5 research outputs found

    User Interaction with Online Advertisements: Temporal Modeling and Optimization of Ads Placement

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    We consider an online advertisement system and focus on the impact of user interaction and response to targeted advertising campaigns. We analytically model the system dynamics accounting for the user behavior and devise strategies to maximize a relevant metric called click-through-intensity (CTI), defined as the number of clicks per time unit. With respect to the traditional click-through-rate (CTR) metric, CTI better captures the success of advertisements for services that the users may access several times, making multiple purchases or subscriptions. Examples include advertising of on-line games or airplane tickets. The model we develop is validated through traces of real advertising systems and allows us to optimize CTI under different scenarios depending on the nature of ad delivery and of the information available at the system. Experimental results show that our approach can increase the revenue of an ad campaign, even when userโ€™s behavior can only be estimated

    ๋ชจ๋ฐ”์ผ ๋งค์ฒด์˜ ์ˆ˜์ต ์ตœ์ ํ™”๋ฅผ ์œ„ํ•œ ๋””์Šคํ”Œ๋ ˆ์ด ๊ด‘๊ณ  ์š”์†Œ ๋ฐ ์›Œํ„ฐํด ์ž…์ฐฐ ์ „๋žต ํ‰๊ฐ€

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ๊ธฐ์ˆ ๊ฒฝ์˜ยท๊ฒฝ์ œยท์ •์ฑ…์ „๊ณต, 2020. 8. ์œค๋ช…ํ™˜.Advertising revenue has become an important revenue source for mobile publishers, along with in-app purchase. Based on empirical data and academic methodology, this study attempted to solve two key problems that mobile publishers face when trying to maximize advertising revenue. This study analyzed transaction history data of mobile advertising from AD(x) Inc., a company that provides services to optimize ad revenue for mobile publishers by operating multiple ad networks simultaneously, including Google AdMob and Facebook Audience Network. The first problem mobile publishers face when trying to gain revenue through advertising is determining the optimal ad position and ad format for the service UX of mobile publishers. To provide guidelines for the first decision, this study analyzed characteristics of mobile advertising, including native ads and rewarded video ads, which have been relatively recently