• Title/Summary/Keyword: Online exchange

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An exploratory study on the interaction between luxury brands and customers in service encounters (서비스 접점에서 럭셔리 브랜드와 고객과의 상호작용에 관한 탐색적 연구)

  • Minjung, Cho;Eunju, Ko
    • Journal of Fashion Business
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    • v.26 no.5
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    • pp.49-61
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    • 2022
  • Advancements in technology and the proliferation of digital services have highlighted the importance of luxury brands in service environments. Based on the social exchange theory, this study investigated the interaction between customers and luxury brands in a traditional offline service encounter and a digital online service encounter. The interaction area was classified into three parts: human-human, human-digital, and human-physical environments. We qualitatively investigated the practitioners' working experiences with luxury brands. The study determined that both online and offline service encounter interactions between luxury brands and customers have become diverse. First, forming a special relationship with customers and frontline employees in traditional service encounters is important. Second, luxury brands should focus on the interaction among customers. Third, various digital tools should be considered to provide information about the brand to customers. Fourth, the exclusive benefits of offline service encounters should be maximized to stimulate positive experiences. The findings provide valuable insight to scholars and marketers on the new interaction phase between customers and luxury brands in the digital age.

Social Network Online Game to the development of online games (국내 온라인 게임의 SNOG로의 발전 방향)

  • Kim, Tae-Yul;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.423-428
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    • 2012
  • By shifting web2.0 users who share information from passive consumption and create their own information and exchange in the form of an active and visible appearance was changing. Most simply and easily with features that can be accessed. SNS is native to Korea me2day, Cyworld, (c) Logs and foreign SNS of Facebook, Twitter and a surge in user FramVille, Mafia War's Game, and many users use to SNG are. SNG's compared to the foreign national is active and not yet is a step. The domestic market, the benefits of this game online games and SNS in vogue these days to incorporate the concept in the market for a new form of the domestic game that the game, SNOG (Social Network Online Game, social networks, online games) to the expansion of flexible development direction, Expand accessibility, expansion of social skills is to present to the three.

YouTube and Girls' Generation Fandom (유투브와 소녀시대 팬덤)

  • Shim, Doo-Bo;Noh, Kwang-Woo
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.125-137
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    • 2012
  • In this paper we draw from recent theoretical discussions of fan culture and the new media technologies to explore how online communities contribute to new forms of K-pop fandom. We suggest that these online sites play an important role in setting the new stage of dissemination and dialogue of K-pop knowledge, through which particular forms and spaces of online fan culture are being created and sustained. Moreover, these web-based communities challenge the existing concepts that have embraced interrelations between culture, consumption and technology. Based on an empirical study of YouTube, carried out using netnographic methods, this study tackles the following questions: how fans construct themselves as Korean pop fans through the online activities; how they exchange information and opinions of Korean stars; and, what meaning they extract from online file-sharing activities.

Development and Application of an Economic Value Assessment Model for Online Information (온라인 정보의 경제적 가치 평가 모델 개발 및 적용)

  • Kim, Hee-Sop;Jung, Young-Mi
    • Journal of the Korean Society for information Management
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    • v.22 no.2 s.56
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    • pp.165-184
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    • 2005
  • Value and importance of online information are increased day by day as the knowledge and information society is emerging. However there is little study on information assessments due to the lack of the valid methodologies and models in this field. In this study we proposed a model of the economic value assessments for online information and utilized it to the contents of ITFIND which is an integrated IT information system supported by the MIC(Ministry of Information and Communication). We measured information value of ITFIND as follows: (1) both 'use value' and 'exchange value,' (2) annual $CS^{UV}\;and\;CS^{EV}$ per person by the category of each information, and (3) annual economic value of $CS^{UV}\;and\;CS^{EV}$ of ITFIND information based on it's users' annual $CS^{UV}\;and\;CS^{EV}$ per person.

