• Title/Summary/Keyword: online review

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The Impact of Government Regulations on Korean Online Game Market: A System Dynamics Approach (정부 규제가 국내 온라인 게임 시장에 미치는 영향: 시스템 다이내믹스 접근)

  • Hwang, In Young;Park, J. Hun
    • Korean System Dynamics Review
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    • v.16 no.4
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    • pp.129-153
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    • 2015
  • Mandatory shutdown policy of the juvenile protection act was enforced in December 2011 to prevent game addiction of the youth. However, the size of game market in Korea seems to be reduced significantly after implementation of the shutdown policy. The purpose of this study is to investigate the impact of current government regulations on Korean online game market. Based on empirical evidences and results from the related literature, we developed several causal loop diagrams(CLD) and system dynamics models. The CLD include sub-diagrams of innovation processes, user commitments, and operational costs. We conducted simulation analyses under various policy scenarios, adopting Normalized Unit Modelling By Elementary Relationship(NUMBER). Our results show that first, the impact of time regulation on the number of users is greater than the impact of content regulation. Second, the quality of domestic online game appears more elastic to regulations than the quality of foreign online game. The results of this study suggest that the deregulation in Korean online game market can narrow the gap in market outcomes between domestic and foreign online games. Some recommendations for future study are suggested.

Fashion Consumer Segmentation based on Interpersonal Trust Online

  • Ahn, Soo-kyoung
    • Journal of Fashion Business
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    • v.22 no.3
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    • pp.39-56
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    • 2018
  • Since trusting in other consumers may refer to having similar needs and preferences on fashion goods with them, interpersonal trust can be a reliable and practical criterion for market segmentation online. Therefore, this study aims to identify fashion online consumers based on interpersonal trust. This study segments fashion consumers based on interpersonal trust and experience and describes characteristics of each segment by examining demo-psychographic and behavioral variables as well as clothing consumption values. An online survey was conducted to collect data from 426 adult consumers who had bought fashion goods from their patronized e-tailer in the past one month. They completed a self-administered questionnaire inquiring about interpersonal trust, trust in e-tailers, purchase intentions, clothing consumption values, and their purchasing behavior online. Two-step cluster analysis generated four segments: distrustful doers, trusting doers, inactive trusters, and distrusters. They exhibited different characteristics in gender, online experiences, interpersonal trust, clothing consumption values, trust in the e-tailers, and attitude toward the e-tailers. Providing a new effective segmentation base, this study suggests that fashion marketers identify customers with a high level of trust in other customers and develop an encouraging environment that customers can interact with others in order to increase the effectiveness of trust. Because customers with a higher level of interpersonal trust are likely to have stronger trust in e-tailers with, more favorable attitude and purchase intention, and highly perceive the value of clothing consumption than those who have a lower level of interpersonal trust.

A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

A Study on Change in Automobile Distribution Structure : Focusing on Domestic Distribution

  • QUAN, Zhixuan
    • Fourth Industrial Review
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    • v.1 no.2
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    • pp.9-16
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    • 2021
  • Purpose - O2O (online to off-line) is a new economic concept being emerged in the 4th industrial age. Automobile distribution is also undergoing a change to the O2O system. In overseas, vehicles are already being sold through various online platforms. The purpose of this study is to analyze the domestic and foreign automobile distribution structure and intends to suggest the desirable direction of automobile sales in the 4th industrial age. Research design, data, and methodology - Through the investigation of previous studies and the actual cases, the advantages and disadvantages and trends of different types of automobile distribution structures. Result - It can be seen that domestic and foreign automobile brands have quite diverse distribution structures such as direct managed system, agency system, dealer system, direct sales system, online system and online/offline parallel system. Each type has its own characteristics. Conclusion - The distribution structure of automobiles is very diverse, and in particular, it is rapidly changing to an online sales system thanks to the development of information and communication technology and Internet technology and the popularization of smartphones. Through the online system, consumers can quickly and conveniently obtain vehicle information. Although the online sales system has many advantages, it requires continuous management

A Study on Change in Automobile Distribution Structure : Focusing on Domestic Distribution

