• Title/Summary/Keyword: Virtual goods

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Study of Virtual Goods Purchase Model Applying Dynamic Social Network Structure Variables (동적 소셜네트워크 구조 변수를 적용한 가상 재화 구매 모형 연구)

  • Lee, Hee-Tae;Bae, Jungho
    • Journal of Distribution Science
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    • v.17 no.3
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    • pp.85-95
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    • 2019
  • Purpose - The existing marketing studies using Social Network Analysis have assumed that network structure variables are time-invariant. However, a node's network position can fluctuate considerably over time and the node's network structure can be changed dynamically. Hence, if such a dynamic structural network characteristics are not specified for virtual goods purchase model, estimated parameters can be biased. In this paper, by comparing a time-invariant network structure specification model(base model) and time-varying network specification model(proposed model), the authors intend to prove whether the proposed model is superior to the base model. In addition, the authors also intend to investigate whether coefficients of network structure variables are random over time. Research design, data, and methodology - The data of this study are obtained from a Korean social network provider. The authors construct a monthly panel data by calculating the raw data. To fit the panel data, the authors derive random effects panel tobit model and multi-level mixed effects model. Results - First, the proposed model is better than that of the base model in terms of performance. Second, except for constraint, multi-level mixed effects models with random coefficient of every network structure variable(in-degree, out-degree, in-closeness centrality, out-closeness centrality, clustering coefficient) perform better than not random coefficient specification model. Conclusion - The size and importance of virtual goods market has been dramatically increasing. Notwithstanding such a strategic importance of virtual goods, there is little research on social influential factors which impact the intention of virtual good purchase. Even studies which investigated social influence factors have assumed that social network structure variables are time-invariant. However, the authors show that network structure variables are time-variant and coefficients of network structure variables are random over time. Thus, virtual goods purchase model with dynamic network structure variables performs better than that with static network structure model. Hence, if marketing practitioners intend to use social influences to sell virtual goods in social media, they had better consider time-varying social influences of network members. In addition, this study can be also differentiated from other related researches using survey data in that this study deals with actual field data.

A Study of the Determinants of Image and Loyalty on the Virtual Storefront (가상점포의 이미지결정요인과 충성도에 과한 연구)

  • 김정희
    • Journal of Distribution Research
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    • v.6 no.1
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    • pp.77-101
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    • 2001
  • Recently, the role of Internet becomes wide so that it could provide the information among users as well as the opportunity to make commercial transactions in the cyberspace. Now, the virtual storefronts are the virtual space where anyone makes a profit on Internet by selling and buying goods/services. Therefore, it is important to develop the good image for cyberconsumers so that virtual storefronts can attract many browser to buy goods. The study reported examines how combination of specific elements in the internet environment influence cyberconsumers' inferences about the virtual storefront and discusses the extent to which these inferences mediate the virtual storefront loyalty. Results show that the virtual storefront elements were posited to be antecedents of virtual storefront image rather than components of virtual storefront image. In addition, the virtual storefront image mediators the satisfaction and loyalty of cyberconsumer on virtual storefront.

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Brand License Effects on Consumer's Preception - Focus on Perceived Risk and Congruence between Product and Brand type - (브랜드 라이센싱이 소비자지각에 미치는 연구 - 상품유형과의 적합성이 지각된 위험에 미치는 영향을 중심으로 -)

  • Kim, Sang-Jo
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.79-95
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    • 2015
  • The purpose of this paper is to evaluate the effects of perceived risk and brand attitude on licensing brands comparing with non-licensed brands(virtual brand). Data was collected through a self-administered questionnaire in quasi-experimental design setting. I designed the experimental setting that there were two virtual companies to sell the luxury bags(symbolic goods) or cruise tour(experiential goods) and to launch their goods with own brand or licensed brand. The experimental groups were composed of women consumers who were familiar with consuming experiential goods and symbolic goods. Results from the experiment suggest that consumer's perceived risk on brands gives a negative impact on brand attitude. And congruence in goods types and licensed brand values leads to difference in the level of perceived risk. In experiential goods, brand licensing from famous and experiential brands can reduce perceived risk. But in symbolic goods, brand licensing effect which reduces the perceived risk is less effective than in experiential goods. This findings suggest that brand licensing may lower the level of consumer's perceived risk, but incongruity in goods type and brand value may result in strategic failure.