The Analysis for Web-board Game Policy in China : The Case Study for 'Bianfeng' Game (중국 웹보드 게임 정책 분석: '비엔펑' 게임사례를 중심으로)

  • Song, Seung-Keun
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.436-443
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    • 2017
  • This research aims to inquiry the present state of online game industry and related laws and investigate the nature and feature of the web-board game policy through the case of web-board game operation in China. We reviewed China local literature of online mobile game industry and inspected foreign entry, copyright protection, safety audit, distribution, and shop in China laws related to online game. We examined the game operation of the most famous 'Bianfeng' game company among China web-board game and considered how the charge and exchange for game money is made at issue. The result was revealed that money exchange was made in twilight zone neither legal nor illegal due to dual feature of China law. It is an ambiguous judgment that did not take a strong prohibition. However, we found that minium regulation was gone just in case social trouble happened. The result of this research will expect to help Korea regulation authorities and game company that have plans to enter China market the guideline for game operation policy.

Investigation of Factors Affecting the Effects of Online Consumer Reviews (온라인 소비자 리뷰의 효과에 영향을 미치는 요인에 대한 고찰)

  • Lee, Ho Geun;Kwak, Hyun
    • Informatization Policy
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    • v.20 no.3
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    • pp.3-17
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    • 2013
  • As electronic marketplaces grow and a large number of consumers exchange their opinions on products and services on the Internet, many studies have been conducted in the area of online consumer reviews. This paper analyzes the research trend of the online consumer reviews by investigating those studies in an attempt to provide future research directions. Many researchers have focused on the effects of online reviews on consumer behaviors as well as the usefulness of the online reviews. In particular, review contents, characteristics of reviewers/consumers and features of products/services have been identified as influencing factors on the effects of the online consumer reviews. For the review contents, the number and the volume of the contents have increasing effects on the online reviews, while the direction (positive vs. negative) of the contents has resulted in conflicting effects of the review. The reputation and trustfulness of reviewers, consumers' prior knowledge on the products, consumers' product involvement, and types of the products were investigated as these factors influence the effectiveness of the online consumer reviews. Social media (such as Facebook and Twitter) nowadays play an important role to disseminate online reviews among consumers. Thus, it is necessary to study how social media influence the effects of online reviews on consumers. Since some firms abuse the online reviews for their own sakes, we recognize the necessity for empirical studies on the side effects of the online reviews.

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The Effect of Trust and Distrust on the Purchase Intention at Internet Shopping Malls - Focusing on the Chinese Users - (인터넷 쇼핑몰에서 신뢰와 불신이 구매의도에 미치는 영향 - 중국 인터넷 쇼핑몰 사용자를 중심으로 -)

  • Park, Hye-Ryung
    • Fashion & Textile Research Journal
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    • v.11 no.5
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    • pp.741-752
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    • 2009
  • As a major obstacle to active online purchase at the level of consumer in China, distrust is raised in this study. Most of previous studies showed that trust is a major variable to cause a relational unity between company and consumer, on the other hand, this study attempts to show that according to the two dimensional point of view regarding trust each dimension of both trust and distrust distinctly contributes to marketing achievement. Interaction, perceived popularity, information usefulness, perceived security risk and perceived dealing risk were created as preceding variable, trust and distrust were constituted as parameter and relation absorption and purchase intention as consequential variable. These variables were analyzed with structural equation modeling (SEM) in LISREL 8.3 program. The results for this study are as follows. First, relation between exchange actors in marketing is divided into two concepts of trust and distrust differently from the previous studies. On the assumption that trust and distrust might exist simultaneously and they would distinctly have an influence on marketing consequency such as relation absorption and repurchase intention, it is identified that trust and distrust are a different dimension in online context. Second, the formative factor of online trust-distrust is identified and it is shown what relationship between internet shopping mall and relation absorption and foregoing purchase intention resulting from online trust-distrust exists. Third, it is shown that in online context the formative factor of online trust-distrust is distinctly contributed to relation absorption and repurchase intention. It is suggested that trust needs to be managed two-dimensionally separating from trust and distrust. Fourth, it is shown that both trust and distrust factor in terms of relation absorption and repurchase intention of consumer in internet shopping mall are significant variables. Trust is linked with repurchase intention through relation absorption, however, distrust is not directly linked with repurchase intention through relation absorption. Thus, the ripple effect of distrust appears to be much higher than that of trust.