introduced. As a result, in addition to various ad factors defined by previous research through traditional advertising media, three new ad factors were summarized: ad density, disclosure position, and disclosure method. Moreover, the relationships among the three new derived ad factors, ad revenue, and ad effectiveness were analyzed. First, in relation to ad density, which is the proportion of an advertisements physical area relative to the full-screen area, the higher the ad density, the higher both the ad revenue and advertising effectiveness. On the other hand, among advertisements with similar ad density, there was a difference in ad revenue and advertising effectiveness according to ad format. Among advertisements with low ad density, native banner ads showed higher ad revenue and advertising effectiveness than banner ads. Among advertisements with high ad density, rewarded video ads showed the highest ad revenue, and interstitial ads showed the highest advertising effectiveness. As for the second new ad factor, disclosure position, the effectiveness of advertisements displayed at the top of the screen was higher in the PC web environment, but advertisements displayed at the bottom of the screen in the mobile environment were higher in terms of ad revenue and advertising effectiveness. Lastly, in the analysis of the third new ad factor, disclosure method, advertisements with the same ad format as native ads were classified in three categories, based on their development by mobile publishers: Separated area, List UI, and Pop-up. This study analyzed the relationship between disclosure method, ad revenue, and advertising effectiveness. The results showed that the highest ad revenue and advertising effectiveness were found in the Pop-up disclosure method. The second problem that mobile publishers face after determining ad position and ad format is the optimization of waterfall settings such as the priority and reserve prices of each ad network to maximize ad revenue when mobile advertising is served from multiple ad networks. On the other hand, between ad networks and mobile publishers, there is information asymmetry. Hence, ad networks have more information, so this study proposed a reserve price strategy for the operation of waterfall bidding among multiple