• Title/Summary/Keyword: online business

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Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
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    • v.1 no.1
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    • pp.31-40
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    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

A Case Study of On-line Arbitration and Comparison on ODR between Korea and China for the Dispute Resolution of E-Commerce (전자상거래 분쟁해결을 위한 한국과 중국의 ODR제도 비교 및 온라인 중재 사례 연구)

  • Moon, Hee-Cheol;Zhang, Ping;Kim, Sung-Ryong
    • Journal of Arbitration Studies
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    • v.24 no.4
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    • pp.29-47
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    • 2014
  • In recent years, with the rapid development of electronic commerce, companies engaging in e-commerce want to take advantage of fast and easy way to solve ever-growing disputes online. South Korea's e-commerce disputes are mainly solved by mediation process of Korea E-commerce Mediation Committee. The whole process of online mediation can be carried out by the network, with the advantages of high efficiency and speed. On the other hand, the introduction of CIETAC's online Arbitration Rules in China meets the actual needs. Especially the requirement of hearing trials' procedures should be easier and faster, making the dispute can be resolved in a short time. Furthermore, the whole process from applying to ruling is conducted online, which meets the needs of e-commerce business that want to solve the disputes faster and more efficient. In addition, the cost of online arbitration is much lower than the average arbitrations. The implementation of the CIETAC's Online Arbitration Rules, will further promote the development of e-commerce in China. With the increase of trade volume between China and Korea, the e-business are also increasing. Although South Korea has not yet implemented online arbitration until now, CIETAC's effort for combining arbitration and mediation have good implications for development Korea's e-commerce online dispute system to promote e-Commerce between Korea and China.

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Consumers' Perception on Legal Liability of the Online Reviews (온라인 사용후기에 대한 법적책임의식에 관한)

  • Kim, Soyean
    • International Commerce and Information Review
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    • v.17 no.3
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    • pp.3-27
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    • 2015
  • As hostile online reviews can have a negative impact on a company's reputation, it is not surprising that online reviewers and business owners often get involved in conflicts which sometimes evolve into legal disputes. This research examines the legal dispute case in which the business owner charges an online reviewer for a defamation. Further, this research compares the supreme court's decision with general public's view on this defamation case, using a survey method. From the legal point of view, an online reviewer's primary motive determines whether the online reviews are defamatory statements or not. Specifically, if an online reviewer's primary motive is to increase the overall benefits for the public society, the online review does not bear any legal liability. According to our survey, consumers' view aligns with the final decision of the supreme court. They believe that online reviews should bear a minimum level of legal liability as online reviews often contain useful and valuable information which can enhance overall public benefits.

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The Influence of Restrictions toward Online Game Misbehavior on Users' Emotional States and Intention to Reuse (온라인 게임 부정사용 억제가 감정과 재사용의도에 미치는 영향에 관한 연구)

  • Yang, Chang-Gyu;Huang, Yunchu;Hwang, Yousub
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.3
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    • pp.111-121
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    • 2015
  • Owing to the wide distribution of smart devices, more people enjoy online games. Previous research related to online game has mainly focused on the factors that increase users' intention to reuse and less focused on the influence of restrictions toward online game misbehavior. This study proposes a research model that considers factors that either increase or decrease the use of online games and presents the outcomes. The research results showed that: (1) Restriction policy had no impact on online game users' feelings of pleasure and arousal. (2) Restriction system had negative impact on users' feelings of pleasure and arousal. (3) In an environment where online game misbehavior was restricted, users' emotional states still had positive influence on users' intention to reuse. This research results implies that in order to lead to healthy online game environment, compared to repressive and systematic restriction methods, it is preferable to establish restriction policies that have no negative impact on users' emotional states and to change users' perception through education, so to achieve successful restrictions toward online game misbehavior without jeopardizing revitalization of online game industry.

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How to deal negative messages in Online Shopping Malls to increase customer trust and loyalty\ulcorner (인터넷 쇼핑몰 게시판에서의 부정적 게시물에 대한 관리 유형이 신뢰 및 고객애호도에 미치는 영향)

  • 김일도;김범수
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.11a
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    • pp.280-284
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    • 2003
  • Most of Online Shopping Mall takes Business-Customer interaction through E-mails and bulletin boards. Especially bulletin boards provide Business-Customer interaction and also Customer-Customer interaction. This paper, by experiment, aims to identify how to deal negative messages in Online Shopping Malls to increase customer trust and loyalty when negative messages show up the bulletin board. Types of dealing negative message were classified (1)Leaving, (2)Deleting, (3)Proper Responding, and the experiment resulted in (1)Leaving decrease customer trust and loyalty, (2)Deleting and (3)Proper Responding increase customer trust and loyalty. But (2)Deleting appeared to have more influence on customer trust and loyalty than (3)Proper Responding. Based on this result, to increase customer trust and loyalty, Online Shopping Mall should correspond to negative messages immediately. And it is necessary that control of negative messages adequately, because effects of negative information appear bigger than effects of interactions.

