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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Impact of E-commerce Development to The Business Strategy of Travel Agencies using A Resource-bsed Theory

Chen, Huang-jui 22 July 2009 (has links)
The application of Global Internet gives birth to a new trading method, electronic commerce (EC). Because EC possesses advantages such as rapid circulation, far-reaching, low cost, and anytime and anywhere etc., the development of EC replaces the information, contacts, and consultation processes in some traditional sales channels and even develops into direct mode of shopping. Tourism products belong to intangible experiential services with characteristics such as heterogeneity, intangibility, and perishability etc., which makes the travel industry an information intensive industry and is very suitable for the development of EC. Resource-based theory is used as a framework to study its application on the travel industry in this research. It is combined with field interviews and case analysis to study the tourism EC. The critical success factors for travel agencies to develop EC are summarized through the analysis and comprehensive comparison of two different types of travel agencies. It is found that the profitability of tourism EC is mainly dominated by cost leading strategy with the differentiation strategy as a supplement. However, the differentiation strategy can attract customers and lock them in; the most important among them is to enhance the added values. Enterprises will transform their organization structure and strategies according to their own characteristics and resources during the development of EC and the tourism industry belongs to information flow intensive industry in which the deployment of EC requires a set of suitable and complete business model to have a high possibility of success. The research results show that ¡§fully understanding customers¡¦ needs¡¨ is the necessary capability to develop EC successfully and customer and member base is the critical success factor. Also, ¡§value creation¡¨ can be achieved through the development of social networks and blog marketing; at the same time, the research also shows that travel agencies are gradually developing cross channel integration in the process of developing electronic commerce: whether it is virtual travel agency moving from virtual to brick and mortar or traditional agency moving from brick and mortar to virtual, they tend to move toward the integration of click-and-mortar. EC is not just simply establishing a web site: it also includes solving problems such as internal process transformation, computerization, networking, and communicating with external resources etc. It bounds to change certain part of work which employees perform currently and induces behavior changes in consumers. The critical point to the success of the tourism EC is how to coordinate so that employees will accept the new work model and consumers will accept new consumption method.
2

Is it game over for physical retailers? : A study on Swedish video game industry

Farhana, Mosarrat, Swietlicki, Daniel January 2020 (has links)
Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores focusing on the impact of digital platforms on the retailing industry within the context of video game industry considering different actor’s perspectives like retailers and consumers. Design/methodology/approach - This is a multiple-case study based on deductive reasoning. In this qualitative study, two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used to conduct the study. Findings - Findings show that video game retailers need to encourage engagement through incentives and other activities in order to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness.  Research limitations - A major limitation has been the COVID-19 pandemic spreading during the writing of this paper, which resulted in companies backing out to refocus their efforts. Another limitation has been the legal aspect as companies owned by bigger publishers denied to take part in the study to avoid revealing sensitive information. Practical implications - It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Originality - Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contribute in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
3