ad networks to maximize ad revenue, even under information asymmetry. First, a demand curve-based model was designed to explain the loss of ad revenue when a mobile publisher sells its ad inventory at a non-optimized price using waterfall bidding. In addition, sensitivity analysis was conducted to show that the proposed model performs better than the companys existing bidding strategy. Moreover, this model enabled mobile publishers to have better performance with independent correlation, not a positive correlation of ad networks bid prices. Therefore, mobile publishers can use the key finding that the proposed model is more effective in reducing expected advertising losses under information asymmetry. In addition, it was found that performance improved to a greater extent when ad networks have less bid price similarity. This study provides guidelines that can be utilized not only in an academic sense but also in a real business environment. Standardized knowledge for small- and medium-sized mobile publishers, in particular, which have a relatively high ad network dependency, is suggested to improve their understanding of ad network usage and to establish optimized advertising operation policies.๊ด‘๊ณ  ์ˆ˜์ต์€ ๋ชจ๋ฐ”์ผ ๋งค์ฒด์—๊ฒŒ ์žˆ์–ด์„œ, ์ธ์•ฑ ํŒ๋งค (in-app purchase) ์™€ ํ•จ๊ป˜ ์ค‘์š”ํ•œ ์ˆ˜์ต์› ์ค‘ ํ•˜๋‚˜๊ฐ€ ๋˜์—ˆ๋‹ค. ๋ณธ ์—ฐ๊ตฌ์—์„œ๋Š” ๋ชจ๋ฐ”์ผ ๋งค์ฒด๊ฐ€ ๊ด‘๊ณ  ์ˆ˜์ต์„ ์ตœ๋Œ€ํ™”ํ•˜๊ณ ์ž ํ•  ๋•Œ ๋งˆ์ฃผํ•˜๊ฒŒ ๋˜๋Š” ๋‘ ๊ฐ€์ง€ ํ•ต์‹ฌ ๊ณผ์ œ๋ฅผ ์‹ค์ฆ์ ์ธ ๋ฐ์ดํ„ฐ์™€ ํ•™์ˆ ์ ์ธ ๋ฐฉ๋ฒ•๋ก ์„ ํ†ตํ•ด ํ•ด๊ฒฐํ•˜๊ณ ์ž ํ•˜์˜€๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋Š”, Google AdMob, Facebook Audience Network ๋ฅผ ํฌํ•จํ•˜๋Š” ๋‹ค์ˆ˜์˜ ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ๋ฅผ ๋™์‹œ์— ์šด์˜ํ•˜์—ฌ ๋ชจ๋ฐ”์ผ ๋งค์ฒด์˜ ๊ด‘๊ณ  ์ˆ˜์ต์„ ์ตœ์ ํ™”ํ•˜๋Š” ์„œ๋น„์Šค๋ฅผ ์ œ๊ณตํ•˜๊ณ  ์žˆ๋Š” ๊ธฐ์—…, ์ฃผ์‹ํšŒ์‚ฌ ์• ๋“œ์—‘์Šค์˜ 2019๋…„ ๊ด‘๊ณ  ๊ฒฐ๊ณผ ํ†ต๊ณ„ ๋ฐ์ดํ„ฐ์—์„œ ์ถ”์ถœํ•˜์—ฌ ๋ถ„์„๊ณผ ํ‰๊ฐ€๋ฅผ ์ง„ํ–‰ํ•˜์˜€๋‹ค. ๋ชจ๋ฐ”์ผ ๋งค์ฒด๊ฐ€ ๊ด‘๊ณ ๋ฅผ ํ†ตํ•ด ์ˆ˜์ต์„ ์–ป๊ณ ์ž ํ•  ๋•Œ ๊ฐ€์žฅ ์ฒ˜์Œ์œผ๋กœ ๋งˆ์ฃผํ•˜๋Š” ๊ณผ์ œ๋Š”, ๋ชจ๋ฐ”์ผ ๋งค์ฒด์˜ ์„œ๋น„์Šค UX์— ์ตœ์ ํ™”๋œ ๊ด‘๊ณ  ์œ„์น˜์™€ ๊ด‘๊ณ  ํฌ๋งท์„ ๊ฒฐ์ •ํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ์ด ๊ฒฐ์ •์— ๊ฐ€์ด๋“œ๋ผ์ธ์„ ์ œ๊ณตํ•˜๊ธฐ ์œ„ํ•ด, ์ƒ๋Œ€์ ์œผ๋กœ ์ตœ๊ทผ ๋„์ž…๋œ ๋„ค์ดํ‹ฐ๋ธŒ ๊ด‘๊ณ , ๋ฆฌ์›Œ๋“œ ๋น„๋””์˜ค ๊ด‘๊ณ ๋ฅผ ํฌํ•จํ•œ ๋ชจ๋ฐ”์ผ ๊ด‘๊ณ ๊ฐ€ ๊ฐ€์ง€๋Š” ํŠน์ง•์„ ๋ถ„์„ํ•˜์˜€๋‹ค. ๊ทธ ๊ฒฐ๊ณผ, ์ „ํ†ต์ ์ธ ๊ด‘๊ณ  ๋งค์ฒด์— ๋…ธ์ถœ๋˜๋Š” ๊ด‘๊ณ ๋ฅผ ํ†ตํ•ด ์ •์˜๋œ ๋‹ค์–‘ํ•œ ๊ด‘๊ณ  ์š”์†Œ ์™ธ์—, ์„ธ ๊ฐ€์ง€ ์‹ ๊ทœ ๊ด‘๊ณ  ์š”์†Œ; ๊ด‘๊ณ  ๋ฐ€๋„, ๋…ธ์ถœ ์œ„์น˜, ๋…ธ์ถœ ๋ฐฉ๋ฒ•์„ ์ •๋ฆฌํ•˜์˜€์œผ๋ฉฐ, ๋„์ถœ๋œ ์‹ ๊ทœ ๊ด‘๊ณ  ์š”์†Œ์™€ ๊ด‘๊ณ  ์ˆ˜์ต, ๊ด‘๊ณ  ํšจ๊ณผ ๊ฐ„์˜ ๊ด€๊ณ„๋ฅผ ๋ถ„์„ํ•˜์˜€๋‹ค. ๋จผ์ €, ์„œ๋น„์Šค ํ™”๋ฉด ๋‚ด์— ๊ด‘๊ณ ๊ฐ€ ์ฐจ์ง€ํ•˜๋Š” ๋น„์œจ์ธ ๊ด‘๊ณ  ๋ฐ€๋„์™€ ๊ด€๋ จํ•˜์—ฌ, ๊ด‘๊ณ  ๋ฐ€๋„๊ฐ€ ๋†’์„์ˆ˜๋ก ๊ด‘๊ณ  ์ˆ˜์ต๊ณผ ๊ด‘๊ณ  ํšจ๊ณผ, ๋ชจ๋‘ ๋†’์€ ๊ฒฐ๊ณผ๋ฅผ ์–ป์—ˆ๋‹ค. ํ•œํŽธ, ์œ ์‚ฌํ•œ ๊ด‘๊ณ  ๋ฐ€๋„๋ฅผ ๊ฐ€์ง„ ๊ด‘๊ณ  ๊ฐ„์—๋„ ๊ด‘๊ณ  ํฌ๋งท์— ๋”ฐ๋ผ ๊ด‘๊ณ  ์ˆ˜์ต, ๊ด‘๊ณ  ํšจ๊ณผ๊ฐ€ ์ฐจ์ด๋ฅผ ๋ณด์˜€๋‹ค. ๋‚ฎ์€ ๊ด‘๊ณ  ๋ฐ€๋„๋ฅผ ๊ฐ€์ง„ ๊ด‘๊ณ  ์ค‘์—์„œ๋Š” ๋„ค์ดํ‹ฐ๋ธŒ ๋ฐฐ๋„ˆ ๊ด‘๊ณ ๊ฐ€ ๋ฐฐ๋„ˆ ๊ด‘๊ณ  ๋ณด๋‹ค ๋” ๋†’์€ ๊ด‘๊ณ  ์ˆ˜์ต๊ณผ ๊ด‘๊ณ  ํšจ๊ณผ๋ฅผ ๋ณด์˜€์œผ๋ฉฐ, ๋†’์€ ๊ด‘๊ณ  ๋ฐ€๋„๋ฅผ ๊ฐ€์ง„ ๊ด‘๊ณ  ์ค‘์—์„œ๋Š” ๋ฆฌ์›Œ๋“œ ๋น„๋””์˜ค ๊ด‘๊ณ ๊ฐ€ ๊ฐ€์žฅ ๋†’์€ ๊ด‘๊ณ  ์ˆ˜์ต์„ ๋‚˜ํƒ€๋ƒˆ๊ณ , ์ „๋ฉด ๊ด‘๊ณ ๊ฐ€ ๊ฐ€์žฅ ๋†’์€ ๊ด‘๊ณ  ํšจ๊ณผ๋ฅผ ๋ณด์˜€๋‹ค. ๋‘๋ฒˆ์งธ ์‹ ๊ทœ ๊ด‘๊ณ  ์š”์†Œ์ธ ๋…ธ์ถœ ์œ„์น˜์™€ ๊ด€๋ จํ•˜์—ฌ, ๊ธฐ์กด PC ๋˜๋Š” ์›น ํ™˜๊ฒฝ์—์„œ๋Š” ํ™”๋ฉด ์ƒ๋‹จ์— ๋…ธ์ถœ๋œ ๊ด‘๊ณ ์˜ ๊ด‘๊ณ  ํšจ๊ณผ๊ฐ€ ๊ฐ€์žฅ ๋†’์•˜์œผ๋‚˜, ๋ชจ๋ฐ”์ผ ํ™˜๊ฒฝ์—์„œ๋Š” ํ™”๋ฉด ์•„๋ž˜์— ๋…ธ์ถœ๋œ ๊ด‘๊ณ ๊ฐ€ ๊ด‘๊ณ  ์ˆ˜์ต, ๊ด‘๊ณ  ํšจ๊ณผ, ๋ชจ๋‘ ๋” ๋†’๊ฒŒ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ, ๋…ธ์ถœ ๋ฐฉ๋ฒ• ์™€ ๊ด€๋ จํ•œ ๋ถ„์„์—์„œ๋Š”, ๋™์ผํ•œ ๋„ค์ดํ‹ฐ๋ธŒ ๊ด‘๊ณ  ํฌ๋งท์ด์ง€๋งŒ, ๋ชจ๋ฐ”์ผ ๋งค์ฒด์— ์˜ํ•ด ๊ฐœ๋ฐœ๋œ ๋…ธ์ถœ ๋ฐฉ๋ฒ•์— ๋”ฐ๋ผ, ๋ถ„๋ฆฌ๋œ ์˜์—ญ, ๋ฆฌ์ŠคํŠธ UI, Pop-up ๋กœ ๊ตฌ๋ถ„ํ•˜์˜€๊ณ , ๋‹ค์–‘ํ•œ ๋…ธ์ถœ ๋ฐฉ๋ฒ•์— ๋”ฐ๋ฅธ ๊ด‘๊ณ  ์ˆ˜์ต, ๊ด‘๊ณ  ํšจ๊ณผ๋ฅผ ๋น„๊ต ๋ถ„์„ํ•ด๋ณด์•˜๋‹ค. ๊ทธ ๊ฒฐ๊ณผ Pop-up ํ˜•ํƒœ์˜ ๋…ธ์ถœ ๋ฐฉ๋ฒ•์—์„œ ๊ฐ€์žฅ ๋†’์€ ๊ด‘๊ณ  ์ˆ˜์ต๊ณผ ๊ด‘๊ณ  ํšจ๊ณผ๊ฐ€ ๋‚˜ํƒ€๋‚ฌ๋‹ค. ๋ชจ๋ฐ”์ผ ๋งค์ฒด๊ฐ€ ๊ด‘๊ณ  ์œ„์น˜์™€ ๊ด‘๊ณ  ํฌ๋งท์„ ๊ฒฐ์ •ํ•œ ๋’ค์— ์ง๋ฉดํ•˜๋Š” ๋‘๋ฒˆ์งธ ํ•ต์‹ฌ ๊ณผ์ œ๋Š”, ๋‹ค์ˆ˜์˜ ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ๋กœ๋ถ€ํ„ฐ ๊ด‘๊ณ ๋ฅผ ์ œ๊ณต๋ฐ›์•„ ๋…ธ์ถœํ•  ๋•Œ, ๊ด‘๊ณ  ์ˆ˜์ต์ด ์ตœ๋Œ€ํ™” ๋  ์ˆ˜ ์žˆ๋„๋ก ๊ฐ ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ์˜ ์šฐ์„ ์ˆœ์œ„, ์˜ˆ์•ฝ ๊ฐ€๊ฒฉ (reserve price) ๋“ฑ ์›Œํ„ฐํด ์„ธํŒ…์„ ์ตœ์ ํ™” ํ•˜๋Š” ๊ฒƒ์ด๋‹ค. ํ•œํŽธ, ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ์™€ ๋ชจ๋ฐ”์ผ ๋งค์ฒด ์‚ฌ์ด์—๋Š” ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ๊ฐ€ ๋” ๋งŽ์€ ์ •๋ณด๋ฅผ ๊ฐ€์ง€๊ณ  ์žˆ๋Š” ์ •๋ณด ๋น„๋Œ€์นญ์ด ์กด์žฌํ•˜๋Š”๋ฐ, ๋ณธ ์—ฐ๊ตฌ๋Š” ์ด๋Ÿฐ ์ •๋ณด ๋น„๋Œ€์นญ ํ•˜์—์„œ ๊ด‘๊ณ  ์ˆ˜์ต์„ ์ตœ๋Œ€ํ™” ์œ„ํ•˜์—ฌ, ์ตœ์ € ๊ฐ€๊ฒฉ (reserve price) ์ „๋žต์„ ํ†ตํ•œ ์›Œํ„ฐํด ์„ธํŒ… ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•˜์˜€๋‹ค. ๋จผ์ €, ๋ชจ๋ฐ”์ผ ๋งค์ฒด์˜ ๊ด‘๊ณ  ํŒ๋งค ๊ฐ€๊ฒฉ์ด ์ตœ์ ํ™” ๋˜์–ด ์žˆ๋Š”์ง€๋ฅผ ์„ค๋ช…ํ•˜๊ธฐ ์œ„ํ•˜์—ฌ ์ˆ˜์š” ๊ณก์„  ๊ธฐ๋ฐ˜ ๋ชจ๋ธ์„ ์„ค๊ณ„ํ•˜์˜€๋‹ค. ๊ทธ๋ฆฌ๊ณ , ๋ฏผ๊ฐ๋„ ๋ถ„์„์„ ํ†ตํ•ด ์ œ์•ˆ๋œ ๋ชจ๋ธ์ด ๊ธฐ์กด ์šด์˜ ์ „๋žต๋ณด๋‹ค ์šฐ์ˆ˜ํ•จ์„ ๋น„๊ตํ•ด ๋ณด์˜€๋‹ค. ๋˜ํ•œ, ์ œ์•ˆ๋œ ๋ชจ๋ธ์„ ํ†ตํ•ด, ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ ๊ฐ„์˜ ์ž…์ฐฐ ๊ฐ€๊ฒฉ์ด ์ƒ๊ด€ ๊ด€๊ณ„๊ฐ€ ์žˆ์„ ๋•Œ๋ณด๋‹ค ๋…๋ฆฝ์ ์ผ ๋•Œ ๋” ๋†’์€ ๊ด‘๊ณ  ์ˆ˜์ต์„ ์–ป์„ ์ˆ˜ ์žˆ์Œ์„ ๋ฐํ˜”๋‹ค. ๋ณธ ์—ฐ๊ตฌ๋ฅผ ํ†ตํ•ด, ํ•™์ˆ ์ ์ธ ์˜๋ฏธ ๋ฟ๋งŒ ์•„๋‹ˆ๋ผ, ์‹ค์ œ ๊ฒฝ์˜ ํ™˜๊ฒฝ์—์„œ ๋ชจ๋ฐ”์ผ ๋งค์ฒด๊ฐ€ ๊ด‘๊ณ  ์ˆ˜์ต์„ ์ฐฝ์ถœํ•˜๊ณ  ๊ทน๋Œ€ํ™”ํ•˜๊ธฐ ์œ„ํ•ด์„œ ํ™œ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ๊ฐ€์ด๋“œ๋ผ์ธ์„ ์ œ๊ณตํ•˜์˜€๋‹ค. ํŠนํžˆ ๊ด‘๊ณ  ๋„คํŠธ์›Œํฌ์— ๋Œ€ํ•œ ์˜์กด๋„๊ฐ€ ๋†’๊ณ , ๋‚ด๋ถ€ ์ž์›์˜ ์ œ์•ฝ์ด ์žˆ๋Š” ์ค‘์†Œ ๊ฐœ๋ฐœ์ž๋“ค์—๊ฒŒ ๋ณ„๋„์˜ R&D ์—†์ด ์ตœ์ ํ™”๋œ ๊ด‘๊ณ  ์šด์˜ ์ •์ฑ…์„ ์ˆ˜๋ฆฝํ•  ์ˆ˜ ์žˆ๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์‹œํ•˜์˜€๋‹ค.Chapter 1. Introduction 1 Chapter 2. Literature Review 11 2.1 Real-Time Bidding 11 2.2 Ad Format 15 2.2.1 Native Ads 15 2.2.2 Rewarded Video Ads 17 2.3 Advertisement Performance Index 19 Chapter 3. Evaluation of Ad Factor 23 3.1 Introduction 23 3.1.1 Advertisement Factors 26 3.1.2 Environmental Factors 29 3.1.3 Audience Factors 32 3.2 Hypotheses and Dataset 34 3.2.1 Advertisement Density 34 3.2.2 Ad Format with the Same Advertisement Density 35 3.2.3 Disclosure Position with the Same Advertisement Density 36 3.2.4 Disclosure Method of Native Ads 37 3.2.5 Dataset 38 3.3 Results 41 3.3.1 Influence of Advertisement Density on Advertising Revenue and effectiveness 41 3.3.2 Heterogenous Influence with the Same Advertisement Density 43 3.3.3 Heterogenous Influence of Disclosure Position 46 3.3.4 Heterogeneous effect by Disclosure Method 47 3.4 Discussion 49 Chapter 4. Waterfall Strategy Development 57 4.1 Introduction 57 4.1.1 Information Asymmetry 60 4.1.2 Bidding Strategy 61 4.1.3 Price and Demand 63 4.2 Estimation of Ad Networks Demand Curves 65 4.2.1 Dataset 65 4.2.2 Demand Curve Estimation 67 4.3 Waterfall Bidding Strategy 76 4.4 Sensitivity Analysis 82 Chapter 5. Conclusion 91 5.1 Summary of Research Findings 91 5.2 Contribution of this Study 94 5.3 Limitation and Further Studies 96 Bibliography 97 Appendix 109 Abstract (Korean) 121Docto

