• Title/Summary/Keyword: Subscription Model

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A Study on the OTT Evaluation Factors Using AHP (AHP를 이용한 OTT 평가요인에 관한 연구)

  • Seo, Chang Gab
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.193-208
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    • 2020
  • Purpose Due to COVID19, the over-the-top media service (OTT) market is growing faster than expected at an annual average of 26.4%. In Korea, WAVVE, which integrated SKT's Oksusu and POOQ in September 2019, outperformed Netflix in the number of users immediately after its launch, but the number of users gradually decreased. Research on OTT investigated the spread of new media due to changes in regulations or policy, mostly in broadcasting media. On the other hand, OTT research in information systems began after the success of Netflix. It investigated consumers' satisfaction with information technology using the Information Technology Acceptance Model (TAM). This study investigates changes in consumer perceptions in the OTT market, which has grown after the Netflix's entry into Korea, the emergence of WAVVE and new OTT service providers, and the spread of COVID19. Design/methodology/approach This study selects contents, fees, service quality, and additional services as factors to evaluate consumer perception using AHP. Findings According to the 101 respondents, the content was the most important factor, followed by service quality, fees, and additional services. Contrary to previous findings that price is the determining factor in service adoption, this study reveals that consumers are willing to pay a reasonable amount for rich content and excellent service quality. Future research will use demographic analysis to reveal differences in consumer's perceptions of service selection.

Effect of the Human Development Index on Mobile Telephony Diffusion: Evidence from SAARC Member Countries

  • Dhakal, Thakur;Lim, Dae-Eun
    • Asia-Pacific Journal of Business
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    • v.11 no.2
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    • pp.1-14
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    • 2020
  • Purpose - The propose of this study is to examine the effect of human development index on mobile telephony diffusion. Design/methodology/approach - This study fits the modidensity of South Asian Association for Regional Cooperation (SAARC) member countries with an econometric Gompertz growth model. The diffusion factors, including the human development index (HDI), gross domestic product (nominal) per capita, fixed-line telephony subscription, and population data of each member country from 2005 to 2018 are considered for the empirical experiment. Furthermore, the mobidensity of randomly sampled countries with very high human development scores (the Republic of Korea, Switzerland and Norway) and high development scores (Brazil and Costa Rica) have been examined with the same process as SAARC members. Findings - We have found a positive but insignificant relationship between the HDI value and mobile telephony diffusion in Afghanistan, Bangladesh, Bhutan, India, and Pakistan; a positive and statistically significant relationship at a 99% confidence level in SriLanka; and a negative and insignificant relationship in the Maldives and Nepal. HDI has both positive and negative effects on mobile telephony diffusion, with the nature of effect depending on the profiles of each country. HDI is a diffusion determinant of mobile telephony only for the high human development country groups. Research implications or Originality - This study provides a reference for policymakers, telecommunication stakeholders, and future researchers to design the telecommunication policies and strategies.

Exploring Service Improvement Opportunities through Analysis of OTT App Reviews (OTT 앱 리뷰 분석을 통한 서비스 개선 기회 발굴 방안 연구)

  • Joongmin Lee;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_2
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    • pp.445-456
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    • 2024
  • This study aims to suggest service improvement opportunities by analyzing user review data of the top three OTT service apps(Netflix, Coupang Play, and TVING) on Google Play Store. To achieve this objective, we proposed a framework for uncovering service opportunities through the analysis of negative user reviews from OTT service providers. The framework involves automating the labeling of identified topics and generating service improvement opportunities using topic modeling and prompt engineering, leveraging GPT-4, a generative AI model. Consequently, we pinpointed five dissatisfaction topics for Netflix and TVING, and nine for Coupang Play. Common issues include "video playback errors", "app installation and update errors", "subscription and payment" problems, and concerns regarding "content quality". The commonly identified service enhancement opportunities include "enhancing and diversifying content quality". "optimizing video quality and data usage", "ensuring compatibility with external devices", and "streamlining payment and cancellation processes". In contrast to prior research, this study introduces a novel research framework leveraging generative AI to label topics and propose improvement strategies based on the derived topics. This is noteworthy as it identifies actionable service opportunities aimed at enhancing service competitiveness and satisfaction, instead of merely outlining topics.

A Blockchain-based User Authentication Model Using MetaMask (메타마스크와 연동한 블록체인 기반 사용자 인증모델)

  • Choi, Nakhoon;Kim, Heeyoul
    • Journal of Internet Computing and Services
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    • v.20 no.6
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    • pp.119-127
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    • 2019
  • This paper proposes a new authentication model to solve the problem of personal information takeover and personal information theft by service providers using centralized servers for user authentication and management of personal information. The centralization issue is resolved by providing user authentication and information storage space through a decentralize platform, blockchain, and ensuring confidentiality of information through user-specific symmetric key encryption. The proposed model was implemented using the public-blockchain Ethereum and the web-based wallet extension MetaMask, and users access the Ethereum main network through the MetaMask on their browser and store their encrypted personal information in the Smart Contract. In the future, users will provide their personal information to the service provider through their Ethereum Account for the use of the new service, which will provide user authentication and personal information without subscription or a new authentication process. Service providers can reduce the costs of storing personal information and separate authentication methods, and prevent problems caused by personal information leakage.

