• Title/Summary/Keyword: industry

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Customer Purchasing Attitude towards Inter/Intra-industry Alliance Based on the Technological Level of Industries

  • OH, Yoojin
    • Journal of Distribution Science
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    • v.17 no.7
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    • pp.77-86
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    • 2019
  • Purpose - This paper examines customers' perception on intra-industry and inter-industry alliance, then compares customer purchasing attitude towards alliance product according to whether it is from high-tech or low-tech industry. Research design, data, and methodology - We used qualitative research methodology of in-depth interviews and focus group interviews. Results - Customers expect products from inter-industry alliance to be highly innovative but also to be inferior in technology. In high-tech industries, since technology is more important than differentiation, inter-industry alliance was negatively evaluated whereas intra-industry alliance elicited positive customer purchasing attitude. Conversely, in low-tech industry where novelty outweighs technology, inter-industry alliance earned positive evaluation. However, for intra-industry alliance, customers' evaluation varied depending on whether both partners share similar prestige and price range. When partners were not similar to each other, customers' perception were positive for less prestigious and pricey brand, but in the reverse case, perception were negative. Conclusions - This research focused on customers' perception and attitude by adopting qualitative methodology while other alliance studies are mostly based on quantitative research. This study provides managers with partner selecting guidelines considering the type of industry, and whether the goal is to enhance novelty or technology.

Analysis of Innovation Patterns of Korean Online Game Industry (한국 온라인게임 산업의 서비스 혁신패턴 분석)

  • Nam, Young-Ho
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.117-137
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    • 2008
  • Using the service innovation system model, the development of Korean online game industry is analyzed. The model proposed by Gallouj (2002) is modified in order to reflect IT service characteristics such as network externalities. Success factors and innovations patterns of Korean online game industry are examined. First, at the early stage of her growth, Korean online game industry was not supported or coordinated by any Government policies unlike DRAM, CDMA or TFT-LCD. Many parts of technical and service innovations were unintentionally initiated by online game developing ventures without predeterminde strategies. Second, the online game industry is basically a service industry so that users' needs and technical and service characteristics are intertwined to produce innovation. The innovation system of the online game industry is quite different from conventional product technological innovation systems in a sense that there are no blueprints for innovation as well as major players in the system. Third, Government's policies for promotion of IT industry such as the broadband infrastructure installation policy, the hi-tech venture promotion policy and the military exemption policy contributed greatly to development of the online game industry. However, these policy tools were not intended for online game industry but in the end gave a great impact on the service innovation system of the online game industry.

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A Study on the Dynamic Relationship between Cultural Industry and Economic Growth

  • He, Yugang
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.4
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    • pp.85-94
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    • 2018
  • The cultural industry is treated as the sunrise industry in modern society. It has taken an increasing role in promoting the economic growth. Due to this, this paper attempts to explore the dynamic relationship between cultural industry and the economic growth. On the grounds of Cobb-Douglas production function, the cultural industry is regarded as a determinant such as the labor input and the capital input to impact the economic growth. Meanwhile, the quarterly datum form 2000-Q1 to 2017-Q4 are employed to perform an empirical analysis via the vector error correction model. The GDP is treated as an independent variable. The input of capital, the input of labor and the total input of cultural industry are treated as dependent variables. Furthermore, a menu of statistical approaches such as the co-integration test and the impulse response function will be used to testify the dynamic relationship between cultural industry and economic growth. Via the Johansen co-integration test, the results report that the cultural industry has a obviously positive effect on economic growth. Through the vector error correction estimation, the results also report that the cultural industry also has a significantly positive effect on economic growth, but less than that of the Johansen co-integration test. This paper provides a view that the cultural industry is a kind of a determinant to promote the economic growth. Therefore, the China's government should pay much attention to the cultural industry construction.

A Study on the Domestic Fisheries Industry's Managerial Performance Analysis using Data Envelopment Analysis (자료표괄분석을 활용한 국내 수산산업의 경영성과 분석에 관한 연구)

  • Chun, Dongphil
    • The Journal of Fisheries Business Administration
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    • v.48 no.1
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    • pp.1-16
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    • 2017
  • The fisheries industry has led the Korean economy, and has been achieving high-level position in the world. However, this industry meets aging, low growth and profit. In order to overcome this critical situation, it is needed to understand the overall status of industry. In industry level, most of previous researches focused on ocean industry rather than fisheries. In addition, scholars have been getting a lot of attention about fisheries cooperatives, fishing-ports, methods of fishery, and manufacturing process in fisheries sector. The aim of this research is analysis of domestic fisheries industry's managerial performance using data envelopment analysis(DEA) considering operating and scale view. Furthermore, the comparative analysis is performed by firm size, and industry type. In results, fisheries industry's managerial performance is not high, overall. In more detail, most of big size firms are under decreasing returns to scale(DRS) status. Fishery processing industry's performance is low, and fishery distribution industry has the best performance. This paper suggests that transferring operating capability from big firms to small firms, and policy supports and firm's activities should be accompanied for high-value added in fisher, and fishery processing industries.