    Connecting Mobile Game Advertising with Local Stores

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    With the growth of mobile market, mobile advertising and mobile game advertising are becoming more and more important. On one hand, mobile advertising is able to deliver relevant ads to targeted users based on their locations and behaviors. On the other hand, as the number of mobile game players and free-to-play mobile games are increasing, mobile game advertising forms one important way of monetization. It is important to increase the advertising effectiveness while producing friendly user experience. Local stores find themselves difficult to keep up with the pace of the Internet. The research on mixed reality merges communications between the real and virtual worlds, which could create a friendly user experience. The author has tried to use mobile game advertising to help local shops to increase their sales and brand awareness by merging the game play with the real items in local stores. This thesis presents a solution to connecting mobile game advertising with local stores. It uses virtual assets of games as incentives to encourage players to view ads and to have purchase behaviors in local stores. Furthermore, a prototype as a proof of concept has been implemented, using QR codes as a portal for players to claim rewards from local stores. In addition, the author interviewed two owners of local shops, and received positive feedback on the prototype

    ํ”Œ๋žซํผ ๊ฒฝ์ œ์—์„œ ๋„คํŠธ์›Œํฌ ์™ธ๋ถ€ํšจ๊ณผ๊ฐ€ ์ด์šฉ์ž์˜ ์„ ํ˜ธ์— ๋ฏธ์น˜๋Š” ์˜ํ–ฅ

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ)-- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ํ˜‘๋™๊ณผ์ • ๊ธฐ์ˆ ๊ฒฝ์˜ยท๊ฒฝ์ œยท์ •์ฑ…์ „๊ณต, 2018. 