  • QUAN, Zhixuan
    • Fourth Industrial Review
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    • v.2 no.1
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    • pp.1-8
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    • 2022
  • Purpose - O2O (online to off-line) is a new economic concept being emerged in the 4th industrial age. Automobile distribution is also undergoing a change to the O2O system. In overseas, vehicles are already being sold through various online platforms. The purpose of this study is to analyze the domestic and foreign automobile distribution structure and intends to suggest the desirable direction of automobile sales in the 4th industrial age. Research design, data and methodology - Through the investigation of previous studies and the actual cases, the advantages and disadvantages and trends of different types of automobile distribution structures. Result - It can be seen that domestic and foreign automobile brands have quite diverse distribution structures such as direct managed system, agency system, dealer system, direct sales system, online system and online/offline parallel system. Each type has its own characteristics. Conclusion - The distribution structure of automobiles is very diverse, and in particular, it is rapidly changing to an online sales system thanks to the development of information and communication technology and Internet technology and the popularization of smartphones. Through the online system, consumers can quickly and conveniently obtain vehicle information. Although the online sales system has many advantages, it requires continuous management.

Online Music Distribution Strategy to Develop the future Hallyu Music Industry

  • Woo-Jun JANG;Min-Ho CHANG
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.115-122
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    • 2024
  • Purpose: The main aim of this study is to analyze and suggest new online music distribution models targeted to facilitate the development of the Korean Wave (Hallyu) music market in all locations of the world. This study is conducted through a close analysis of the prevailing distribution models, the unique challenges of the K-pop market, and the trends in new technologies. Research design, data and methodology: To address the issue of how the online music distribution market could be domesticated for the Korean music industry, a systematic review of the previous studies was conducted. The use of the PRISMA approach was followed so that an accurate and transparent method for choosing the studies is ensured. Results: According to the investigation of literature analysis, the online distribution strategy may consist of four key plannings as follows, 1. Leveraging Social Media and User-Generated Content Platforms, 2. Embracing Immersive and Interactive Experiences, 3. Fostering Direct-to-Fan Connections and Monetization, 4. Harnessing Artificial Intelligence and Big Data Analytics. Conclusions: Finally, collaboration and strategic partnerships will be vital. The Korean music companies should seek to cooperate with the technology companies, social media platforms, and the global music streaming services so that they can grow their market, acquire new technologies, and to better their online distribution strategies.

An Empirical Study on Online Game Players' Characteristics in Japan : Hardcore versus Casual Gamers (일본 온라인 게임시장에의 성공적 진출을 위한 기반 연구 - 게이머 유형별 특성 차이를 중심으로 -)

  • Um, Myoung-Yong;Kim, Tae-Ung;Kim, Young-Ki
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.26
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    • pp.285-313
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    • 2005
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the difference, among the types of players, in demographic and social trends, perceptions related to game-design factors, and attitude toward the games. Based on data collected from online questionnaire survey, the differences between hardcore and casual players have been analyzed, and interesting conclusions have been provided concerning the online-game design and development strategies for Japan online-game players.

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The Directions for the Development of Korean Online Mediation System for e-Commerce Dispute Resolution (전자상거래 분쟁해결을 위한 우리나라 온라인 조정제도의 발전방향)

  • Kim, Sun-Kwang;Hong, Sung-Kyu
    • International Commerce and Information Review
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    • v.6 no.2
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    • pp.43-62
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    • 2004
  • The present study reviewed the meanings of mediation and the roles of mediators, and examined the necessities of online mediation system, prerequisites for the settlement of the system, foreign cases of promoting online mediation and the current state of online mediation in Korea. It also identified problems in the mediation system in Korea and, based on the analysis of problems, discussed directions for the development of Korean mediation system in broad perspective. Directions for the development of Korean online mediation system suggested in this study can be summarized as follows. Firstly, the government must make an unsparing investment in order to activate online mediation system in Korea. Secondly, from the aspect of online mediation procedure, it is necessary to introduce online mediation system in combination with online seal system or certification marks. Thirdly, the judicial circle must take an amicable attitude toward ADR system and, furthermore, it is necessary for the court to be active in introducing various ADR systems. Fourthly, it is necessary to establish an integrated mediation system for the efficiency of mediation and cost saving. Fifthly, mediators must be provided with systematic and exhaustive periodical retraining programs. Lastly, it is necessary to help people to recognize that mediation system is a better service than other forms of dispute resolution procedure and particularly to enhance users' confidence in online mediation through advertising its advantages and safety. Moreover, in order to make e-commerce-related online dispute resolution available to everybody, it is necessary to overcome language barriers by establishing perfect service systems including automatic translation system in the governmental dimension.

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