• 제목/요약/키워드: Time-based Competition

검색결과 354건 처리시간 0.032초

Marketing Strategies in the Film Industry: Investment Decision Game Model (영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • 제13권10호
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

A Study on the Changes of the Competition Structure of the Japanese Automobile Market and the Korean Enterprises' Strategies of Export to Japan (일본 자동차시장의 경쟁구조 변화와 한국기업의 대일 수출전략에 관한 연구)

  • Kwon, Young-Wook;Nam, Kyung-Doo
    • International Commerce and Information Review
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    • 제14권4호
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    • pp.61-88
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    • 2012
  • Korea exported the passenger cars(HS 8703) such as key export item 41billion dollars in 2011. But the Korea's representative enterprises which bound forward in the global markets, have a tough time in the Japanese markets alone, and especially, they hardly sell key items such as automobiles. Japan is the third largest automobile market sold annually 5 millions, despite its long-term depression. At this time of point, analyzing the competition structure of the automobile market and proposing the strategies of the Korean enterprises's export to Japan would be a great academic contribution. This study analyzed the Japanese automobile market by the method of upper enterprises' Concentration Ratio($CR_k$) based on J. S. Bain's SCP paradigm and the literature study on the characteristics of the Japanese market by Itami Hiroyuki. As a result, in the Japanese automobile market, it is very likely that there exist market dominating enterprises, but at the same time, the movement of change also could be grasped between Japanese car makers. Accordingly, the cross-leveraging distribution strategy, brand strategy and Japan specification(designed for Japan) development strategy of the Korean enterprises' export to Japan which can respond to the change of the Japanese automobile markets were proposed.

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A Study on the Effects of Auction-Based Short Distance Division Logistics Operation on Logistics Costs (경매를 활용한 근거리 분할 물류운영이 물류비용에 미치는 영향에 관한 연구)

  • Kim, Byeongchan
    • Journal of Korea Society of Digital Industry and Information Management
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    • 제12권3호
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    • pp.299-309
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    • 2016
  • This study proposed a logistics plan for sending supply to be distributed to areas other than producing areas to wholesalers and allocating supply to be distributed to areas near producing areas to local distribution center in the vicinity instead of shipping the entire quantity to wholesalers for fruits auction to increase the competitive edge of the domestic fruits and vegetables logistics market in the ear of infinite competition. A video auction-based short distance division logistics operation model was developed to enhance competitiveness related to the circulation of fruits and vegetables, reduce logistics costs, and rationalize logistics by distributing the items sent to wholesalers through field auction and the shipments at local distribution center to neighboring areas through video auction connected to wholesalers real-time. The study especially came up with a logistics rationalization plan by examining and analyzing the stages and costs of transportation between producing areas and wholesalers on the circulation routes of fruits.

Implementation of an Assembly System for Automobile Side Panel Based on Digital Manufacturing Technologies (디지털 제조기술 기반의 차체 사이드패널 조립시스템 구현)

  • Park, Hong-Seok;Choi, Hung-Won
    • Journal of the Korean Society for Precision Engineering
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    • 제23권11호
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    • pp.68-77
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    • 2006
  • Nowadays, the increasing global competition forces automobile manufacturer to increase quality and to reduce the cost and time for manufacturing planning. To solve these problems, automobile manufacturers try to apply digital manufacturing technologies. In this paper, a concept of method for planning the digital assembly system is proposed. Based on the requirements of assembly tasks obtained through product analysis, the function and sequence modeling for assembly process is executed using the IDEF0 and UML model. For implementation of digital assembly system, the selected components are modeled by using 3D CAD tools. According to the system configuration strategy, lots of the alternative solutions for the assembly system are generated. Finally, the optimal assembly system is chosen by the evaluation of the alternative solutions with TOPSIS(Technique for Order Preference by Similarity to Ideal Solution) method. According to proposed procedure, digital laser welding system is implemented in DELMIA.

An Exploratory Study on the New Product Demand Curve Estimation Using Online Auction Data

  • Shim Seon-Young;Lee Byung-Tae
    • Management Science and Financial Engineering
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    • 제11권3호
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    • pp.125-136
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    • 2005
  • As the importance of time-based competition is increasing, information systems for supporting the immediate decision making is strongly required. Especially high -tech product firms are under extreme pressure of rapid response to the demand side due to relatively short life cycle of the product. Therefore, the objective of our research is proposing a framework of estimating demand curve based on e-auction data, which is extremely easy to access and well reflect the limited demand curve in that channel. Firstly, we identify the advantages of using e-auction data for full demand curve estimation and then verify it using Agent-Eased-Modeling and Tobin's censored regression model.

