experiential marketing (via video). It can provide a visual experience and create an atmosphere of "surrounding and watching" and eliminate loneliness. Barrage itself provides a function to comment on videos, which is a trigger point for the reason, and donation adds to the amount of information in the video, adding to the fun of the video. Through the barrage, sarcastic, teasing, and expressing emotions can bring entertainment experiences, and users can produce and communicate their shooting text while consuming the satisfaction brought by the shooting. At the same time, Barrage attaches great importance to the needs of the masses, is more individual and diversified, and has commercial significance in line with the current development trend of the Internet. As a new interactive method, barrage contains huge potential value. However, the impact of the interactive way of barrage should also be viewed from a dialectical point of view, how to solve the difficulties in the development of barrage. The way to solve the difficulties in the development of barrage is worth studying. This research will analyze the reasons for the development of barrage and the analysis of Chinese barrage websites, the case analysis of barrage videos, the exploration of the characteristics and values of barrage, and the problems in the process of barrage communication. Provide reference for the development of industrial culture.

Research on Online Video Content Distributors in China (중국 온라인 동영상 플랫폼의 발전 현황과 사례 분석)

  • Park, Sung-Eun;Lee, Gun-Woong
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.137-147
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    • 2016
  • The Online video content service developed into one of the most popular network service of internet and mobile users. The number of online video content distributors are rapidly increasing in China. But, at present, Online video content distributors in china has the following problems: severe similar content, copyright infringement issue and profit model absence. The purpose of this study is to analyze the development of these distributors, especially YoukuTudou and iQiyiPPS. This study also reviews the stage of development and current situation of online video content market in china.

Analysis of User Traits of Chinese Mobile Game Users in Korean Game Market (한국 시장 내 중국산 모바일 게임 사용자 취향 분석)

  • Park, Eui-In;Cho, Hyungyu;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.437-440
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    • 2017
  • 2017년 상반기 우리 게임 시장의 특징 중 하나가 중국산 모바일 게임의 국내 흥행이라 할 만 하다. 3월 경만 해도 중국 게임사들이 카카오 등 국내 유통 업체 등을 통해 시장에 들어왔다면 7월 이후 우리 시장을 포함한 구글 플레이 마켓에서 초강세를 보이는 소녀전선 등은 국내 시장을 노린 한글화 작업 이외에는 중국, 대만, 홍콩 등의 업계가 제작과 배급을 다 담당하고 있는 실정이다. 본 논문은 이러한 국내 모바일 게임 시장에서 강세를 보이는 중국 게임을 플레이하는 국내 사용자들이 중국 게임임을 인지하고 있었는지, 또 어떤 면에서 국내 게임보다 더 선호되었는지를 여러 모바일 게임 사이트를 통한 201명의 설문 조사를 통해 밝히고자 하였다. 중국산 게임의 한국 사용자들은 79%가 남성이고 대부분이 20대 이하였으며 미소녀 함선 게임을 주로 하지만 그런 장르적 특성 이외에 소녀성, 판타지성, 선정성이 강화된 일러스트와 한국 게임과는 다른 과금정책 및 운영정책에 높은 점수를 주었음이 드러났다. 더 이상 한국 모바일 게임이 중국 수출품용이 아니라 오히려 우리가 시장을 방어해야 할 단계가 아닌지 심히 우려되는 상황이라 하겠다.

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