• Title/Summary/Keyword: mobile market

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Necessity of underground economy legalization & domestic mobile payment market development (지하경제 양성화의 필요성과 국내 모바일 전자결제시장의 발전)

  • Choi, Jeong-Il
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.89-98
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    • 2015
  • To celebrate the convergence era, Park Geun-Hye government has adhered to the principle sets out to secure revenue no tax increase due to the underground economy legalization, etc. Recently due to the tax deduction policies such as cash receipts and credit card is like getting better transparency on income. However, focusing on the self-employed Evaded income scale is increasing steadily. For the underground economy legalization, it has the plan to increase the transparency of the capital market due to the strengthening of the cash receipt system and the mobile payment market. The purpose of this study is that it hopes the domestic mobile payment market is expanding for the underground economy legalization. To this end, domestic financial companies are hoping to develop a variety of additional services. And the mobile payments market is hoping to gain the trust our customers due to safety and security, etc. As a result the underground economy is expected to disappear naturally.

An Exploratory Study on the Determinants of Mobile Application Purchase (모바일 앱 구매 결정에 끼치는 영향요인 : 탐색적 연구)

  • Kim, Hee-Woong;Lee, Hyun-Lyung;Choi, Su-Jin
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.173-195
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    • 2011
  • The ability of offering various and abundant mobile applications has emerged as the knowledge of the smartphone has grown in the smartphone market. The mobile application market has emerged as a competitive new market with enormous potential. Although many users download paid or free mobile applications through the app markets such as the Appstore, there is no significant research regarding customer's application purchase yet. Hence, we refer to the purchase motivation of mobile applications among experienced users who have bought paid applications. We conducted the interview with 30 users and suggest four categories of applications (productivity, entertainment, information, and social networking) and also classify the purchase intentions on each category based on the ground theory. The comparison analysis of the interview provides us what factors affect the application purchase. This framework may advance effective mobile application business model development, implicate the strategy for boosting mobile application market.

UI Design Survey of Mobile App for the Activation of Traditional Market (전통시장 활성화를 위한 모바일 앱의 UI 디자인 조사)

  • Lee, Joo-Hee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.277-282
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    • 2015
  • According to International Data Corporation(IDC) showed that PC sales for the first time ahead of the global smart phone sales in the fourth quarter of 2010. This opportunity as a smart phone application and mobile web-sites has been launched to accelerate the development of mobile services in a variety of fields. In addition to the support plan for the activation of the local traditional market from the second half of 2012 to make it easier to find information on the traditional markets of the country expanded and reorganized the traditional market-related web-site, trying to catch the foot of the youth in the online. This study is to increase the number of tourists visiting the traditional market or local residents and young people and to provide a basis for the development of mobile UI design for mobile application to investigate the local traditional market apps that are currently available.

A Game Theoretic Approach to the Channel Conflict Due to the Subsidies for Mobile Handsets (단말기보조금에 따른 경로갈등에 대한 게임이론적 접근)

  • Joo, Young-Jin
    • Journal of Distribution Research
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    • v.11 no.4
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    • pp.31-48
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    • 2006
  • This study was motivated by a recent channel conflict on subsidies for mobile handset between a service provider and a handset manufacturer in the mobile communication market. In this study, we have developed a two-person non-zero sum game for the channel conflict on subsidies for mobile handset, and derived its optimal strategic game solution. As a result, we have found that, between the service operator and the handset manufacturer, one who has high level of market leadership in his own market has a power to affect the optimal strategic game solution. We have also found that, when the service operator and the handset manufacturer have relatively high level of market leadership in their own market, there exist both of potential channel conflict and cooperation. The result of this study may provide an effective reference for a solution of similar channel conflicts.