Market Structure, Conduct, and Performance of the Creative Industry in Indonesia

  • DJULIUS, Horas;XIAO, Lixian;JUANIM, Juanim;PRIATNA, Deden Komar;MUNAWAROH, Siti
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.12
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    • pp.337-343
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    • 2021
  • The study's objective is to ascertain the state of the creative industry's market structure, the behavior of entrepreneurs ("conduct"), and the performance of the creative industry in Indonesia. Additionally, this study evaluates the relationship between structure, conduct, and performance within the context of the relationship between the three. This study analyzes longitudinal data from 2005 to 2015 for sub-sectors within the creative industry. The first step is to group statistical sub-sectors into creative-industry categories. The next step is to quantify and analyze the structure, behavior, and performance indicators of each creative industry subsector. Then, using a random effect panel data model, the relationship between structure and performance was estimated and examined. The findings of this study suggest that market share and concentration ratio calculations indicate that the creative industry in Indonesia has a monopolistic market structure. With this market framework, the creative industry's conduct can have an effect on prices. This is undoubtedly consistent with the features of the creative industry, which emphasize innovation as a means of adding value. The panel data estimation findings suggest the need for long-term efforts to maintain a market framework that enables businesses to compete fairly, innovate, and bring value.

Current status and development trend of Chinese animation industry (중국 애니메이션 산업 현황 및 발전 추세)

  • Yang, Desheng
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.149-154
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    • 2022
  • In recent years, the development of China's animation industry has gradually increased its share of gross national product. Looking at the current status of the animation industry in China, there are still many shortcomings compared to the Korean animation industry. This paper focuses on the current status of the Chinese animation industry and future development trends, and the text first discusses the current development of the Chinese animation industry, and second, verifies the problems facing the current Chinese animation industry. Finally, it is of key significance in designing policy directions so that the creative animation industry can be fostered by building the right animation industry chain and training talent in related directions in the future development direction. These three directions are believed to promote the development of the Chinese animation industry in the future.

Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies (디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립)

  • Yang, Kyung Ran;Yoon, Sung Chul;Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1122-1135
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    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

Changes in the Employment Environment of the Beauty Industry in Republic of Korea: A Critical Review

  • Eun-Jung SHIN;Ki-Han KWON
    • The Journal of Industrial Distribution & Business
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    • v.14 no.6
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    • pp.27-35
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    • 2023
  • Purpose: Convergence and social ripple effects caused by the Fourth Industrial Revolution, which encompasses new technologies in various fields, will have a great impact on the beauty industry structure and market economy. This review reviewed the literature on the changes in the employment environment of the Korean beauty industry due to the 4th industrial revolution and the countermeasures of the beauty industry accordingly. Research design, data and methodology: Using the October 2022 PRISMA flowchart, it is a review of changes in the employment environment of the beauty industry, the need for human resource management of beauty workers, and the employment environment to be applied to the beauty industry in the future. Results: Changes in the employment environment in the era of the 4th Industrial Revolution, the current state of the beauty industry, and reviews on beauty industry workers were collected, and a direction for training beauty industry workers was presented. Conclusions: This study presented the direction of the beauty industry in preparation for changes in the employment environment of the 4th industrial revolution and suggested that research is needed to actively establish human resource management (HRM) to overcome the problem of fostering talent in the beauty industry.

Research on Investment Status and Revitalization Measures in Gaming Industry

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.36-42
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    • 2024
  • The domestic gaming industry is a globally competitive field, but growth has recently slowed and competition in overseas markets is intensifying. Accordingly, it is important to analyze the investment status of the domestic gaming industry and study ways to revitalize it. The game industry is a labor-intensive, high-value-added industry that occupies an important position in the domestic content industry. However, the number of businesses and employees has been steadily decreasing for several years, and polarization within the industry is worsening. This is the effect of a decrease in investment in an industrial structure in which labor costs are the majority of production costs. Accordingly, we analyze the current status of the domestic gaming industry, and also analyze the investment status of the gaming industry and the investment structure of domestic venture capital to study the scale and required period of investment and investment projects needed to promote the industry. In this study, "the investment status of the domestic gaming industry and proposed revitalization measures. We study cooperation between the government, businesses, and academia to solve the problem of declining investment and slowing growth." We expect to strengthen competitiveness and continue to grow as we pursue revitalization plans.

A Study on the impact of internal marketing action on food industry employers사 job satisfaction (내부마케팅활동이 외식종사원의 직무만족에 미치는 영향)

  • 우문호
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.12 no.2
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    • pp.59-78
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    • 2001
  • The domestic food service industry has established its industrial basis since the overseas brands were introduced and international events were held in Korea. It also has showed a prominent growth rate as consumers began to show more interests in leisure and quality of working life(QWL) At this, the employees, constituting Points of contacts with consumers of the food service industry, have emerged as a Primarily critical concern in order for the food service industry, which can affect people in various ways, to adopt our own food culture and develop its business quality. In the food service industry, as a relatively labour-intensive industry, the manpower service is considered very important. Whether the industry succeeds or not depends on the role of employees as the quality of service of employees can decide the quality of the industry itself. In spite of the importance of employees in the food service industry, not many researches have been Performed on the personnel management of the industry, as Koreans traditionally have hold a prejudiced view on the food service industry and it is only a short time since the food business began to be considered as an industry. This thesis aims at research on the factors affecting job satisfaction of the employees by dealing with the importance and characteristics of the role of employees of the food service industry and theoretical background of the job satisfaction. The presumable factors affecting the job satisfaction are divided into several groups ; characteristics of organization, working condition, human relationship, psychological factors, and its reputation in the labour market. Hypotheses and models, where those factors affect the employees, are formed. Statistical methods such as correlation analysis and multiple regression are used in order to verify those hypotheses. Alternatives to improve job satisfaction of employees are suggested based on the analysis. It is expected that there will be more active researches on employees of the food service industry, as this thesis has selected employees of the food service industry as its subjects while subjects of similar researches have been mainly hotel employees so far.

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