최근에 생성형 인공지능 활용에 관한 많은 연구가 진행되고 있다. Generative AI 도구와 플랫 폼 수량이 증가하고 있는 추세에 따라, Generative AI 도구는 텍스트와 이미지, 소리, 비디오, 그리고 3D 모델을 생성하는 기능을 가지고 있을 뿐만 아니라 프롬프트만으로도 아이디어와 콘텐츠를 포함하여 복잡한 작품을 생성할 수 있다. 본 연구는 Generative AI 도구와 플랫폼이 디지털 아트 전공학생들에게 미치는 영향을 탐구 하였으며, 특히 창작 과정에 그들의 역할과 작품에 미치는 영향을 구체적으로 살펴보았다. 또한, 본 연구는 Generative AI 작품에 의해 디지털 아트 전공 학생들에게 필요한 기술이나 특징에 대한 질적 연구법 중의 주체 분석 방법으로 자세히 연구하였다.
The growing trend of companies using digital platforms for internationalization has raised the important issue of how companies on such platforms develop unique abilities, but few academic studies have focused on this field. This study develops a theoretical framework of the drivers and outcomes of multinational corporations’ organizational generativity on digital platforms. This study explores how companies effectively convert and integrate resources for generativity, and further improve firm performance during the process of internationalization. Our empirical results show that companies’ big data analytics capability, customer agility, platform openness, and network centrality have significant positive effects on organizational generativity. Furthermore, organizational generativity has a significant positive effect on firm performance. This study ultimately discusses theoretical and practical implications.
Digital revenues from music and video have surpassed the physical revenues and, remarkably, access-based services are solely responsible for the growth of digital revenues, whereas (legal) downloading behavior and revenues from paying for ownership are declining (ERA, 2017; IFPI, 2017). However, access-based digital consumption business models are heavily dependent on customers’ continued use of their services. Through two studies, this research aims to investigate customers’ behavioral trajectories in digital entertainment services. Study 1 examines cross-lagged effects of non-financial personal investment on frequency of use and vice versa, while relating attitudinal and demographical antecedents to both trajectories. Study 2 investigates the moderating influence of financial investment on the relation between non-financial investment on frequency of use in a video streaming service with a freemium business model and studies at what point in time users decide to switch from a free service to a paid service. The results of the first study indicate that there are effects of the frequency of use of a service on the amount of non-financial investment put in the service (i.e. creating a list of favorites for later consumption), but the effects of non-financial investment on frequency of use are only found for women. Furthermore, in line with the self-service literature, perception of hedonic rewards is the strongest predictor of frequency of use and the amount of non-financial investment made in the service. For men, perceived ease of use is negatively related with the amount of non-financial investment made, indicating that men are less likely to see the added value of personal investment, when it is easy to find what they are looking for. Lastly, older people perceive new digital entertainment platforms as less hedonically rewarding, less easy to use and less useful, suggesting that they are more favorably disposed towards traditional forms of entertainment, such as the traditional TV. The results of the second study are still in progress and will be presented at the 2018 GMC conference.
Internet represents an increasingly relevant marketing channel for reaching foreign countries (Sinkovics, Sinkovics, & Jean, 2013). The aim of this paper is to understand how Western firms can exploit digital platforms to enter and sell their products in the contradictory market of China: more advanced than the Western one but also with many restrictions. Drawing from a literature about Internet as communications (Bilby, Reid, & Brennan, 2016) and sales channel (Bai, McColl, & Moore, 2017; Deng & Wang, 2016; Petersen, Welch, & Liesch, 2002), we develop three propositions to be tested in China. We carry out a qualitative research based on interviews with seven key informants operating in the Chinese market. Findings discuss the peculiarities of the Chinese digital environment. We confirm that dealing with Internet in China is different from other countries, therefore even if companies already have competences related to web marketing, they need to (re)learn how to use it and adapt their marketing strategies. Moreover, despite the growing role of the Internet as retailing channel in the Chinese market, we find that digital platforms do not substitute local distributors because of their primary in guanxi established. Internet has not substituted existing channel intermediaries but it has been rather added to them in a omnichannel strategy