• Title/Summary/Keyword: two-sided 마켓

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Two-sided 마켓 관점에서 분석한 통신방송융합 환경하의 방송매체 플렛폼 경쟁

  • 황준석;김기현;장태진
    • Proceedings of the Technology Innovation Conference
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    • 2006.02a
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    • pp.78-102
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    • 2006
  • Networks, services and industries have been converging with the advent of digital convergence by technology advancements of digitalization, broadband and interactivity in the areas of information-communication and broadcasting technologies. Especially, this convergence of technology and market has been blurring the boundary of telecommunication and broadcasting sectors, and the severe competition seems to be inevitable due to the lack of the differentiation in broadcasting media and contents. In this study, we regard the competition phenomenon in the digital convergence between telecommunication and broadcasting as the platform competition in two-sided markets which have been actively studied since 2000, and analyzed it using modified Hotelling's location model. According to the analysis of platform competition on the effects of the differentiation of platform (t) , killer component $(\mu)$ and component compatibility $(\theta)$ , it is shown that two differentiated platforms are simultaneously used in case of the decrease of substitution effects, and the profit of platform with killer contents is increased, but the profit of platforms with higher compatibility is decreased. The policy implication is that it is especially necessary to modify the policy and regulation on media contents considering the growing competition in media. On the other hand, differentiated and reasonable policy is required to make fair competition and active market environment.

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Analyzing Fee Structure of Online Marketplaces Based on Competition among Sellers and Competition among Buyers (판매자간 경쟁과 구매자간 경쟁을 고려한 온라인 마켓플레이스의 수수료 구조 분석)

  • Jung, Young-Jo;Jang, Dae-Chul;Ann, Byong-Hun
    • Journal of the Korean Operations Research and Management Science Society
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    • v.34 no.1
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    • pp.85-100
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    • 2009
  • An online marketplace, such as eBay, is an example of two-sided markets. In online marketplaces, there are transactions between sellers and buyers and direct competition effects among sellers and among buyers. Previous research on two-sided market has not handle these competition effects and mostly focused on indirect network externalities between sellers and buyers. We analyze the fee structure of an online marketplace considering direct competition effects among sellers and among buyers. We find that when fees for sellers and buyers can be imposed, an auction or fixed-pricing rule can be chosen according to the characteristics of a product traded. But when only fees for sellers can be imposed, an auction can be taken as a trading mechanism solely.

The Effect of SNS Information Attributes on Usability and Diffusion Intention -Moderating Effect of Market Mavenism. (SNS정보속성이 유용성지각과 확산의도에 미치는 영향 -마켓메이븐경향(Market Mavenism)의 조절효과-)

  • Kim, Sang-Jo;Jung, Seon-Mi
    • Management & Information Systems Review
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    • v.36 no.1
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    • pp.95-114
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    • 2017
  • The purpose of this study is to search information attributes suitable for SNS and to identify the influence of individuals or groups who contribute to the creation and diffusion of information in the SNS. The researchers extracted the accuracy, two-sided information, novelty, diversity, and experiential factors that influence the acceptance and diffusion of information in the SNS, and identified the relationships among the variables, the usefulness of information and the degree of information diffusion intention. And researchers studied market maven who play the key role in creating and diffusing SNS information. A total of 600 questionnaires were collected and 549 questionnaires were used to test the research hypothesis. The results of the study are as follows. Consumers considered information, which had accuracy, two-sided, and experiential attributes, as useful. But novelty or diversity information were regarded as unuseful because of motive to avoid ambiguity. In the Market Maven Group who have the ability to acquire and edit SNS information, however, there were weak or negative causality between experience and accuracy and information usability factors. but positive causality between novelty and diversity factors of information and usability.

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.