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Information Sharing on Blogosphere: An Impact of Trust and Online Privacy Concerns

  • Chai, Sang-Mi
    • Asia pacific journal of information systems
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    • v.21 no.3
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    • pp.1-18
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    • 2011
  • Blog have become very popular with Internet users as one of the latest forms of online communication as well as knowledge sharing tools. However, blogs generate growing concerns regarding information privacy issues. This study, based on social exchange theory, presents results about bloggers' information sharing behavior. The 157 surveys are collected from a large university in the eastern U.S. The survey results indicate that trust which has four second order factors: economy based trust, trust in reciprocity, trust in other bloggers and trust in social interaction positively affects bloggers' information sharing behavior. However, online information privacy concerns have a negative impact on the relationship between trust and bloggers' information sharing behavior.

Empirical Validation for the Effects of Perceived Characteristics of Online Product Message on Persuasion (온라인 제품정보 특성이 정보의 설득효과에 미치는 영향에 관한 실증적 연구)

  • Lim, Sang-Hyun;Kim, Jeong-Wook
    • Journal of Korean Society for Quality Management
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    • v.37 no.1
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    • pp.40-55
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    • 2009
  • This research is an empirical study to analyze the factors that affect users' acceptance & diffusion of online product message. Today many people use the product message/information on the internet, before they make decision to buy something in online/offline environment. This paper proposes the site design look, enjoyment, and usefulness as message perception factors. And we examine the relationship among the perception factors, message credibility, acceptance & diffusion. The purpose of this paper is threefold. First, we examine the relationship between as perception factors and the credibility assessment of the message by customers. Second, we will show the effect of message credibility on the message acceptance & diffusion. Third, we try to present some theoretical and empirical implication through the result of our studies.

Winning Back Attendance: Effects of Winning Performance, Online Search, and the MLB Rule Changes for More Dynamic Games

  • Rhino Kim;Sue Ryung Chang
    • Asia Marketing Journal
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    • v.25 no.3
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    • pp.148-159
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    • 2023
  • As Major League Baseball (MLB)'s continuous decline in popularity has caused its game attendance to drop gradually, the league makes a desperate attempt such as game rule changes to remain relevant. Along with the introduction of new rules to make games more dynamic such as the pitch clock, bigger bases, and defensive shift limitations, it is important for MLB franchises to understand drivers for game attendance. We focus on the effect of accumulated winning performance of the two teams on game attendance, one of the key drivers of game attendance, and investigate how it is influenced by consumer and industry factors such as online search and game rule changes. We find that game attendance increases as the prior winning performance of the home (away) team increases (decreases). We also find that online search and rule changes for more dynamic games moderate the effect of winning performance on game attendance.

Empirical Comparison of the Effects of Online and Offline Recommendation Duration on Purchasing Decisions: Case of Korea Food E-commerce Company

  • Qinglong Li;Jaeho Jeong;Dongeon Kim;Xinzhe Li;Ilyoung Choi;Jaekyeong Kim
    • Asia pacific journal of information systems
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    • v.34 no.1
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    • pp.226-247
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    • 2024
  • Most studies on recommender systems to evaluate recommendation performances focus on offline evaluation methods utilizing past customer transaction records. However, evaluating recommendation performance through real-world stimulation becomes challenging. Moreover, such methods cannot evaluate the duration of the recommendation effect. This study measures the personalized recommendation (stimulus) effect when the product recommendation to customers leads to actual purchases and evaluates the duration of the stimulus personalized recommendation effect leading to purchases. The results revealed a 4.58% improvement in recommendation performance in the online environment compared with that in the offline environment. Furthermore, there is little difference in recommendation performance in offline experiments by period, whereas the recommendation performance declines with time in online experiments.

Nodding as a Catalyst for Improving Attitudes and Purchase Intentions in Online Context

  • Yusu Lee;Jinhee Choi
    • Asia Marketing Journal
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    • v.26 no.2
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    • pp.90-103
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    • 2024
  • This study investigates the influences of the head movement (nodding vs. head shaking vs. nothing) on consumer attitude and purchase intention toward the product in an online shopping context and introduces the consumer motivation (need vs. want) as a moderating factor for this relationship. Through two studies, this article finds that nodding, as opposed to head shaking or no movement, leads to more positive attitudes and higher purchase intentions toward the product, and this effect is strengthened when the shopping is pursued with a need compared to a want motivation. The effect is found specifically in the fashion industry, where online shopping is most prevalent. Both theoretical and practical implications are discussed.