A Study on How Reference Groups, Convenience and Pursuit of Information Affect Subscription-Based Webtoon Service Usage through Reliability and Curiosity (준거집단, 편의성, 정보추구가 신뢰성 및 궁금증을 통해 유료웹툰이용에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.101-109
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    • 2017
  • This study was undertaken to understand how reference groups, convenience and pursuit of information affect subscription-based Webtoon service usage through reliability and curiosity, through which this study provides some suggestions for developing Webtoons and increasing profitability of service providers. Therefore, the reliability and feasibility analysis were conducted for 449 readers who used the paid webtoon more than once. In addition, the causality test was conducted to verify the research model. As a result of the research, this study shows the following implications: First, it is recommended that webtoon service providers produce webtoons with the webtoonists who have more expertise developing new webtoons. Second, webtoon service providers should focus on advertising during the episodes that are currently being subscribed to, or in the next episodes in order to stimulate the usage needs of readers rather than focusing on advertising the products related to the characters and their development and sales. Third, webtoon service providers are supposed to develop webtoons by using materials that can appear in everyday life. Fourth, webtoon service providers should continue their research in order to develop high quality products and express the unique characteristics of their advertisements by increasing investment in the development of products and advertising.

Design of Deep Learning-based Tourism Recommendation System Based on Perceived Value and Behavior in Intelligent Cloud Environment (지능형 클라우드 환경에서 지각된 가치 및 행동의도를 적용한 딥러닝 기반의 관광추천시스템 설계)

  • Moon, Seok-Jae;Yoo, Kyoung-Mi
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.3
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    • pp.473-483
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    • 2020
  • This paper proposes a tourism recommendation system in intelligent cloud environment using information of tourist behavior applied with perceived value. This proposed system applied tourist information and empirical analysis information that reflected the perceptual value of tourists in their behavior to the tourism recommendation system using wide and deep learning technology. This proposal system was applied to the tourism recommendation system by collecting and analyzing various tourist information that can be collected and analyzing the values that tourists were usually aware of and the intentions of people's behavior. It provides empirical information by analyzing and mapping the association of tourism information, perceived value and behavior to tourism platforms in various fields that have been used. In addition, the tourism recommendation system using wide and deep learning technology, which can achieve both memorization and generalization in one model by learning linear model components and neural only components together, and the method of pipeline operation was presented. As a result of applying wide and deep learning model, the recommendation system presented in this paper showed that the app subscription rate on the visiting page of the tourism-related app store increased by 3.9% compared to the control group, and the other 1% group applied a model using only the same variables and only the deep side of the neural network structure, resulting in a 1% increase in subscription rate compared to the model using only the deep side. In addition, by measuring the area (AUC) below the receiver operating characteristic curve for the dataset, offline AUC was also derived that the wide-and-deep learning model was somewhat higher, but more influential in online traffic.

An Analysis Model for Journal Evaluation in Special Libraries (전문도서관에서의 학술지 평가를 위한 경제성 분석에 관한 연구)

  • Jung, Hye-Kyung;Jung, Eun-Joo
    • Journal of the Korean Society for information Management
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    • v.23 no.1 s.59
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    • pp.121-138
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    • 2006
  • This study attempts to derive an economic analysis model for journal evaluation and conducts a case analysis based on the model. Total costs are calculated and include administrative fees (such as binding, ordering, claiming, etc.) and subscription costs. The model quantifies qualitative benefits to users, a utility that combines usage data that has also been evaluated in the existing economic analysis models. The model is designed by the usage statistics of the web-based electronic journals, which have become important resources for research. Rankings are assigned based on how items are utilized to the goal of the mother institution. In the case study based on the KDI School Library, the highest ranking off was assigned to journals that patrons used for citation in their outputs. For journals that were used background information, i.e., full text downloading or browsing , each was assigned ranking of 2 and 1, respectively. According to the analysis, the top 20 journals provided 75% of the entire library utility, showing different user behaviors among different cohorts. We expect that the model makes it possible for librarians to measure the value of journals. It can provide a basic tool for journal selection, particularly in special libraries with custom needs.

An Underlying Research for Developing VOD Service using Feature-Oriented Analysis Model (피처지향 분석모델을 적용한 VOD 서비스 개발을 위한 기반연구)

  • KO, Kwangil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.26-32
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    • 2017
  • VOD (Video-On Demand) Services are considered to be one of the most successful data broadcasting services, along with Electronic Program Guides (EPGs). In particular, VOD services provide supplementary revenue for broadcasting companies in addition to the existing subscription fees and advertisement-based revenue. Therefore, each broadcasting company has developed its own VOD service and constantly seeks to improve it. This leads to the development of new VOD services, so developers are considering ways to effectively handle the frequent development needs. In this background, we conducted underlying research to apply the feature-oriented analysis model to the development of VOD services. The feature-oriented analysis model used in this study is the Feature-Oriented Domain Analysis (FODA) one developed by SEI of Carnegie Mellon University. FODA provides a tool for specifying the feature model of a software domain, based on which the developers can determine the configuration of the software with the customers. This study developed a feature model of the VOD service domain and devised the functionalities and test cases in an integrated manner with the feature model. Additionally, we proposed a VOD service development process utilizing the feature model, function specification, and test cases.

