• Title/Summary/Keyword: Digital Business Model

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중소기업 디지털 마케팅을 위한 영상 콘텐츠 유형 연구 (Types of Video Content for SMEs' Digital Marketing)

  • 정회경;이성미
    • 디지털융복합연구
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    • 제16권11호
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    • pp.441-446
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    • 2018
  • 본 연구는 중소기업이 뉴미디어를 활용하여 브랜드 홍보 효과를 높일 수 있는 방안을 찾기 위하여 중소기업 홍보에서 디지털 매체를 어떻게 활용하는지 파악하고 콘텐츠 측면에서 어떤 구체적인 필요 요소를 갖는지 분석했다. 연구방법으로는 중소기업의 디지털 매체 활용과 콘텐츠 요인을 분석하기 위해 중소기업 담당자를 대상으로 심층인터뷰를 실시했다. 연구결과 중소기업은 제품 및 브랜드에 대해 상대적으로 저관여 성향을 보이는 소비자들의 관심을 유발하기 위해 영상 콘텐츠를 브랜드 홍보수단으로 활용하고자 하는 니즈가 높았다. 특히 소비자들의 중소기업 제품 및 브랜드 경험 부족을 극복하는 방안으로 영상 콘텐츠 제작과 활용에 대한 기대가 높게 나타났다. 콘텐츠 측면에서는 소셜 인플루언서, 전문가 등을 통한 공신력있는 콘텐츠 활용이 중소기업 제품의 신뢰도 및 긍정적 이미지 구축에 효과적일 것이라고 평가했다. 이런 연구결과는 브랜드 가치를 높이기 위한 중소기업의 디지털 콘텐츠 전략에 유용한 시사점을 제공하며 향후 중소기업 브랜드 자산(Brand Equity)에 대한 소비자의 인식에 영향을 미치는 디지털 홍보 연구에 토대를 제공한다.

디지털콘텐츠 유통 웹사이트의 성공요인(에 관한 연구) (Success Factors of Digital Contents Distribution Websites)

  • 최용석;권혁인
    • Journal of Information Technology Applications and Management
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    • 제13권4호
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    • pp.215-235
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    • 2006
  • Recently, Development of IT and digital-tech, and this is becoming factor of digital contents industry development. But, problem that is more suitable e-business model's necessity and quality enemy of distribution web-site to digital contents as transaction this firm dispute by transaction special quality and Payment-system increase of digital contents increases rapidly was risen. In this study, Digital Contents qualify estimation very important persons of digital contents as sequence of study that investigate from target's viewpoint which is serviced through web-site that digital contents is not factors of web-site service method whether digital contents distribution web-site factors effect that is some in customer satisfaction from general viewpoint of actuality digital contents distribution and is the actual proof enemy. This paper's goal that these study finding leads as digital contents industry discusses individual enterprise's success and failure as field of business in quickening period yet but domestic digital contents industry field will be roared and may can have competitive power by enterprises which wish to already started business or inaugurate an enterprise enter in field with successful beginning and direction and develop continuously.

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디지털 문화 산업의 시각에 따른 혁신적 비즈니스 모델: 가상 아이돌 '하츠네 미쿠'를 중심으로 (Innovative Business Model from the Perspective of Digital Cultural Industry -Centered on the Virtual Idol "Hatsune Miku")

  • 두효미;양종훈
    • 문화기술의 융합
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    • 제7권4호
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    • pp.823-831
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    • 2021
  • 인터넷 시대에 접어들면서 디지털 문화 산업이 크게 발전하고 있으며, 창업 회사가 인터넷 시장이라는 레드 오션에서 자리를 잡기 위한 혁신적인 비즈니스 모델은 많은 기업들이 직면한 중요한 도전과 기회이다. 본 연구는 가상 아이돌 하츠네 미쿠를 출발점으로 하여 기술 혁신, 가치 주장, 자원 조합, 경영 프로세스와 마케팅 모델 등을 분석한다. 구체적으로 크립톤(Crypton) 회사의 1세대 소프트웨어 Meiko와 2세대 소프트웨어 하츠네 미쿠의 차이에 대한 비교를 통해 비즈니스 모델의 구성 요소를 연구하고, 이를 통해 해당 비즈니스 모델의 특징과 장점을 탐구하며, 경영 모델과 창의적 부분에 대한 심층 분석으로 기타 전자 상품과 소프트웨어 개발 회사의 비즈니스 모델 구축에 실질적인 참고를 제공하고자 한다.

온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과 (The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community)

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

온·오프라인 서비스 기업의 비즈니스모델 인식 차이에 관한 연구 (A Study of the Perception Difference on Business Model - Focused on On-Offline Service Companies)

  • 김인섭;전성현
    • 디지털산업정보학회논문지
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    • 제11권1호
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    • pp.209-223
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    • 2015
  • Google was established an online service company. Lately, Google has widened to the business area until manufacturing industry. Apple was established a computer manufacturing company. So, new business models should develop and should be innovation in order to adapt to industry environments. New business model's development and innovation are attracted on strategy to expect the high performance at companies. In particular, it is important to companies facing a variety of problems. Therefore, the purposes of this study are as follows : First, there understand the perception difference on online service company, offline service company, manufacturing company. Second, there provide for the use of strategy on online service company, offline service company, manufacturing company. The results of this study are customer factor, strategy factor, revenue factor have been statistically significant differences using ANOVA analysis in industry field, and customer factor has been statistically significant difference using t-test in business field. Then, it will expect to increase business competition through the business model.

