• Title/Summary/Keyword: Profit-making corporation

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A Case Study on the Successful Old-Town u-City Construction by an Effective Financing (효과적인 재원조달을 통한 구도시 u-City 구축사례연구)

  • Park, Kwang-Ho;Kim, Myung-Dong;Kim, Yun-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.3
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    • pp.192-203
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    • 2012
  • As a leading nation of ubiquitous technology, South Korea has been promoting u-City pilot projects throughout the country. According to 'Fundamental Construction Law of u-City,' u-City projects are classified into old-town and new-town types. However, most projects have focused only on the new-town type. Pushing forward large-scale land development projects, Korea Land and Housing Corporation (LH Co.) under Ministry of Land Transport and Maritime Affairs (MLTM) has gained a development profit out of the u-City infrastructure and then donated the infrastructure to a local government without making any plan for operations. In the process of u-City pilot projects, old-towns have been relatively ignored and various of unexpected problems have emerged. Building the u-City of an old-town is not easy due to many constraints such as huge initial investment, long validity and verification procedures, lack of useful services for citizens, lack of professional outsourcing methods for business promotion, high operating costs of the integrated control center, inadequate law related, insufficient institutional requirements and so on. This paper introduces a case study on u-City development for an old-town, Ansan City, as a private investment project. The case will help boost u-City projects for old-towns by solving their problems and providing an effective operational mechanism. As the first BTL (Build-Transfer-Lease) project for constructing u-City, 'Broadband Information Network Development Project' of Ansan City will provide a reference model of expanding u-City projects for other cities.

Corporate Social Responsibility in Modern Transnational Corporations

  • Vitalii Nahornyi;Alona Tiurina;Olha Ruban;Tetiana Khletytska;Vitalii Litvinov
    • International Journal of Computer Science & Network Security
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    • v.24 no.5
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    • pp.172-180
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    • 2024
  • Since the beginning of 2015, corporate social responsibility (CSR) models have been changing in connection with the trend towards the transition of joint value creation of corporate activities and consideration of stakeholders' interests. The purpose of the academic paper lies in empirically studying the current practice of social responsibility of transnational corporations (TNCs). The research methodology has combined the method of qualitative analysis, the method of cases of agricultural holdings in emerging markets within the framework of resource theory, institutional theory and stakeholders' theory. The results show that the practice of CSR is integrated into the strategy of sustainable development of TNCs, which determine the methods, techniques and forms of communication, as well as areas of stakeholders' responsibility. The internal practice of CSR is aimed at developing norms and standards of moral behaviour with stakeholders in order to maximize economic and social goals. Economic goals are focused not only on making a profit, but also on minimizing costs due to the potential risks of corruption, fraud, conflict of interest. The system of corporate social responsibility of modern TNCs is clearly regulated by internal documents that define the list of interested parties and stakeholders, their areas of responsibility, greatly simplifying the processes of cooperation and responsibility. As a result, corporations form their own internal institutional environment. Ethical norms help to avoid the risks of opportunistic behaviour of personnel, conflicts of interest, cases of bribery, corruption, and fraud. The theoretical value of the research lies in supplementing the theory of CSR in the context of the importance of a complex, systematic approach to integrating the theory of resources, institutional theory, theory of stakeholders in the development of strategies for sustainable development of TNCs, the practice of corporate governance and social responsibility.

A Case Study: ICT and the Region-based Sharing Economy of a Start-up Social Enterprise (ICT 기반 지역 공유경제형 사회적 기업 사례 연구)

  • Roh, Taehyup
    • Information Systems Review
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    • v.18 no.1
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    • pp.157-175
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    • 2016
  • Under the market economy of capitalism, several limitations reveal the inequity and redistribution problem of wealth, inefficiency of over-manufacturing and over-consumption, pollution of the natural environment, and the constraint of human liberty and dignity. The new challenge of symbiotic relationships that encourage individual corporations coincides with the need to practice social responsibility and share values to overcome these limitations. Social economy and the social enterprises that simultaneously pursue the making of corporate private profits and the realization of social values have been suggested and disseminated as alternative social value creators. Furthermore, the concept of a sharing economy, which refers to the sharing of things rather than owning them, is growing traction as a new paradigm of capitalism. However, these efforts of social enterprises have fallen short against the conflicts between private profit and social values. This study deals with the case of a start-up social corporation, "Purun Bike Sharing Inc.," which is based on a regional sharing economy business model about bike rental services that use Information and Communication Technology (ICT). This corporation pursues harmonic management to achieve a balance between private profit and social value. Its corporate mission is to achieve sharing, coexistence, and contribution for public welfare. This mission is a possible idea for use in the local community network as a core key for sustainable social enterprises. The model can also be an alternative approach to overcome the structural friction in the social corporation. This study considers the case of Purun Bike Sharing as a sustainable way to practice a sharing economy business model based on a regional cooperation network, which can be combined with social value, and to apply ICT to a sharing economy system. It also examines the definition and current state of social enterprises and the sharing economy, and the cases of the sharing economy business model for the review of prior research.

A Study on Strategic Groups of Program Providers(PP) and the Performance in Korea (국내 방송채널사용사업자(PP)의 전략집단과 성과에 관한 연구)

  • Ryo, Hyon-Chol;Kim, Jai-Beom;Lee, Sahang-Shik
    • Korean journal of communication and information
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    • v.46
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    • pp.387-419
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    • 2009
  • The concept of strategic group is defined as an aggregate of corporations utilizing similar strategies with similar resources. It becomes a kinds of contact point in the middle of corporation and industry between the industrial organization theory and the strategic management theory. This study tried to apply the strategic group model, which has been a main theory in the management studies, to program providing industry in Korea. This study shed lights upon research problems such as number of strategic groups, differences of strategic variables among the groups, finally differential performances according to strategic groups. 40 commercial broadcasting companies were analyzed to find answers. 9 strategic groups were drawn as a result of cluster analysis. Major variables which contribute to making groups were operating efficiency(4.05), pricing(3.83), size(number of system operator, 3.56), reliance on license revenue(2.58), horizontal integration(number of sister networks, 2.16) in order. An analysis of variance between performance variables has shown statistical significance regarding total net revenue per subscriber, however, insignificances statistically in regards to ratio of operating profit to net sales, cash Abstracts 687 flow ratio. Some studies in the past insisted that history variable played an important role to classifying strategic groups. However, this study found that the history didn't exert significant influence on either the group classification itself or performance.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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