Forecasting Substitution and Competition among Previous and New products using Choice-based Diffusion Model with Switching Cost: Focusing on Substitution and Competition among Previous and New Fixed Charged Broadcasting Services (전환 비용이 반영된 선택 기반 확산 모형을 통한 신.구 상품간 대체 및 경쟁 예측: 신.구 유료 방송서비스간 대체 및 경쟁 사례를 중심으로)

  • Koh, Dae-Young;Hwang, Jun-Seok;Oh, Hyun-Seok;Lee, Jong-Su
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.223-252
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    • 2008
  • In this study, we attempt to propose a choice-based diffusion model with switching cost, which can be used to forecast the dynamic substitution and competition among previous and new products at both individual-level and aggregate level, especially when market data for new products is insufficient. Additionally, we apply the proposed model to the empirical case of substitution and competition among Analog Cable TV that represents previous fixed charged broadcasting service and Digital Cable TV and Internet Protocol TV (IPTV) that are new ones, verify the validities of our proposed model, and finally derive related empirical implications. For empirical application, we obtained data from survey conducted as follows. Survey was administered by Dongseo Research to 1,000 adults aging from 20 to 60 living in Seoul, Korea, in May of 2007, under the title of 'Demand analysis of next generation fixed interactive broadcasting services'. Conjoint survey modified as follows, was used. First, as the traditional approach in conjoint analysis, we extracted 16 hypothetical alternative cards from the orthogonal design using important attributes and levels of next generation interactive broadcasting services which were determined by previous literature review and experts' comments. Again, we divided 16 conjoint cards into 4 groups, and thus composed 4 choice sets with 4 alternatives each. Therefore, each respondent faces 4 different hypothetical choice situations. In addition to this, we added two ways of modification. First, we asked the respondents to include the status-quo broadcasting services they subscribe to, as another alternative in each choice set. As a result, respondents choose the most preferred alternative among 5 alternatives consisting of 1 alternative with current subscription and 4 hypothetical alternatives in 4 choice sets. Modification of traditional conjoint survey in this way enabled us to estimate the factors related to switching cost or switching threshold in addition to the effects of attributes. Also, by using both revealed preference data(1 alternative with current subscription) and stated preference data (4 hypothetical alternatives), additional advantages in terms of the estimation properties and more conservative and realistic forecast, can be achieved. Second, we asked the respondents to choose the most preferred alternative while considering their expected adoption timing or switching timing. Respondents are asked to report their expected adoption or switching timing among 14 half-year points after the introduction of next generation broadcasting services. As a result, for each respondent, 14 observations with 5 alternatives for each period, are obtained, which results in panel-type data. Finally, this panel-type data consisting of $4{\ast}14{\ast}1000=56000$observations is used for estimation of the individual-level consumer adoption model. From the results obtained by empirical application, in case of forecasting the demand of new products without considering existence of previous product(s) and(or) switching cost factors, it is found that overestimated speed of diffusion at introductory stage or distorted predictions can be obtained, and as such, validities of our proposed model in which both existence of previous products and switching cost factors are properly considered, are verified. Also, it is found that proposed model can produce flexible patterns of market evolution depending on the degree of the effects of consumer preferences for the attributes of the alternatives on individual-level state transition, rather than following S-shaped curve assumed a priori. Empirically, it is found that in various scenarios with diverse combinations of prices, IPTV is more likely to take advantageous positions over Digital Cable TV in obtaining subscribers. Meanwhile, despite inferiorities in many technological attributes, Analog Cable TV, which is regarded as previous product in our analysis, is likely to be substituted by new services gradually rather than abruptly thanks to the advantage in low service charge and existence of high switching cost in fixed charged broadcasting service market.

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Study on Business Model of e-Sports Industry in Korea (국내 e스포츠산업의 비즈니스 모델에 관한 연구)

  • Yang, Ji-Hoon;Lee, In-Kyu;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.6
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    • pp.163-173
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    • 2018
  • This study aims to diagnose and analyze the business model of domestic e-sports industry and draw its implications. In-depth interviews with business executives of the e-sports teams, the e-sports media, the e-sports stadium and the game companies was had to identify the cost and revenue of each e-sports industry. The results was that the revenue of the e-sports team, stadium and game company mainly consisted of the sponsorship of the parent company. And main revenue of e-sports media was advertising, subscription fees and copyright income, whereas their expenses was the production costs. Especially the purpose of sponsorship of the game companies was not the profit of e-sports, but the promotion of the parent company game. Result implies the necessity of the development of revenue sources, executing the admission ticket charge in stadium and the development of new sponsorship. This study is expected to contribute to opening the new area of the business model of the e-sports industry that was not nearly so far treated, and consequently the development of the e-sports industry in Korea.