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논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국만화애니메이션학회 만화애니메이션 연구 만화애니메이션연구 통권 제6호, 2002년
발행연도
2002.12
수록면
152 - 171 (20page)

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초록· 키워드

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This study analyses the avatar service, which is recognized as an alternative strategy of animation industry. The research questions of this study are following:
(1) How have the avartar services been developed and what are the present dominant types?
(2) Which structural characteristics of e-business environment are needed for the success of avartar services?
(3) What is the economic characteristics of avatar business model?
To solve these research questions, the basic conditions and the structural characteristics of avatar services have been investigated. In the first place, two forms of avatar service are classified. One is the internet service site whose primary service is to provide chatting service based on avatar service. The other is the portal site in which many kinds of products and services are presented as bundles to meet the needs of internet users. So avatar service is one of bundles which those portal sites are providing with. In this study, the big five internet service sites are selected based on the profits they earned through the sales of avatar service.
The result of analysis is that the pricing strategy of those big five sites is very different from those of traditional off-line markets. The pricing mechanism are based on the value which internet users endow with the avatar items, not based on the costs of making the products. Avatar is the representative informative goods. The informative goods have the original cost structures, constant fixed costs and zero marginal costs, so the providers of avatar services make much of the subjective values of consumers. The sayclub, which is the most successful avatar service site and earn the average sales of 3 billion won a month, takes the aggressive strategy of pricing avatar items at highest price in the industry. The avatar service providers which make lots of profits are planning of making differentiate the services, introducing well-known brand items and star-named items. Nevertheless, the fact that the members of the sayclub are not decreasing means that the network effect of the site is so strongly manifest. Moreover, the costs the members have paid for the avatar items are so big not as to switch to other sites. The consumers of avatar items have switching costs because the avatar items are not compatible between the internet sites. If the consumers switch from one site to the other site, it can be very costly. These switching costs are endemic in high-technology industries and digital contents industries. It can be so large that switching suppliers is virtually unthinkable, a situation known as "lock-in".
When switching costs are substantial, competition can be intense to attract new customers, since, one they are locked in, they can be a substantial source of profit.
The consumers of avatar items have switching costs if they subscribe for the new avatar service site. The switching costs can be subscription costs as well as the costs of giving up the items they already paid for. One common example of switching costs involves specialized supplies, as with inkjet printer cartridges. In this example, the switching cost is the purchase of a new printer. The market is competitive ex ante, but since cartridges are incompatible, it is monopolized ex post. So the providers of printer/cartridges set pricing printer so cheap and cartridges expensive. On the contrary, since the avatar service can be successful with the strong network effect, the providers of avatar services have to compete aggressively for new customers. So they allow the subscription at a low price(almost marginal cost) in the early market. The network effect can be maximized when the members are sufficiently growing. The providers which have the monopoly power with sufficient subscribers begin to raise the prices over the lifetime of the product and make profits.

목차

1. 문화산업 시장현황분석
2. 연구목적 및 연구문제
3. 연구방법 및 연구대상
4. 아바타 서비스의 개념과 발달단계
5. 아바타 서비스 형태와 경제적 메커니즘
6. 아바타 서비스의 구조적 메커니즘 분석
7. 아바타 서비스의 지배제품전략
8. 애니메이션 산업내 지배제품전략으로서의 대안 비즈니스
[참고문헌]
[ABSTRACT]

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