零售業線上線下經營模式整合之研究—以C公司為例

楊智淵, Yang, Chih Yuan Unknown Date (has links)
近年來行動網路及數位商務的蓬勃發展,促使O2O(Online to Offline/ Offline to Online)模式的興起。如何有效的結合實體通路與電子商務平台,以發展線上及線下之O2O模式,已成為提升產業競爭力的重要關鍵。 銷售商品不只透過實體店面進行販售,網路的普及化造就了網路銷售平台的架設,大型的購物平台對於零售業產生巨大的影響,因此企業不得不將實體及網路做整合。在傳統的電子商務,不外乎為 B2B、B2C、C2C 等型態,這些模式均屬於單方面虛擬店面的交易。隨著智慧型手機的普及,行動商務已是企業不可忽視的商機。 在現今的社會裡,網際網路帶動了電子商務的流行趨勢,也引導企業走向資訊化行銷的經營模式。利用虛實整合的策略,可以在真實世界與網路虛擬世界間,搭起一座溝通的橋樑,由傳統企業擴展電子商務的市場。在網際網路新世紀中,唯有把實體與虛擬作良好的整合,才能建立並維持競爭優勢。 當企業將實體及網路零售做整合時,實體店面增加了網路上的通路宣傳資源,方便追蹤消費者每筆消費紀錄,對企業來說能夠更輕鬆掌握消費者數據,可以提升對消費者的營銷效果及維護。本論文研究探討對於線上線下的整合,是否有利整體績效呈現,運用對O2O的文獻回顧探討線上線下的整合如何提升營運績效與競爭力。 / In recent years, the vigorous development of the action network and digital commerce has prompted the rise of the O2O model (Online to Offline/ Offline to Online). How to effectively combine physical access and e-commerce platform to develop the model O2O of online and offline has become an important key to enhance the competitiveness of the industry. Sales goods are there are nothing more than pattern sold through physical stores, but the popularization of Internet has created the network sales platform. Large shopping platforms have a huge impact on the retail industry, so enterprises have to integrate entities and networks. In the traditional e-commerce, not only for B2B, B2C, C2C, and so on, these patterns belong to the unilateral virtual store transaction. With the popularity of smart phone, mobile commerce is a business is a business opportunity to be reckoned with in enterprises. In today's society, the Internet has led to the trend of e-commerce, and also leads to the business model of information marketing. The strategy of virtual reality integration can set up a bridge of communication between the real world and the virtual world of the Internet, and expand the market of e-commerce by traditional enterprises. In the new century of the Internet, the competition advantage can be established and maintained only if the entity and the virtual are well integrated. When enterprises integrate entities and online retailers, the physical stores increase the channel publicity resources on the Internet, which is easy to track consumers' consumption records, and can easily grasp the consumer data, and enhance the effectiveness of consumer marketing and maintenance. This paper investigates whether the integration of online and offline whether beneficial to the overall performance or not, and uses literature reviews of O2O to explore how online-offline integration can improve operational performance and competitiveness.
4

以競合策略的觀點探討企業虛擬通路與實體通路的互動關係 / Exploring the Interaction Relationship between Virtual Channel and Physical Channel in Enterprises from the Perspectives of Co-opetition Strategy

江馨瑩, Chiang, Hsin Ying Unknown Date (has links)
近年來資通訊科技與網路帶動了電子商務之發展,網路商店如雨後春筍般的成立,許多具有實體通路的企業,亦紛紛投入網路市場建立網路商店以分食網路市場利潤,成為所謂的「虛實整合」企業。而成功的虛實整合企業不僅需要虛實通路間的相互合作以擴增市場,同時也得克服兩通路間可能因業績而產生自相競食的狀況。由此可知虛實通路間存在既競爭又合作的複雜關係。 因此本研究藉由競合策略的觀點,來探討具實體通路的企業經營虛擬通路的過程以及其虛實通路間的競合關係。研究方法上採取質性的個案研究方式,並以特力集團做為深入的個案研究對象。期望研究成果同時帶來實務上與學術上的貢獻。 本研究所得到的結論如下: 1.企業在已有實體通路下經營虛擬通路時,會將虛擬通路部門定位為行銷平台,並採取「網站接單,但實體出貨」的營運方式,同時也會透過品牌、商品品項、品質及價格等方面的統一來避免消費者的混淆。 2. 企業的虛擬通路部門面對實體通路部門時,會透過換位思考的方式運用利誘和施壓之策略,且同時搭配篩選實體合作店與分配訂單的配套措施,使實體通路部門在競爭下與之合作。 3. 企業的虛擬通路部門面對實體通路部門時,打破營運框架引導網站顧客至實體通路消費,並結合自身的核心優勢吸引更多顧客前往網站瀏覽、下單,以提升其營運業績。 / In recent years, Internet brought along the growth of electronic commerce; Internet shops sprung up like mushrooms, and many companies with physical distribution channels one after another have also invested into online marketing to create Internet shops and to share Internet market profits, becoming so-called “click-and-mortar” business. However, for expanding the market successful “click-and-mortar” businesses not only the enterprises need to ensure mutual cooperation between virtual and physical channels, but at the same time also have to overcome mutual cannibalization of the two types of channels. Thus, it can be seen that there exist both cooperation and competition between virtual and physical channels. The study aims to investigate the operations of virtual channels in the enterprises of “click-and-mortar” with existing physical channels. We will analyze “co-opetition” relations between virtual and physical channels by modifying the framework of game theory’s five elements for the situation of co-opetition. Then, we select corporate group Test Rite International Co., Ltd. for our case study subject and use in-depth interview so major approach for the study. We hope the research results bring both academic and practical contributions. The study will examine research problems from three perspectives. Firstly, how does the company position and manage virtual channels under already with established physical channels. Secondly, how does the department of virtual channels cooperate with the department of physical channels for using its resources? Thirdly, how does the department of virtual channels compete with the department of physical channels? Through the case study in our research, we conclude: (1) The enterprise with established physical channels, positions the department of virtual channels as the platform for distribution and performs the operation mode “take orders by website, deliver products through physical channel”, and avoids confusing customers by unification of brands, product items, quality, and price.(2) When working with the department of physical channels, the department of virtual channels develops inducement and suppression strategy by “putting itself in other’s place” thinking pattern. It makes the department of physical channels cooperate under competition by adjusting measures for choosing cooperation with physical channel stores and distribution of orders. (3) By the special strategies, such as attracting customers to visit virtual channels, the department of virtual channels breaks down the operating framework by combining its own advantages, and wins over more customers to visit the webpage for browsing and ordering, by this increasing the operating performance.
5