Cluster and Polarity Analysis of Online Discussion Communities Using User Bipartite Graph Model (사용자 이분그래프모형을 이용한 온라인 커뮤니티 토론 네트워크의 군집성과 극성 분석)

  • Kim, Sung-Hwan;Tak, Haesung;Cho, Hwan-Gue
    • Journal of Internet Computing and Services
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    • v.19 no.5
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    • pp.89-96
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    • 2018
  • In online communities, a large number of participants can exchange their opinion using replies without time and space restrictions. While the online space provides quick and free communication, it also easily triggers unnecessary quarrels and conflicts. The network established on the discussion participants is an important cue to analyze the confrontation and predict serious disputes. In this paper, we present a quantitative measure for polarity observed on the discussion network built from reply exchanges in online communities. The proposed method uses the comment exchange information to establish the user interaction network graph, computes its maximum spanning tree, and then performs vertex coloring to assign two colors to each node in order to divide the discussion participants into two subsets. Using the proportion of the comment exchanges across the partitioned user subsets, we compute the polarity measure, and quantify how discussion participants are bipolarized. Using experimental results, we demonstrate the effectiveness of our method for detecting polarization and show participants of a specific discussion subject tend to be divided into two camps when they debate.

A Study on Establishing Online Document Communication System by Means of Intranet Web Site (ODCS(Online Document Communication System)인트라넷 웹사이트 구축과정 및 사용자 효과 연구)

  • 양초산
    • Archives of design research
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    • v.17 no.3
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    • pp.167-178
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    • 2004
  • The purpose of this treatise is to show merits and method of establishing Lotte department store design division Online Documents Communication System through illustration of examples of intranet in which internet environment convenient to use for its openness is applied for establishing Design Online Documents Communication System for fundamentals of organization. In this connection merits and effect attainable from establishing Design Outline Documents Communication System of the enterprise as found were as follows: Firstly, it brought about reduction in workload of staffs through sharing various existing resources. It reduced redundant works and enables speedy handling of works. Secondly, it was possible to exchange viewpoints and share information by pertinent parties. Thirdly, by expediting information exchange and communication among persons in charge it was possible to improve work efficiency. Fourthly, it was possible to build and operate such system at relatively low cost on the basis of web browser. Without using any other significant instrument or equipment but by linking it to business network and using existing computer system operation was possible. Fifthly, by common sharing of work exclusive to design room through on-line it was possible to improve professionalism and convenience in data preservation. Through this treatise and survey and study on process for establishing intranet it was possible to find that there were sharing work, improving work efficiency, reducing workload, saving cost and expediting communication to a significant degree.

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Collective Intelligence and Human Decision Bias (집단지성(Collective Intelligence)과 의사결정의 편향성)

  • Han, Joo-Hee;Shin, Kyung-shik;Chai, Sangmi
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.113-122
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    • 2015
  • Collective intelligence can be an influential factor of decision-making based on collaboration and information exchange between individuals. Our study explores whether collective intelligence can mitigate the loss aversion effect, bias and error in human judgment, and collective intelligence in online communities can reduce the loss aversion effect. Our community settings display both individual-level and group-level loss aversion effect, investigate effective collective intelligence characteristics like investment commitment, participant experience. Using a multi-method approach our research comprises a web-based experiment with 100 participants investing 3 situations from a real-world community, data from a survey measuring loss aversion behavior of participants. The results suggest the loss aversion effect mitigates under the online-circumstance. Overall, our results suggest that, while collective intelligence mitigates the loss aversion effect, participants do not transfer these results to other settings.