8. ํ™ฉ์ค€์„.In our society, the industrial economy has been mainstreamChapter 1. Introduction 1 1.1 Research motivation 1 1.2 Research purpose and outline 4 Chapter 2. Network externality in the platform economy: A literature review and research framework 7 2.1 Introduction 7 2.2 Importance of solving information asymmetry 9 2.3 Network externality 12 2.3.1 Social learning theory in the concern of network externality 12 2.3.2 Network externality 15 2.4 Platform economy 18 2.4.1 Characteristics of platform economy 18 2.4.2 Firm centered platform economy 26 2.4.3 Proposed consumer centered platform economy 30 2.5 Empirical studies of network externality in platform economy 34 2.5.1 Low degree of interaction with people and low degree of functional integration 35 2.5.2 High degree of interaction with people and low degree of function integration 36 2.5.3 Medium degree of interaction with people and degree of functional integration 43 2.5.4 Low degree of interaction with people and high degree of functional integration 47 2.6 Conclusions and future research agenda 50 Chapter 3. The impact of number of users as network externality in online game 52 3.1 Introduction 52 3.2 Background and theoretical foundation 55 3.2.1 Network externality measurement 55 3.2.2 User gratification theory and self determination theory 57 3.3 Research model & hypotheses 59 3.4 Survey and estimation results 64 3.4.1 Survey and data 64 3.4.2 Estimation results 68 3.5 Discussion 79 Chapter 4. The efficiency change of sellers across the diffusion of transaction platform securing the customers 83 4.1 Introduction 83 4.2 Network externality on platforms 86 4.3 Hotel industry and its platforms 88 4.4 Methodology 92 4.4.1 Stochastic frontier analysis 92 4.4.2 Meta-frontier analysis 94 4.5 Data and results 97 4.5.1 Data 97 4.5.2 Estimation results 99 4.6 Conclusion 103 Chapter 5. How do potential consumers assuage uncertainties of emerging technology Consumer preference and acceptance on an autonomous vehicle 107 5.1 Introduction 107 5.2 Literature review 109 5.2.1 Network externality based on social learning theory 109 5.2.2 Consumers attitudes toward an autonomous vehicle 111 5.3 Methodology and data 113 5.3.1 Survey design 113 5.3.2 Model specification 121 5.3.3 Data description 123 5.4 Results 125 5.4.1 Estimated results 125 5.4.2 Market simulation 129 5.5 Discussion 132 Chapter 6. Overall conclusion 136 6.1 Summary and policy Implications 136 6.2 Contribution and limitations 140 Bibliography 145 Abstract (Korean) 187 Docto
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