零售業導入Beacon之虛實整合模式分析 / A study on click and mortar business model of Beacon implementation in the retail industry

王冠平 Unknown Date (has links)
虛實整合商業模式及O2O模式等概念在市場上的應用不斷崛起,許多業者紛紛投入電商平台之經營,然在越來越多企業朝電子商務發展的同時,線上消費平台卻傳出一道警訊。目前,全球零售市場的規模在2016年約為22兆美元,其中,電商的份額僅佔了8.7%;即使到了2020年,7成以上市場份額仍由實體通路所把持,此現象催生了「全通路」時代的來臨。 許多人誤以為實體與網路是完全獨立的兩個世界,且兩個世界互相是此消彼長的,但其實不然。目前,實體店面與純電子商務單一的銷售模式已逐漸被打破且面臨僵固不前的窘境,而唯有打造全通路,落實虛實整合並打破通路間的界線,將兩邊的危機化為轉機才是突破現況的新解方。 「新零售革命」正在零售業者間展開,究竟如何同時經營實體店面與網路商店,並進行有效的虛實整合,對於純實體商店或純網路銷售商都是一大挑戰。而過去O2O模式相關文獻多聚焦於經營模式、商業策略上的改變,但在實務上如何實際應用以落實虛實整合仍未有所見。因此,本文將探討企業如何透過新興科技的導入來協助完善O2O模式之整合應用,並探究其行銷策略規劃以創造全通路之經營。 本文藉由瞭解所選擇之該產業極具代表性的實際企業個案騰訊以及燦坤,透過二者經營策略上的創新做法,來檢視其二運用Beacon技術於各市場階段的行銷策略決策,進而剖析管理者在運用物聯網產品於經營模式之思維,深入探究其對於虛實整合問題的見解與作法。 / Since The upgrading integration of Click and Mortar Business and O2O model, more and more companies tried to entry the online business. However, as an increasing number of enterprises got into the e-commerce, there came up a warning. The scale of the global retail market in 2016 was about 22 trillion US dollars, but the market shares of e-commerce only got 8.7%. Even by 2020, more than 70% of the market share will still hold by the physical channel, and this phenomenon let the “Omni-channel Retailing” idea showed up. Many people had mistaken the related worlds between the virtual and physical as completely independent. Actually, the only one side business model of physical store or e-commerce has been gradually broken, and the only way to create the new path is developing the omni-channel retailing method. To fully implement the click and mortar business model and break out the boundaries between the path, it’s the best cure for breakthrough the current situation. The "new retail revolution" is being launched between retailers, but how to operate the physical stores and the online stores simultaneously, it’s a big challenge for pure physical stores or online stores managers. Since past O2O model literatures were focus on the change of business model and business strategies, we haven’t seen the practical application to implement the click and mortar business method. Therefore, this paper will explore how enterprises improved the O2O model by importing new techs, and discovered its management of omni-channel retailing with marketing strategy. At last, by studying the innovative business strategy and the decision-making in each products stage of these two businesses Tencent and TSANN KUEN which selected in the industries. This paper will explore the thinking of the managers by using IOT products in their business model, and understand the insights of the click and mortar business model.

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