기술 변화의 영향을 고려한 비즈니스모델 혁신 분석 틀 (Analytical Framework for the Impact of Technical Change on Business Model Innovation)

  • 임홍탁;한정원
    • 한국정보통신학회논문지
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    • 제23권2호
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    • pp.139-148
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    • 2019
  • 디지털 기술에 의한 다양한 비즈니스 모델 혁신은 기업 수준의 변화를 넘어서 시스템 혁신을 이르는 중요한 현상으로 주목받고 있으나 기술의 역할에 대한 이론적 연구는 드물다, 본 연구는 비즈니스의 기본 임무를 바탕으로 구분한 핵심기술 개념, 그리고 디지털 기술에 의한 가치 창출에 대한 이론과 사례 검토를 토대로 비즈니스 모델혁신에 끼치는 기술변화의 영향을 살펴보았다. 기술, 특히 디지털 기술은 효과성과 효율성의 향상이라는 새로운 가치 창출을 동력으로 문제해결형 모델, 생산형 모델, 네트워크형 모델들의 전환, 확장, 분리 및 플랫폼화를 통해 비즈니스 모델혁신에 영향을 준다.

전자상거래에서의 지적재산권에 관한 문제점과 개선방안 (A Consideration for Intellectual Property Rights under Digital Environments)

  • 권상로
    • 통상정보연구
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    • 제6권1호
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    • pp.249-265
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    • 2004
  • In the current digital age, most of the countries in the world recognize the electronic business to be a very prospective area in the future and plan to activate for the preoccupation of the business. As a result, this led a rapid increase of the electronic business volume. Electronic business takes place in the cyber space, using internet. However, the intellectual property rights have a high degree of possibility of being infringed as the digitalized intellectual property is easy to receive, copy and transmit in the cyber space. The language structure on the web, represented by HTML, makes easier to copy the intellectual property. And, as the internet has no national boundary, the infringement of the intellectual property rights is easier regardless of country, which could lead to the commercial disputes between the concerned countries. There are in fact many legal disputes nowadays on the infringement of the intellectual property rights in such field as computer programming, infringement of the copyright, business model patent and infringement of the trademark right on the registered name of the domain. It is, therefore, time now to prepare a new theory or legal system to protect the intellectual property rights on copyright, patent and trademark right so as to comply with the digital environment together with such a splendid growth of "electronic business." USA and Germany are nowadays making a significant movement on the legislation of the electronic business, and this study will focus on the legislative contents, judicial precedents and interpretation of law in the above countries.

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Digital Item Purchase Model in SNS Channel Applying Dynamic SNA and PVAR

  • LEE, Hee-Tae;JUNG, Bo-Hee
    • 유통과학연구
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    • 제18권3호
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    • pp.25-36
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    • 2020
  • Purpose: Based on previous researches on social factors of digital item purchase in digital contents distribution platforms such as SNS, we aim to develop the integrated model that accounts for the dynamic and interactive relationship between social structure indicators and digital item purchase. Research design, data and methodology: A PVAR model was used to capture endogenous and dynamic relationships between digital item purchase and network indicators. Results: We find that there exist considerable endogenous and dynamic relationships between digital item purchase and network structure variables. Not only lagged in-degree and out-degree but also in-closeness and out-closeness centrality have significant and positive impacts on digital item purchase. Lagged clustering has a significant and negative effect on digital item purchase. Lagged purchase has a significant and positive impact just on the present in-closeness and out-closeness centrality; but there is no significant effect of lagged purchase on the other two degree variables and clustering coefficient. We also find that both closeness centralities have much higher carryover effect on digital item purchase and that the elasticity of both closeness centralities on the purchase of digital items is even higher than that of other network structure variables. Conclusions: In-closeness and out-closeness are the most influential factors among social structure variables of this study on digital item purchase.

한국 영상물의 안정적인 공급을 위한 물류공동화 운영전략에 관한 연구 (Study on the Joint Logistics Operation Strategy of the DVD Industrial in Korea)

  • 이명복;홍상태;강경식
    • 대한안전경영과학회지
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    • 제7권1호
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    • pp.179-198
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    • 2005
  • The purpose of this study is to propose a strategic approach to improve firms competitive advantages by selecting main business body and business sector at the same time. In this study the strategy of an efficient business model for joint logistics is suggested by means of searching for a joint program. The methods applied to this study were literature survey, questionnaire and internet information as well as case studies on advanced domestics and foreign logistics enterprises. The research scope of this study has focused on the joint logistics of SMEs being in the DVD(Digital Video Disk) industry sector. The results of this study are shown as follows ; first, in short terms, main business operating body has, second, in long terms, logistics operating enterprise has a direct effect on the joint logistics operation strategy of the DVD(Digital Video Disk) industry in Korea. The conclusion of this study shows that this method as a model of consequence to increase the joint logistics implementation successfully.

전라북도 OEM업체들의 Global Digital Switch 전략 (The Strategy of Switching to Global Digital by OEM Companies in Jeonlabuk-do)

  • 최흥섭;이숙자
    • 통상정보연구
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    • 제6권1호
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    • pp.157-189
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    • 2004
  • Recently, Digital Switch has risen as one of the important issues on which academic and industrial world focus in order to bring organizational transformation to a company that wants to adapt itself to the rapidly changing business environment. However, the discussion in the Digital Switch has been so much concentrated in the study of each static system, model of their performance and the development of monitoring each of them, that only few theoretical research has been carried out on the dynamic process of how each system in the organization experienced the change in terms of the level of digital transformation that can occur in the whole organization facing the change of digital environment. Therefore this thesis aims to develop a new model & strategy of switching to global digital by OEM companies in Jeonlabuk-do that enables us to check out and predict the Digital Switch progress. This model is the first Digital Switch process evaluation intended for empirical study, especially by integrating the many indices that have not been examined empirically by the existing studies. We expect that the results from this research will help corporate e-business strategy planners to devise and analyze the Digital Switch strategies effectively by recognizing the companies' current situation in comparison with their previous and other firms' level, respectively.

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