A Study on Development of Micro Controller for Converter using VHDL (VHDL을 이용한 전력변환용 마이크로 컨트롤러 개발에 관한 연구)

  • Seo, Young-Jo;Oh, Jeong-Eon;Yoon, Jea-Shik;Kim, Beung-Jin;Jeon, Hee-Jong
    • Proceedings of the KIEE Conference
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    • 대한전기학회 2000년도 하계학술대회 논문집 B
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    • pp.1071-1073
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    • 2000
  • The use of HDL(Hardware Description Language) is now central to the ASIC(Application Specific Integrated Circuit). HDL-based ASIC can simplify the process of development and has a competition in market because it reduce the consuming time for the design of IC(Integrated circuit) in system level. Therefore, the development of power electronics system on chip (SOC), to design microcontroller and switching logic as one chip, is required extremely for the purpose of having reliability and low cost in power electronics which is based on switching elements. The major application of SOC is variable converter, active filter inverter for induction motor. UPS and power supply with a view to reducing electro-magnetic pollution.

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Development of agile design system for die (민첩대응 금형설계 시스템 개발)

  • Park H.S.;Jung J.H.;Lee G.B.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 한국정밀공학회 2005년도 추계학술대회 논문집
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    • pp.444-447
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    • 2005
  • Increasing competition is due to internationalization in market. This result requires various products in a rapid development of product. Die design is one of bottleneck areas in product development. It takes 40% of total time for whole car development. Therefore a new method should be developed as a fundament on which the design process of die can be carried out effectively. This can be realized by using modular design based on standard template. In this paper a modular design concept will be discussed.

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A Study on New DCF Algorithm in IEEE 802.11 WLAN by Simulation (시뮬레이션에 의한 IEEE 802.11 WLAN에서의 새로운 DCF 알고리즘에 관한 연구)

  • Lim, Seog-Ku
    • Journal of Digital Contents Society
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    • 제9권1호
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    • pp.61-67
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    • 2008
  • In this paper, MAC algorithm for the IEEE 802.11 DCF improving the performance is proposed and analyzed by simulation. The MAC of IEEE 802.11 WLAN to control data transmission uses two control methods called DCF(Distributed Coordination Function) and PCF(Point Coordination Function). The DCF controls the transmission based on CSMA/CA(Carrier Sense Multiple Access with Collision Avoidance), that decides a random backoff time with the range of CW(Contention Window) for each station. Normally, each station increase the CW to double after collision, and reduces the CW to the minimum after successful transmission. The DCF shows excellent performance relatively in situation that competition station is less but has a problem that performance is fallen from throughput and delay viewpoint in situation that competition station is increased. This paper proposes an enhanced DCF algorithm that increases the CW to maximal CW after collision and decreases the CW smoothly after successful transmission in order to reduce the collision probability by utilizing the current status information of WLAN. To prove efficiency of proposed algorithm, a lots of simulations are conducted and analyzed.

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Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
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    • 제11권12호
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    • pp.145-151
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.

GPU Resource Contention Management Technique for Simultaneous GPU Tasks in the Container Environments with Share the GPU (GPU를 공유하는 컨테이너 환경에서 GPU 작업의 동시 실행을 위한 GPU 자원 경쟁 관리기법)

  • Kang, Jihun
    • KIPS Transactions on Computer and Communication Systems
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    • 제11권10호
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    • pp.333-344
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    • 2022
  • In a container-based cloud environment, multiple containers can share a graphical processing unit (GPU), and GPU sharing can minimize idle time of GPU resources and improve resource utilization. However, in a cloud environment, GPUs, unlike CPU or memory, cannot logically multiplex computing resources to provide users with some of the resources in an isolated form. In addition, containers occupy GPU resources only when performing GPU operations, and resource usage is also unknown because the timing or size of each container's GPU operations is not known in advance. Containers unrestricted use of GPU resources at any given point in time makes managing resource contention very difficult owing to where multiple containers run GPU tasks simultaneously, and GPU tasks are handled in black box form inside the GPU. In this paper, we propose a container management technique to prevent performance degradation caused by resource competition when multiple containers execute GPU tasks simultaneously. Also, this paper demonstrates the efficiency of container management techniques that analyze and propose the problem of degradation due to resource competition when multiple containers execute GPU tasks simultaneously through experiments.