• Title/Summary/Keyword: online business

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The Main Character and Evaluation of China's New Electronic Signature Legislation (중국 전자서명법의 주요내용 및 평가와 전망)

  • Han, Sang-Hyun
    • The Journal of Information Technology
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    • v.9 no.3
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    • pp.1-14
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    • 2006
  • China has recently (28 August 2004) adopted a new act legalizing the electronic signature. This new act provides electronic signatures with the same legal status as handwritten signatures, and states that on-line certification providers will have to be created in order to ensure the security of on-line operations made using said signatures. This new act is intended to increase Chinese electronic business, and thus to raise the revenue China can expect from said business. And the law grants electronic signatures the same legal effect as handwritten signatures and seals in business transactions, and sets up the market access system for online certification providers to ensure the security of e-commerce. As Internet trade requires a reliable third party to identify the signers, the credibility of online certifying organizations is significant for the transaction security. So, considering the weakness of China's social credibility system, the law regulates that the online signatures certification providers should be approved and administered by governments.

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The Role of Message Content and Source User Identity in Information Diffusion on Online Social Networks

  • Son, Insoo;Kim, Young-kyu;Lee, Dongwon
    • Asia pacific journal of information systems
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    • v.25 no.2
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    • pp.239-264
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    • 2015
  • This study aims to investigate the effect of message content and source user identity on information diffusion in Twitter networks. For the empirical study, we collected 11,346 tweets pertaining to the three major mobile telecom carriers in Korea for three months, from September to December 2011. These tweets generated 59,111 retweets (RTs) and were retweeted at least once. Our analysis indicates that information diffusion in Twitter in terms of RT volume is affected primarily by the type of message content, such as the inclusion of corporate social responsibility activities. However, the effect of message content on information diffusion is heterogeneous to the identity of the information source. We argue that user identity affects recipients' perception of the credibility of focal information. Our study offers insights into the information diffusion mechanism in online social networks and provides managerial implications on the strategic utilization of online social networks for marketing communications with customers.

Mapping Emerging Business Models in Massively Multiplayer Online Games (다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여)

  • Joung, Yoon-Ho
    • 한국IT서비스학회:학술대회논문집
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    • 2006.11a
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    • pp.60-65
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

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Korean E-commerce Platform's Dashboard Style Decision Support System

  • Yum, Kyeongmin;Park, Jae-Sang;Yoo, Byungjoon
    • 한국벤처창업학회:학술대회논문집
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    • 2021.11a
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    • pp.113-117
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    • 2021
  • Due to the recent COVID-19 pandemic, SMEs are forced to converge themselves into online business to cope with the rapidly changing business environment. However, due to various difficulties of becoming an online business, most SMEs choose to use services provided by the online sales platform. These platforms offer valuable support such as DSS in return for the high amount of commission fee. We analyze a novel data set from Naver Corporation's 'Smart Store' platform with the quasi-experimental method (propensity score matching technique combined with the difference in differences analysis) to analyze DSS usage and SME's performance empirically. Our results suggest that DSS usage leads to an increase in SME's sales performance in means of sales frequency and sales amount. Additionally, we have found weak support that DSS usage enables SMEs to attract customers better than those not using DSS.

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Factors Affecting Online Payment Method Decision Behavior of Consumers in Vietnam

  • NGUYEN, Thi Phuong Linh;NGUYEN, Van Hau
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.10
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    • pp.231-240
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    • 2020
  • E-commerce development led to the explosion of online payment. Consumers have many choices when deciding on the online payment method for each transaction. Using a combination of both qualitative and quantitative methods with the help of SPSS AMOS version 22.0, the article explores the factors that influence consumers' online payment method decision behavior in Vietnam. Research results show that awareness of usefulness, awareness of risk, awareness of trust, awareness ease of use, product uncertainly perception and perceived behavioral control have effects on the behavior of deciding on online payment methods. Awareness of risk has the strongest negative impact on online payment method decision behavior and awareness of usefulness has the strongest positive impact on online payment method decision behavior. Based on these important results, the article proposes a number of implications: (i) continuing to invest and upgrade modern technology to ensure customer information absolutely confidential; (ii) converting all ATM cards on the market to EMV chip standard card technology; (iii) improving service activities, quickly handle things to create confidence for customers; (iv) credit institutions operating in the field of online payment linked to e-commerce sites, supermarkets, convenience stores, restaurants must ask partners to increase transparency for the products.