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Mobile Telecommunications Market Regulations and Carrier Performance: The Korean Case

  • Park, Chu-Hwan;Han, Sung-Soo;Seok, Wang-Hun
    • ETRI Journal
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    • v.32 no.1
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    • pp.129-138
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    • 2010
  • This paper qualitatively and quantitatively examines the effectiveness of regulations currently in place in the Korean mobile telecommunications market by comparing their intended objectives with the actual outcome, particularly with respect to the performance of market participants. The results show that the regulations have generally been effective in lowering the average revenue per user of carriers. However, the managed competition efforts of the government have also resulted in increased revenues for the top two carriers in the market without significantly affecting their general business operations.

Design and Implementation of Electronic Commerce Prototype System based on Mobile Agent (이동 에이전트 기반 전자 상거래 모형 시스템의 설계 및 구현)

  • Kim, Phyoung-Jung;Yun, Seok-Hwan
    • The KIPS Transactions:PartB
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    • v.8B no.6
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    • pp.633-640
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    • 2001
  • Mobile agent is a software program that provides autonomy and mobility for the users in the networked computers by deciding its own movement place. Since mobile agent does not keep up the network connection and migrate its executable code under its own control, it can be often used in the unstable network conditions such as the wireless network and the heavy traffic network. In this paper, we show that the electronic commerce system can be developed efficiently to retrieve and trade the goods in the mobile computing environment by using the mobile agent paradigm. Multiple mobile agents migrate into the market directly, then negotiate and trade autonomously relevant goods and services. The execution result and executable code of the mobile agent are returned to the home place and reported to the users. We show that the mobile agent paradigm is suitable to build the mobile electronic commerce system by designing and prototyping the mobile market system.

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An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

A study on the ecosystem activation of mobile sector: focused on small and medium businesses (모바일 분야 생태계 활성화 방안 연구 : 중소기업을 중심으로)

  • Ahn, Jong-Chang;Lim, Chae-Young;Joe, Moon-Jeung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.11
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    • pp.390-398
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    • 2017
  • In this study, we conducted a questionnaire survey for the purpose of finding a method of mobile sector ecosystem activation targeted at small and medium businesses (SMBs). Through the total of 204 responders consisting of business employees from each mobile sector, we analyzed the factors inhibiting the development of the mobile ecosystem and preventing the activation the mobile market, as well as conducting a diagnosis of the digital potential. This paper presented suggestions for searching for a systematic supporting strategy considering the short-term inhibitory factors (market structure improvement, financial support, etc.) and long-term orientation factors (personnel nurturing, strengthening of supporting role by governmental initiative) for the activation of the domestic mobile market. After measuring the digital potential, we found that domestic mobile SMBs have perceived the importance of the digital potential and have considered and readied themselves for the future market. The present survey found that if suitable digitalization can be accomplished for their firms' products and services, they have the ability and willingness to succeed in the market. However, they have a hard task ahead of them from adigital delivery perspective given the potential for digital disruptions.

A study on the utilization methods of educational content based on the analysis of mobile games (모바일 게임의 분석으로 바라본 교육용 콘텐츠로의 활용방법에 관한 연구)

  • Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.14 no.2
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    • pp.125-134
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    • 2013
  • The mobile device users have been increasing significantly because of the development of Social network system and network technologies. Because of this popularity, there are various games in market based on the combination of the mobile device with social networks. It will be the potential market within the mobile games with the growth of popularity in various users. This paper proposes the possibilities for the development of mobile game in educational contents through the case study of the popular mobile games.

Research regarding mobile service fusion technology and develpement on jeju area (제주 지역의 모바일서비스 융합 및 발전방향 연구)

  • Im Gi-Duck;Lee Dong-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.672-674
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    • 2006
  • Information and communication technology joins in and with development the mobile service pattern which the tourist uses is various and it is changing. Jeiu area is the domestic maximum tourist resort which the annual 5 million visit. The mobile service pattern change from mobile market predition does to be possible. Research analysis against sightseeing industry which is major industry and a mobile service market it led from the research which it sees location base and the mobile fusion technology.

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