Purpose: This study aims to analyze the perceptions and experience of corporate managers on social value creation and explore how different types of cross-company collaboration can create new social value. Methods: In-depth interviews were conducted with 16 practitioners working on social value, and the data was analyzed using text analysis and topic modeling techniques. Results: A total of 11 topics emerged from the analysis, which revealed that to create social value, organizations need to build strong relationships with local communities, enhance job competencies, develop effective collaboration strategies, set clear goals, and continuously monitor performance. Conclusion: This study suggests that inter-organizational collaboration and a systematic approach to creating social value is effective and can lead to sustainable development and social responsibility. Future research should complement the findings of this study with various case studies and empirical analysis, and derive specific and practical strategies.
With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers’ active engagement and interaction. Thus, this study considers consumers’ participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms’ intangible assets and consumers’ competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.
기업의 사회가치 창출에 대한 논의는 기업의 존재 이유와 사회적 역할, 활동에 대해 새로운 관점을 제시하면서 사적이윤 추구 조직에서 사회문제 해결 조직으로서의 기업의 역할 전환을 강조하고 있다. 그러나 기업의 사회문제 해결 활동이 제품·서비스 생산·공급 측면에 초점이 맞추어져 시민·당사자는 이 과정에서 여전히 수동적 존재로 간주되고 있다. 이 연구에서는 시민·당사자를 수혜의 대상이나 단순 서비스 사용자·소비자로 파악하는 틀을 넘어 사회문제 해결을 위한 제품·서비스·시스템을 '공동창조'하는 파트너로 파악한다. 이러한 관점을 구체화하기 위해 시민·당사자와 함께 사회적 도전과제 대응 기업사회혁신을 수행하는 사례를 분석하고 그 기업들의 특성을 정리하였다. 분석결과 ①이들은 시스템 전환을 지향하는 기업 비전과 활동의 방향성을 제시하고 있으며, ②전환적 관점을 가지고 새로운 시스템 구현을 위한 실험을 하고 있다. ③실험은 지역현장을 기반으로 시민·당사자와의 공동창조 활동이 수행되는 리빙랩 방식으로 진행되는데, 이 과정에서 혁신팀을 만들어 새로운 사업과 프로그램을 함께 추진할 이해관계자 네트워크를 형성하고 있다. 또 ④여러 주체들이 참여하는 공동창조 활동을 활성화하기 위해 디지털 플랫폼을 구축·활용하고 있다.
Local non-timber forest products can be easily accessed by tourists. These also provide opportunities for tourists to experience the local culture. Many local governments are paying constant attention to the development of non-timber forest product brands to revitalize the local economy and increase the profits of local farmers. Although there are many forest products and tourism resources in each region of Korea, there is no local specialized strategy to sell non-timber forest products and promote consumers' purchase intentions. In this study, we aimed to explore the consumers’ perceived creating shared value (CSV) and its association with purchasing behavior of non-timber forest products in Jeongeup city, Korea. Data were collected from 1,066 consumers who had purchased non-timber forest products. Purchasing patterns of local specialty products differed depending on consumers’ perceived CSV levels. In addition, consumers with higher levels of perceived CSV showed higher awareness and familiarity with Jeongeup city and experienced Jeongeup city’s non-timber forest products. Our findings suggest that improving consumer perception towards CSV of non-timber forest products can be used as a marketing strategy for local non-timber forest products to revitalize the local economy.
The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.
