• Title/Summary/Keyword: mobile market

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An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

The Effects of Belongingness and Loneliness on Self-Disclosure in MIM: The Moderating Role of System Quality (모바일 인스턴트 메신저 상황에서 소속감, 외로움이 자기노출 행동에 미치는 영향: 시스템 품질의 조절효과를 중심으로)

  • Jung, Bo-Hee;Kim, Han-Ku
    • Journal of Distribution Science
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    • v.14 no.9
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    • pp.85-94
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    • 2016
  • Purpose - Recently, Mobile technologies and devices including smart phones and tablets have increased the possibility of communicating with other people and sharing personal information without time and space restriction. In order to realize the market potential related to mobile technologies, a large number of internet services have been incorporated into mobile platforms. Especially, The number of MIM(Mobile Instant Messenger) users has been increasing dramatically and services using MIM platform also have diversified. In spite of drastic growth in markets related to MIM, there is little empirical research on MIM and users' behaviors. This study designed to examine the structural relationships among belongingness, loneliness, self-disclosure intention, system quality, and self-disclosure behavior in context of MIM. Research design, data, and methodology - Three hypotheses were about the relationship among belongingness, loneliness and self-disclosure intention. The other two hypotheses were about the moderating effect of system quality in the causal relationship between self-disclosure intention and self-disclosure behavior. The data was analyzed by structural equation modeling. Research data were obtained from 330 undergraduate students who were KakaoTalk users and total 314 valid questionnaires were used in the final analysis. Results - The results from this study are as follow. First, the belongingness and the loneliness had a significant impact on self-disclosure intention in MIM. Second, the self-disclosure intention in MIM also had a positive impact on the self-disclosure behavior. Lastly, there is a moderating effect of the system quality in the relationship between the self-disclosure intention and self-disclosure behavior in MIM. Specifically, the higher system quality level was perceived, the positive effect of the self-disclosure intention in MIM on the self-disclosure behavior was greater. Conclusions - Based on the results from this study, academic and practical implications can be drawn. First, the study extends the scope of research about SNS through focusing on MIM to be classified by closed type SNS and identifies the relationship between emotion, behavioral intention and behaviors in MIM. Second, this study provides strategic guidelines to increase the efficiency for promotion activity. Limitations for the study also should be discussed.

Bottlenecks in Building an Online Customer Base: A Experimental Field Study on Viral Marketing (온라인 고객 기반 확보의 장애 요인: 바이럴 마케팅의 현장 실험 연구)

  • Park, Sunju;Chung, Seungwha;Pyo, Na Sung;Hwang, Soonki
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.682-695
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    • 2019
  • In recent years, using a connected platform, companies have built and implemented a mobile viral marketing strategy to attract new customers and to have long-term relationships with existing customers. The emergence of interactive Web 2.0 has led to an explosive increase in customer engagement, and practitioners have become interested in connected platform to build close relationships with their customers. However, the study on the effectiveness of various customer influx methods using the connected platform that companies utilize for an increase of customer participation is insufficient. Based on the theoretical study of Sashi (2012), this study analyzes the actual mobile viral promotion of company A's open market shopping mall for the purpose of bringing new customers and having a long-term relationship with the new customers[1]. By analyzing the customer engagement type, the implications for the effectiveness of mobile viral promotion are suggested. First, as a result of the immediate effect of online viral promotion, promotions are partially effective in attracting new customers. Second, as a result of examining the change of customer engagement type in order to find out the long - term effect of online viral promotion, it was found that in most cases, new customers were not become satisfied customers and, Laggard Effect, which takes time to become a satisfied customer, has been confirmed.

