JinHyo Joseph Yun, KyungBae Park, JeongHo Yang and WooYoung Jung
The purpose of this paper is to explore the ideological foundation of open innovation strategies and the open business model, which are appearing as new industrial paradigms based…
Abstract
Purpose
The purpose of this paper is to explore the ideological foundation of open innovation strategies and the open business model, which are appearing as new industrial paradigms based on information technology (IT).
Design/methodology/approach
First, this paper examined the ideological foundation of Deleuze, Whitehead, and Popper. Next, Taoism was scrutinized to discover concrete bases for open innovation.
Findings
Here, it was found that Taoism completely coincides with the logical basis of open innovation. The theory “the supreme good is like water” of Taoism means to vacate oneself and fill the space with others to create paradoxes, thereby filling oneself with a more creative method.
Originality/value
Taoism provides a way to present paradoxes through the idea of vacating and opening to reach a creative stage of leaving nature as it is.
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JinHyo Joseph Yun, WooYoung Jung and JeongHo Yang
– The purpose of this study is to figure out the factors for sustainable growth of small- and medium-sized enterprises (SMEs).
Abstract
Purpose
The purpose of this study is to figure out the factors for sustainable growth of small- and medium-sized enterprises (SMEs).
Design/methodology/approach
In all, 27 SMEs in the area of IT (Information Technology) in Korea were analysed through interview method basically.
Findings
It is found that sustainable development of SMEs requires two kinds of open innovation which are knowledge strategy and business model. According to developing process, SMEs change their open innovation strategy in knowledge strategy and business model. The highest growth limit of SMEs depends on open innovation in knowledge strategy and business model in sequence from closed innovation in both, through open innovation in both, to open innovation in knowledge strategy and closed innovation in business model and to closed innovation in knowledge strategy and open innovation in business model.
Research limitations/implications
First, the present study was conducted with IT sector SMEs in Korea. It is true that the IT sector is one of the most rapidly changing industrial sectors and is one of representative business types of SMEs in which manufacturing and service industries coexist and diverse sizes of SMEs exist (Malerba, 2002). Second, the present study relies on case study methods. It is true that case study is a method that gives excellent qualitative analysis in firm studies (Yin, 2008).
Practical implications
SMEs cannot survive if they do not accept open innovation in knowledge strategy and business model. SMEs that show absolute limitations in resources and manpower should absolutely implement open innovation strategies to secure more diverse resources from markets and external knowledge bases rather than preparing all resources and capabilities by themselves (Van de Vrande et al., 2009; Yun and Mohan, 2012a, 2012b).
Social implications
SMEs should bear in mind the two different levels of open innovation, such as knowledge strategies and business models (Chesbrough, 2007; Chesbrough and Appleyard, 2007).
Originality/value
SMEs should not confuse between temporally sustainable development and infinite sustainable development. Firms that take closed innovation strategies in both knowledge strategies and business models can also grow for some time. However, because of the deepening of knowledge-based economy, not only the amount of knowledge existing in the world and the speed of knowledge distribution increased but also the customers’ demands and expectations have been observed to increase in the market immediately through social networking sites (SNS), etc. (Yun and Ryu, 2012).
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Zahra Abdulhadi Shukra and Ying Zhou
Despite the construction industry's significant impact on high energy use and a growing carbon footprint, technologies like Green BIM help to optimize natural resources, reduce…
Abstract
Purpose
Despite the construction industry's significant impact on high energy use and a growing carbon footprint, technologies like Green BIM help to optimize natural resources, reduce pollution, use sustainable space and work on human comfort and health. But the trend in a holistic approach is minimal. Thus, the paper aimed to systematically investigate Green BIM research and implementation trends using a mixed-method and also show the prospects of holistic Green BIM implementation.
Design/methodology/approach
First, we conducted a Scientometrics analysis on the topic using the Scopus database for the time interval of (2013–present). Secondly, the Qualitative Content Review method asserted the Scientometrics analysis result. Lastly, exploratory research was done on secondary data to compare the AEC industry trend for a comprehensive view.
Findings
The merged findings confirmed the partial implementation of Green BIM and of which 43% of research focused only on energy analysis. Despite the potential of BIM and the interrelationship among green building parameters, the result showed other aspects of green building and sustainable design parameters as green material selection, sustainable site, waste management and water-use efficiency not comprised.
Originality/value
The authors propose a new conceptual framework for integrating green building parameters, BIM tools and green building assessment tools in a life cycle of a project that adds into the sustainability of the Architectural, Engineering and Construction sector. The study would help to provoke researchers, software developers and practitioners for further innovative effort in holistic Green BIM implementation.
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Wooyoung Jeong, Minyoung Park and Jung Ung Min
This paper presents a case study of Renault Samsung Motors (RSM) that recently encounters dynamic changes unveiling various opportunities and challenges due to increasing…
Abstract
This paper presents a case study of Renault Samsung Motors (RSM) that recently encounters dynamic changes unveiling various opportunities and challenges due to increasing complexity of the supply network with growing sales volume, diversifying models, and intensifying global competition. Such competitive environment puts constant pressure on the logistics operations to reduce supply costs and lead time, but the RSM has not been paying much attention to aligning interests of supply chain partners. In 2007, RSM’s effort to build partnership with new 3PLs turned abortive due to their unexpected default on the contract throwing RSM into confusion and disruptions. In this study, the problem was investigated by examining route planning process and incentive scheme of 3PL, and an optimization model was constructed to evaluate the performance of existing 3PL operation. The results indicate that transportation cost can be reduced by relocating consolidation centers, utilizing regional terminal and redesigning routing sequence. However, the research found that the key to successful implementation of the optimized solutions is in designing effective incentive system that induces partners to participate in continuous improvement initiatives.