The purpose of this study was to examine the effects of Atractylodes lancea (A.l.) in a dose-dependent manner on lipid levels and plasma glucose in diabetic rats induced with streptozotocin (STZ). The Sprague-Dawley rats were randomly classified into five groups: normal, STZ-control and three experimental groups [A.l.-1, diabetic treated with ethanolic extract of A.l. (1 g/kg b.w.), A.l.-2, diabetic administered with ethanolic extract of A.l. (2 g/kg b.w.), and A.l.-3, diabetic administered with ethanolic extract of A.l. (3 g/kg b.w.)]. The normal and STZ-control group were fed an AIN-93 diet and the three experimental groups were administered with A.l. extract at doses of 1, 2, and 3 g/kg b.w./day, respectively, for 14 days. The plasma glucose levels in all the experimental groups were significantly lower than the STZ-control group after 14 days of treatment. The total cholesterol of the A.l.-3 and triglyceride levels, atherogenic index (AI) of all three experimental groups were significantly lower than the STZ-control group. The ALT and AST activities at A.l.-2, A.l.-3 were significantly lower than the STZ-control group. This result that demonstrate the administration of Atractylodes lancea can reduce hyperglycemia and hyperlipidemia risk in diabetic rats.
The aim of this study is develop a state-funded education and training curriculum to contribute to the development of the fashion industry infrastructure. This will be achieved based on the service sector by the competitive clothing sales personnel and fashion startups. The study was conducted using a qualitative research method. The participants were 20 representatives of fashion-related companies and employees from one traditional market and two fashion outlets in Seogu, Gwangju. Data was collected from September 2015 to January 2017 by demand surveys and in-depth interviews. These were conducted on the same day at each clothing store office. In addition, existing literature was also reviewed. The collected data were first summarized into 64 meaning units from which three themes were derived by arranging, classifying, and analyzing the data. The findings of the study are as follows. First, the education and training curriculum for fashion job creation is aimed at job-oriented field-types with the objective of cultivating professional skills for online to offline fashion professionals. Second, the curriculum for fashion advisors was developed to consisted of 8 courses of 150 hours, including job knowledge, a foreign language, fashionspecific knowledge, fashion marketing & VMD, store management know-how, clothing repair, field trip, and internship. Third, the curriculum for fashion entrepreneurs consisted of 8 courses of 106 hours, including entrepreneurship, fashion practice, startup, field trip, finance & taxation accounting, marketing, social enterprise course, and internship.
본 연구는 개인혁신과정에서 팀 내 구성원의 아이디어 창출이 아이디어 실행에 미치는 영향 및 이 관계에서 침묵풍토의 조절효과를 분석하였다. 이를 위해 국내 기업 68개 팀의 구성원 383명을 대상으로 설문조사를 실시하여 자료를 수집하였다. 특히, 침묵풍토의 형성원인에 따라 방어적 침묵풍토와 체념적 침묵풍토로 구분하여 독립적인 영향을 분석하였다. 또한 팀원의 아이디어 창출과 실행 간의 관계에서 침묵풍토의 환경적 요인에 국한한 영향모형을 실증적으로 검증하기 위해 다층 구조(예: 산업분야, 직급 등)를 고려한 다중소속 다층모형(MMMM)에 기반한 완전-정보 문항기반 요인분석과 베이지언 모형분석을 실시하였다. 분석 결과, 구성원의 점진적 아이디어 창출과 아이디어 실행 사이에 정적인 관계가 있는 것으로 나타나 기존 연구에서 강조했던 혁신의 선행변수로서 개인 창의성의 중요성이 지지되었다. 또한 침묵풍토의 유형에 따라 아이디어 창출-아이디어 실행의 관계가 달라지는 양상이 나타났다. 특히 방어적 침묵풍토 인식이 높을 경우, 급진적 아이디어 창출-아이디어 실행 간의 정적관계가 약화되었으며, 체념적 침묵풍토 인식수준이 높을 때는 급진적 아이디어 창출과 아이디어 실행 간 관계가 오히려 강화되는 현상이 나타났다. 이 결과는 혁신의 긍정적인 부분과 부정적인 부분을 동시에 보여주는 것으로 조직 내 침묵풍토가 강하다고 인식할 경우, 개인들은 자신의 혁신 아이디어가 실제로 수용될 가능성이 낮다고 인식하므로 더 높은 수준의 급진적 아이디어 창출과 실행을 시도하게 되며 이는 혁신피로를 야기할 수 있어 궁극적으로 개인혁신에 부정적인 영향을 미치는 것으로 해석할 수 있다.