The Analysis of the Characteristic Types of Fashion Brand Application - Concentrating on Korean Application cases - (패션 브랜드 어플리케이션의 특징적 유형 분석 - 한국 계정 어플리케이션 사례를 중심으로 -)

  • Park, Min-A;Ko, Hyun-Zin
    • Journal of the Korean Society of Costume
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    • v.64 no.1
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    • pp.136-151
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    • 2014
  • This study systematically analyzed types of fashion brand application focusing on accounts created in Korea. While referring to 'Chanel' which has developed a fashion brand app for the first time in August of 2008, not only for App store by Apple Inc. of the greatest market share but also for Android market, the one and only competitor of App store, the study examined cases of fashion brand app in Korea and foreign countries which have been in service till August of 2013 since the year of 2008. To achieve the research goal, the study conducted a literature research and a case review, categorizing the app by their distinctive functions which were Basic Information, SNS, AR, LBS, Entertainment, Mobile Shopping and Live Streaming. As for the first function, Basic Information, it was considered to provide information on a brand such as prices, sizes and colors of products which should be the most fundamental function of a fashion brand. The function would include look book, catalogues, photographs and others of products, helping users of the app with their understanding on images and concepts of the brand. Second, SNS function was considered useful for its mobility and communication and with the help of theirs, the users share fashion information with each other. Third, AR function as in a filed of virtual reality would edit virtual objects to look real in an actual environment. This would eventually offer the users a chance to try for clothes virtually. The fourth function, LBS, would work with GPS to find a store closest from a present location. This would be a help when the users try to find stores holding promotion events or trails while hiking in mountains. The fifth Entertainment function would include all sorts of games and chances for the users to listen to music and keep fashion diaries. The sixth function, Mobile Shopping, would help the users purchase items online via the app as they would not visit a store in person. The seventh function, Live Streaming, would give the users chances to actually see fashion collections in real time, held all over the world in every season. Because of this function, not only fashion experts but also regular people have become able to enjoy the fashion shows. The distinctive characteristics of the fashion brand application discussed in the study will be a useful reference when any relevant fields try to design other new fashion brand application.

Application-Services, "Islands" utilizing web-picture (웹 영상을 활용한 "섬"앱 서비스에 관한 연구)

  • Kwon, Oh-Tae;Kang, Hyo-Soon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.12
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    • pp.2712-2716
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    • 2011
  • The development of mobile phone is growing everyday according to the change of our age. Most of all, the birth of smart phone has gotten lots of attentions. The Smart Phone has not only nalogue functions for calling and receiving but also has many multiple-service functions satisfying the contemporary digital needs. Due to the smart phone, people could access to various and plenty information simply by touching it. It was Sep. 2011 that the number of smart phone users began to be more than 15,000,000. That number stands for the turning point of digital revolution. In Korea, both of "Omnia" from Samsung and "i-phone" from Apple came into the market near the end of 2009. That time was so called the full-scale first smart-phone war, and thinking of the time, it could be named as the explosive growth of smart phones. We can predict that the smart phone will influence the real life of human beings not only the mobile phone market. In this way, the smart phone has come deeply into our life day by day. For instance, more people can be able to get the informations of their trip for their leisure and free weekends through the smart phone. Thus, our study, began with the theme of "Korean islands trip", will start in the relationship with the Application-Services, "Islands" utilizing web-pictures.

A Study on the Research Trends in Fintech using Topic Modeling (토픽 모델링을 이용한 핀테크 기술 동향 분석)

  • Kim, TaeKyung;Choi, HoeRyeon;Lee, HongChul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.670-681
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    • 2016
  • Recently, based on Internet and mobile environments, the Fintech industry that fuses finance and IT together has been rapidly growing and Fintech services armed with simplicity and convenience have been leading the conversion of all financial services into online and mobile services. However, despite the rapid growth of the Fintech industry, few studies have classified Fintech technologies into detailed technologies, analyzed the technology development trends of major market countries, and supported technology planning. In this respect, using Fintech technological data in the form of unstructured data, the present study extracts and defines detailed Fintech technologies through the topic modeling technique. Thereafter, hot and cold topics of the derived detailed Fintech technologies are identified to determine the trend of Fintech technologies. In addition, the trends of technology development in the USA, South Korea, and China, which are major market countries for major Fintech industrial technologies, are analyzed. Finally, through the analyses of networks between detailed Fintech technologies, linkages between the technologies are examined. The trends of Fintech industrial technologies identified in the present study are expected to be effectively utilized for the establishment of policies in the area of the Fintech industry and Fintech related enterprises' establishment of technology strategies.