Difference of Risk-relievers between High Risk and Low Risk in Online Purchasing

  • Fang, Hua-Long;Kwon, Sun-Dong;Bae, Kee-Su
    • Journal of Information Technology Applications and Management
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    • v.21 no.3
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    • pp.135-156
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    • 2014
  • The Online business model for purchasing agent service is getting more popular. However, consumers perceive more risk when buying products from foreign online purchasing agents (FOPA) than from common online sellers (COS). This study focuses on finding out how consumers manage risk when they perceive risk and what different risk-reliever strategies they use when buying from high-risk FOPA and low-risk COS. This study has proved the following two. First, when consumers perceive risk at online purchasing, they tend to select risk-reliever strategies, such as the use of communication media, online assurance mark, seller's record, and secure payment to mitigate risk. With the application of those risk-reliever strategies, they built trust with the seller. Second, risk-perception of FOPA influences usage of communication media and check of online assurance mark more strongly than that of COS. On the contrary, risk-perception of COS influences the check of seller record more strongly than that of FOPA. This study helps to explain why FOPA is proliferating, despite its inherent high risk due to the fact that buyers and sellers are separated in time and space and that buyers and sellers have different social and cultural backgrounds. This study also helps managers of E-commerce to relieve consumer's risk-perception and to build trust.

Investigating Factors of Transitioned-Online Courses on Satisfaction and Learning Effectiveness in Higher Education during the Era of the COVID-19

  • BAO, Nguyen Van;CHO, Yooncheong
    • East Asian Journal of Business Economics (EAJBE)
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    • v.10 no.3
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    • pp.1-15
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    • 2022
  • Purpose - This study explored factors of online education that affect student dissatisfaction and learning effectiveness in higher education during the COVID-19 pandemic. Research design, data, and methodology - This study combined qualitative and quantitative designs. The qualitative part of this study involved in-depth interviews using a criteria-based purposive sampling technique. The quantitative part of this study consisted of an online survey. Results - The qualitative results revealed that students faced significant problems related to online learning, including a lack of learning environment, interaction, and support from the school. The quantitative results indicated that the effects of transitioned-online courses on student dissatisfaction were higher with student support, the interaction between students and instructors, online learning environment, and course organization and evaluation based on the order, while the effects on learning effectiveness were higher with the online learning environment, interaction between students and instructors, course organization and evaluation, and student support based on the order. Conclusion - The results implied that online learning in the era of the COVID 19 pandemic negatively affects student satisfaction and learning effectiveness. Policymakers and school leaders should improve students' satisfaction and learning effectiveness when confronted with the pandemic. Better policies should be adopted to improve better way of teaching in the era of COVID19.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Study of Comparison Analysis on Online Visual Merchandising Practices between Korea and China (한국과 중국의 온라인 비주얼 머천다이징 실행에 관한 비교분석 연구)

  • Park, Hyun-Hee;Li, Qin;Jeon, Jung-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.33 no.6
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    • pp.916-928
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    • 2009
  • The objective of this study is to investigate the differences in online visual merchandising practices of online apparel retailers between Korea and China. The 40 websites based on the sales were selected with 5 retail stores per website. Totally, 200 online retail stores were analyzed by content analysis and chi-square test. As a result, 8 online visual merchandising factors were extracted: convenience, product presence, product information, service, interest, participation, aesthetics, and fitness. There were significant differences in all 8 factors of online visual merchandising practices of apparel retail stores between Korea and China. The contribution of this study is to supply for understanding of what are the online visual merchandising composition items and factors and how they were used differently between Korea and China in a real situation of online visual merchandising.

A Study on Factors Influencing Chinese Tourists' Intention to Use Online Travel Reservation Services (방한 중국인의 온라인 여행 예약 서비스 사용의도에 미치는 영향 요인에 대한 연구)

  • Han, Jing Hao;Kwon, Hyuk Jin;Kim, Dongsoo
    • The Journal of Society for e-Business Studies
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    • v.18 no.4
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    • pp.257-272
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    • 2013
  • As visiting of Chinese tourists to Korea have increased gradually, Chinese people who use online travel reservation services for their visits to Korea have increased accordingly. In addition, the growth of the online reservation services in China is very rapid. Therefore, it is necessary to study the factors affecting the Chinese tourists' intention to use the online travel reservation services in order to advance e-business in the travel industry. This paper presents a new research model based on Technology Acceptance Model (TAM) including perceived risk, service factors, online reviews and user satisfaction. Also, it analyzes factors affecting the Chinese tourists' intention to use the online travel reservation services. The results of this study show that the key influencers of the online travel reservation services are perceived usefulness, perceived ease, and perceived risk. Additionally, based on these results, this paper proposes practical suggestions to solve the existing problems and improve online travel reservation websites in China.