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A Study on the Possibilites of Architecture in Virtual Reality Using 'ACTIVE WORLDS' (ACTIVE WORLDS'를 이용한 가상현실 건축의 가능성에 대한 연구)

  • 신유진
    • Korean Institute of Interior Design Journal
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    • no.19
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    • pp.20-29
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    • 1999
  • We live now in information society. High-tech communication technique of information came up to our daily life thoroughly. Then, what will happen to change the field of architecture in information society\ulcorner This study realized architecture in virtual reality by choosing technique in virtual reality that was able to alternate architecture in reality. The result of this study: 1. We promoted some shopping malls by making use of 'an active world' that is one of the virtual reality programs. As a result, we could know that we were able to find out goods faster than reality economically and purchase them in virtual reality. 2. There are many fields that we can adapt the architecture in virtual reality beside the shopping malls. For example, they can be a museum, an art gallery, and educational facility, a movie theater, a government and public office, and a recreation facility. 3. The architecture in virtual reality will cause to change our lifestyles and environments and to coexist architecture in reality.

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Implementing a Virtual Shopping Mall for the Cheapest Price using MOM(Message-Oriented Middleware) based on XML (XML 기반의 MOM(Message-Oriented Middleware)을 이용한 최저 가격 보장을 위한 가상 쇼핑몰 구현)

  • 임종선;주경수
    • Journal of Information Technology Applications and Management
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    • v.9 no.1
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    • pp.61-70
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    • 2002
  • There are a lot of shopping malls in Internet and most of consumers want to buy good goods in cheap price through the shopping malls. To support them, many sites for price comparison are constructed. But man or woman search many shopping malls and insert their price informations into database that the price comparison sites own. To overcome this disadvantage, virtual shopping malls are builded. These virtual shopping malls are connected and cooperated a lot of affiliated existing shopping malls for the cheapest price information. But, these virtual shopping mall are connected to those existing shopping malls in synchronous. So If they are connected to many existing shopping malls, we have to wait long time because of searching for many existing shopping malls. In this paper, we designed and implemented a virtual shopping mall that connect to many existing shopping malls in asynchronous. For a asynchronous communication between this virtual shopping mall and many existing shopping malls, we used JMS (Java Message Service) that is a standard Java API for MOM (Message-Oriented Middleware).

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A Study on the Development of 3D Manufacturing Simulation Using VRML (VRML을 이용한 3차원 가공 시뮬레이션 개발에 관한 연구)

  • 이창우;이성수
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.1626-1629
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    • 2003
  • The study is expressed on the web browser using virtual reality of developer manufacturing process and method or manufactured goods conviction for designer and developer with visualized model. This study purpose of basic feature with VRML file and Java and VRML with AWT to get WC code was presented. The study process is equal to the real thing modeling on using Pro/Engineer and exports on the VRML1.0. The condition converts VRML1.0 to VRML2.0 on the CROSS ROADS. And then Cosmo World is coding and manufacturing simulation is expressed on the Cosmo Player.

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Environmental and Socioeconomic Indicators of Virtual Water Trade: A Review

  • Odey, Golden;Adelodun, Bashir;Kim, Sang Hyun;Choi, Kyung Sook
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.211-211
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    • 2020
  • The concept of virtual water has been largely applied in the study of regional, national, and global water flows with particular emphasis on water scarcity. Despite water traditionally being managed locally, certain global forces influence the local water resource scarcity/availability and hence virtual water exchanges worldwide. It is therefore of necessity that the significant forces be examined to understand the relationship between available water in a region and the variability and trends in environmental, social, and economic factors that are of utmost importance in the formulation of water resources management policies. This study therefore reviewed recent literature from 2003 - 2019 to determine the significant indicators of virtual water trade at different spatiotemporal levels. The study examined and compared the major approaches to virtual water trade flows accounting, and also identified and discussed policy implications and future research options concerning the analysis of virtual water trade. Available information has shown that virtual water trade is significantly influenced by economic (GDP, Demand-Supply of goods and services), geographical (Distance), institutional (population) and environmental (water availability, arable land, precipitation) factors. Reports further show that the selection of a given approach for virtual water trade flows accounting will depend on the scope of the study, the available datasets, and other research preferences. Accordingly, this study suggests that the adoption of multidisciplinary approaches to virtual water trade, taking into consideration the spatial and temporal variations in water resources availability and the complexity of environmental and socioeconomic factors will be pivotal for establishing the basis for the conservation of water resources worldwide.