A Study on Automatic Interface Generation by Protocol Mapping (Protocol Mapping을 이용한 인터페이스 자동생성 기법 연구)

  • Lee Ser-Hoon;Kang Kyung-Goo;Hwang Sun-Young
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.8A
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    • pp.820-829
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    • 2006
  • IP-based design methodology has been popularly employed for SoC design to reduce design complexity and to cope with time-to-market pressure. Due to the request for high performance of current mobile systems, embedded SoC design needs a multi-processor to manage problems of high complexity and the data processing such as multimedia, DMB and image processing in real time. Interface module for communication between system buses and processors are required, since many IPs employ different protocols. High performance processors require interface module to minimize the latency of data transmission during read-write operation and to enhance the performance of a top level system. This paper proposes an automatic interface generation system based on FSM generated from the common protocol description sequence of a bus and an IP. The proposed interface does not use a buffer which stores data temporally causing the data transmission latency. Experimental results show that the area of the interface circuits generated by the proposed system is reduced by 48.5% on the average, when comparing to buffer-based interface circuits. Data transmission latency is reduced by 59.1% for single data transfer and by 13.3% for burst mode data transfer. By using the proposed system, it becomes possible to generate a high performance interface circuit automatically.

A top-down forecasting model for analyzing the export market of information and telecommunication products (정보통신기기 수출 예측을 위한 하향식(Top-down) 모형에 관한 연구)

  • 지형구;주영진;김찬규;이영호;김영휘
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2000.04a
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    • pp.318-321
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    • 2000
  • 이 연구는 정보통신기기 수출량에 관해 하향식(Top-down) 방법에 기초한 예측 모형을 제시한다. 하향식방법은 전체 수출량과 전체를 구성하는 개별 항목간에 계층적 관계를 바탕으로 순차적으로 예측을 수행하는 방법이다. 전체와 개별 항목간에 관계는 데이터의 시계열 특성과 데이터에 영향을 주는 요인들에 의해서 만들어진다. 이러한 관계를 바탕으로 하는 하향식 예측은 전체 수출량을 먼저 예측한 후 이 예측치를 바탕으로 하여 개별 항목에 대한 예측을 수행한다. 하지만 하향식 방법은 가장 아래 계층의 예측치를 산출하기 위해 필요한 것이며 최종 예측치는 가장 마지막 계층에서부터 예측 데이터를 합산해서 얻을 수 있다. 결국 하향식 예측 방법은 전체와 개별 항목 사이에 상관관계가 높고 계층화되어 있는 구조에 적합하다. 이 예측 대상이 되는 정보통신기기 수출량에 대한 적용 사례를 살펴보자. 계층 구조를 보면 정보통신기기 전체 수출량과 전체를 구성하는 개별 항목으로 정보통신기기 분류별(유선기기, 무선기기, 방송기기, 정보기기, 기타부품기기)과 국가별(미국, 일본, 중국 등 7 개국)로 나뉘어진다. 다시 이 아래 계층으로는 국가와 정보통신기기의 행렬 구조(예: 미국-유선, 일본-부품 등)에 의해 35 개로 나뉘어진다. 각 단계별 예측 방법을 보면 전체 수출량은 시계열 특성과 거시적 변수를 반영한 시계열 모형, 그 아래 계층인 국가별과 분류별 모형에는 전체 수출량 시계열 특성과 국가별과 분류별에 영향을 주는 관련 변수를 반영한 회귀모형 그리고 행렬 구조에 대한 예측은 상위 계층의 시계열 특성과 행렬구조 데이터의 계절성이 반영된 다중 회귀모형을 이용하였다.ndex, mobile user′s will first be classified by their traffic volume, and then calculate the average tariffs per minute of each group of users, and lastly weight-average those tariffs per minute. And finally, this paper shows the mobile tariff index by considering those averaged tariffs and the carriers′ market shares to reflect the contribution of individual carriers and the users′ traffic volume.완화될 수 있다. 즉, 봉지를 씌웅으로서 봉지 내의 대기 환경이 외기보다 안정적으로 유지되고 직사광선이나 농약 및 마찰로부터 과실을 보호해 주기에 동녹이 어느 정도 방지될 수 있는 것이다. 그러나 기존의 황금배봉지는 동녹의 정도를 완화시킬 뿐 완전히 방지할 수 없었으며, 봉지를 적 용한 재배조건에서의 동녹발생 기구를 정확히 이해하지 못했었기에 효과적으로 봉지의 기능 을 개선하는 것이 불가능하였다. 과설의 미려도는 과실의 맛과 함께 그 가치를 결정짓는 중요한 물성으로서 우리나라 황 금배 재배환경과 특성에 알맞은 배봉지의 제작이 선결될 때, 배 품질의 향상, 안정된 공급이 가능하게 될 것이며 아울러 농가의 수업증대와 수출 경쟁력 강화가 이루어질 수 있을 것으로 판단된다. 이러한 측면에서 황금배 재배농가가 당면한 동녹발생의 문제점을 신속한 해결 을