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Hyunseok Song, Min Jung Kim, Wonjun Choi and Wooyoung (William) Jang
This research investigates the complex relationships between individual psychological traits, the fear of missing out (FOMO) and sales promotions in the online sports betting…
Abstract
Purpose
This research investigates the complex relationships between individual psychological traits, the fear of missing out (FOMO) and sales promotions in the online sports betting industry. Specifically, it aims to comprehend how sensation-seeking, as a personality trait and FOMO influence the intention to engage in instant online sports betting under various sales promotions like win-bet boosting and lose-bet protecting.
Design/methodology/approach
An online survey was conducted with USA adults familiar with major online betting platforms. Participants were assigned to different promotional scenarios, and their responses were analyzed using partial least squares structural equation modeling (PLS-SEM).
Findings
The findings show that sensation-seeking positively affects betting intentions, with FOMO playing a partially mediating role. Sales promotions were found to negatively moderate the relationship between sensation-seeking and betting intention. Notably, the impact of FOMO on betting intention was stronger in the lose-bet protecting scenario than in the win-bet boosting scenario.
Originality/value
This research enriches existing literature by elucidating the nuanced interactions between sensation-seeking, FOMO and sales promotions in the context of online sports betting. The study offers practical insights for developing targeted marketing strategies, particularly for users inclined towards sensation-seeking.
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Wonjun Choi, Wooyoung (William) Jang, Hyunseok Song, Min Jung Kim, Wonju Lee and Kevin K. Byon
This study aimed to identify subgroups of esports players based on their gaming behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness and…
Abstract
Purpose
This study aimed to identify subgroups of esports players based on their gaming behavior patterns across game genres and compare self-efficacy, social efficacy, loneliness and three dimensions of quality of life between these subgroups.
Design/methodology/approach
324 participants were recruited from prolific academic to complete an online survey. We employed latent profile analysis (LPA) to identify subgroups of esports players based on their behavioral patterns across genres. Additionally, a one-way multivariate analysis of covariance (MANCOVA) was conducted to test the association between cluster memberships and development and well-being outcomes, controlling for age and gender as covariates.
Findings
LPA analysis identified five clusters (two single-genre gamer groups, two multigenre gamer groups and one all-genre gamer group). Univariate analyses indicated the significant effect of the clusters on social efficacy, psychological health and social health. Pairwise comparisons highlighted the salience of the physical enactment-plus-sport simulation genre group in these outcomes.
Originality/value
This study contributes to the understanding of the development and well-being benefits experienced by various esports consumers, as well as the role of specific gameplay in facilitating targeted outcomes among these consumer groups.
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Wooyoung (William) Jang, Wonjun Choi, Min Jung Kim, Hyunseok Song and Kevin K. Byon
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and…
Abstract
Purpose
This study aimed to understand better what makes esports fans engage with streamers' live-streaming of esports gameplay. This study used the Theory of Planned Behavior (TPB) and additionally adopted streamer identification and esports game identification as moderating variables.
Design/methodology/approach
Data were collected from streamers' esports content streaming viewers over 18 years of age using an online survey in Amazon M-Turk (N = 307). Based on past esports live-streaming weekly watching hours, which range from 1 to 45 h, the participants were divided into lower (n = 152) and higher (n = 155) frequency groups. PLS-SEM and bootstrapping techniques were used to test the moderated mediation relationships among the constructs.
Findings
This study found a negative moderating effect of past watching experience on the relationship between attitudes and behavioral intention, and it positively moderated the path between perceived behavioral control and behavioral intention. Also, it was found statistically significant direct impacts of streamer identification (STI) and esports game identification (EGI) on attitude and subjective norms. While the indirect impact of STI on behavioral intention through attitude was statistically significant, there were no significant indirect impacts of EGI on attitude and behavioral intention through subjective norms.
Originality/value
Theoretically, this study extends the TPB model by exploring the two identifications (i.e. streamers and esports games) as antecedents of the focal TPB factors (i.e. attitudes, subjective norms and perceived behavioral control) and the moderating effect of prior experience based on high/low weekly watching frequencies. Practically, content creators of esports live-streaming and live-streaming platform managers can use the study’s findings to develop strategies to nurture their current and future viewership.
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Wooyoung (William) Jang and Kevin K. Byon
Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh et al., 2012), the purpose of this paper is to examine the antecedents and consequence…
Abstract
Purpose
Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) (Venkatesh et al., 2012), the purpose of this paper is to examine the antecedents and consequence associated with esports gameplay by proposing the Esports Consumption (ESC) model, including six determinants of esports gameplay intention (hedonic motivation, habit, price value, perceived effort expectancy, social influence and flow) and behavioral consequence (media consumption intention of esports events) that were linked to esports gameplay.
Design/methodology/approach
The proposed model was tested using the data (n=348) that were collected from esports consumers at two points in time. Per the technology adoption theories (i.e. TAM, UTAUT2), the authors incorporated a temporal separation when measuring the relationship between playing intention and playing behavior. For the purpose of data analysis, CFA and SEM were used to examine the hypothesized model.
Findings
As a result, four determinants (i.e. hedonic motivation, price value, effort expectancy and flow) were identified as the critical factors influencing esports consumers’ esports gameplay intention. Furthermore, the bootstrap method procedure verified that a sequential relationship among esports gameplay intention, esports gameplay and media consumption of esports events.
Originality/value
Theoretically, it has developed a research model that explains various triggers resulting from esports gameplay intention, which is causally linked to esports gameplay and media consumption behavior. Practically, the primary implication has to do with providing information regarding esports consumers’ playing behavior with esports game publishers, which organize esports events and leagues.