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Exploring the Technology Fit of Digital Media on Product Shopping Task (디지털 매체 기술과 제품 구매 태스크의 적합성 탐색)

  • Han, Hyun-Soo;Joung, Seok-In
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.283-299
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    • 2011
  • In this paper, we draw upon Task-Technology Fit theory to investigate the fit attributes which impacted on customer preference over three virtual shopping channels which included TV home shopping, Internet shopping, and broadband applications, i.e. IPTV. The fit attributes also reflected the product category contingency, which is classified based on the degree of quality assessing difficulty on the web, such as quasi-commodity, look and feel goods, and look and feel with variable quality goods. Using the collected survey data, we employed stepwise regression analysis to validate the fit attributes in the context of performing virtual shopping task via those three distinctive media technologies. Furthermore, through ANOVA test with Duncan statistics, we reported comparative intensity of the valid fit attributes across the product categories and distinct media technologies. The results validated four critical fit attributes and significant distinctions among product categories and three virtual shopping channels. The findings provide practical insights in distribution channel design exploiting digital convergence technologies.

A Design and Implementation of a Network-type Electronic Payment System Optimized for Digital Goods (디지털 상품 거래를 위한 네트워크형 전자결재 시스템 설계 및 구현)

  • Han Jae-Kyun;Han Seung-Jo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.8 no.7
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    • pp.1537-1545
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    • 2004
  • As the Internet continues to transform the commerce, the method of payment is one of critical components to conduct successful business across the internet. An electronic cash has all characteristics of traditional commodity cash and ensures security for all transactions. Accordingly an internet billing system based electronic cash is expected as the secure and efficient payment method in future electronic commerce. Digital Contents such as digital goods and services have the special characteristic that both the delivery of the goods and the transfer of money ran be accomplished on the same network. This allows the optimizations in the design of an electronic commerce system. In this paper, we propose an electronic payment protocol which is especially designed to purchase digital contents through internet. The proposed protocol guarantees anonymity by using a virtual ID, and minimizes payment processing steps.

Study about Utilizing the Wedding Dress Virtual Fitting Application Content (웨딩드레스 버추얼 피팅을 위한 애플리케이션 콘텐츠 활용 연구)

  • O, Ji-Hye;Lee, In-Seong
    • Journal of the Korean Society of Costume
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    • v.62 no.6
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    • pp.139-153
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    • 2012
  • To prolong the rapid progress of IT, it is necessary to develop contents through IT convergence among the existing goods & service and process areas to create new added-values. In particular, the wedding dress industry has infinite potential in utilizing various contents like virtual fitting by connecting with newly compelling IT areas such as smart phones, Augmented Reality (AR), and application contents. In the meantime, a large scale of the wedding industry has gained global competitiveness due to consulting expertise and the influence of the Korean Wave, whereas most small-sized wedding dress shops in Korea fall short of developing wedding dress designs and receiving relevant information. Accordingly, the purpose of this study was to help brides who have difficulties in choosing a wedding dress by decreasing their time and effort by providing wedding dress designs and information, according their desired image, body type, and circumstances through the utilization of virtual fitting application contents. Not only that, this study aims to diversify and specialize in wedding information and to help users to set a guideline for wedding dresses that are most suitable for them. Moreover, this study has an academic meaning in proposing an interdisciplinary convergence research model through the study of wedding dress design development, AR, and application contents utilization.