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A Study on Ex-post Regulation of Zero-rating Service - Comparative Legal Study on Relevant Laws and NRA's Decisions Between Domestic and Overseas Countries - (제로레이팅 사후규제 방안에 대한 연구 - 국내 및 해외 주요국 법령 및 심결의 비교법적 고찰 -)

  • Cho, Dae-Keun;Hong, Joon-Hyung
    • Informatization Policy
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    • v.26 no.1
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    • pp.83-105
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    • 2019
  • The purpose of this study is to analyze the domestic and overseas laws and regulators' decisions related to zero-rating (ZR) practices through a comparative approach and to support development of the ex-post regulation. Although most countries are adopting ex-post regulatory approaches toward the globally increasing ZR practices, there is no uniform standards or an approach to consider when deciding whether to allow mobile ISPs' zero-rating practices in the market. However, in recent years, some countries have been improving their policy transparency with respect to ZR through enacting and amending relevant laws as well as making trial decisions. The comparative analysis shows that each country investigates restriction of the user choice and ISPs' adherence to the obligation of non-discrimination in order to judge whether the user benefits are damaged by the ZR practices. It also investigates ISP-CP's market positioning and ISP's vertical integration for profit squeeze to find out whether they harm fair competition with ZR practices in the mobile ecosystem. Based on the results of the comparative analysis, we suggest the desirable ZR regulatory directions under the domestic legislative status.

An Empirical Study on Successful Factor of Local Mobile App One-Person Creating Company : The Moderating Effects of Social Capital (지역 모바일 앱 1인 창조기업의 성공요인에 관한 실증분석 : 사회적 자본의 조절효과를 중심으로)

  • Cheon, Phyeong Uk;Chung, Dong Seop;Ock, Young Seok
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.2
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    • pp.201-219
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    • 2014
  • The Republic of Korea in the real economy to a knowledge economy, and a center of creativity and imagination in the creative economy is changing the paradigm. As the core of creating economic, creative industries with the technology and information play an important role in the industry individuals. In order to solve the problem of the polarization of the economy and high youth unemployment rate of Korea, to recognize the role of the creative industries, as objection part, dimensions pan-national and one creative companies in industries of Mobile Apps various policies that support has been promoted. Support these policies to be able to contribute to the establishment of the success of mobile apps one-person creating company, we performed this study targeting one-person company that creates mobile apps area, we conducted a demonstration study of success factors, and thus more effective and efficient in an attempt to seek out support measures. In this study, we derive a research 4 hypothesis about the success factors of one creative enterprise through literature discussion, a study was made on the basis of empirical data of one-person company that creates mobile apps. The results of the analysis, first, if the development rate of the mobile application technology is fast and a new competition associated product is appeared, it was possible to find a tendency to be higher at the performance quantitative companies. Second, if the founder is a founding for the benefit and rewarding work and come to terms with the risk, it was possible to discover tends to be higher achievement quantitative. Third, if one-person company select a target market with capture intensively, it was possible to find a tendency for higher qualitative results. Fourth, it could be found that the reliability of the contact frequency of the network related performance business environment these characteristics enterprise management strategy and act as a significant modulatory effect. Provision of information relating to management and entrepreneurship education to be one creative enterprise is required, these results suggest that there is a provision continuing need for the opportunity to be able to meet and network and reliable variety have. In this study, to take advantage to promote the elimination measures that can increase the likelihood of success of the company of institutions to support one company that creates knowledge-based, such as in the field of mobile application.

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