6 resultados para C2C
Resumo:
Dissertação apresentada à Escola Superior de Comunicação Social para obtenção de grau de mestre em Publicidade e Marketing.
Resumo:
[EU] Hurrengo lana, Consumer to Consumer merkataritza elektronikoan (hemendik aurrera, C2C) fokatuta dagoen azterketa da. C2C merkatu elektronikoaren esparruan kontsumitzaileak erosketa burutzera bultzatzen duten faktoreak identifikatu nahi dira. Horretarako, lehendabizi C2C merkataritza elektronikoaren ingurunea aztertuko da gainetik, gaia kokatzeko asmotan. Ingurune honetan artikulu zientifikoetan, gero eta nabarmentasun handiagoa hartzen ari den Customer Engagement edo kontsumitzailearen konpromisoa kontzeptuaren azterketa bat burutuko da. Kontzeptu hau hobeto ulertzeko asmotan, autore desberdinek eskainitako definizioak eta beste definizio baliagarri batzuk aurkituko ditugu. Behin kontzeptua definiturik, honek barneratzen duen zikloa identifikatzera pasatuko gara. Horretarako, Sashik 2012 urtean argitaratutako ikerketa lana hartu da oinarri lez. Autore honek egindako zikloari, ekarpen propio gisa, kontsumitzaileen jarrera ulertzen lagunduko diguten beste hainbat kontzeptu gehitu dira. Azkenik, aipatutako eta aztertutako kontzeptuak errealitatean identifikatzeko, azterketa praktiko bat burutu da. Azterketa honetan, teorian azaldutakoa, adibide errealen bidez identifikatzeaz gain, inkesta txiki bat aurkituko dugu. Honen bitartez, lan teorikoari erabilera praktikoago bat eman nahi izan zaio.
Resumo:
Projeto de Mestrado apresentado ao Instituto Superior de Contabilidade e Administração do Porto, para obtenção do Grau de Mestre em Empreendedorismo e Internacionalização, sob orientação da Professora Doutora Ana Azevedo
Resumo:
Sähköiset huutokaupat ovat virtuaalisia markkinapaikkoja, jotka sijaitsevat jossain päin internetiä. Sähköistä huutokauppaa käydään yritysten välillä (B2B), yritysten ja kuluttajien välillä (B2C) sekä kuluttajien kesken (C2C). Tässä työssä sähköisellä huutokaupalla tarkoitetaan ensin mainittua, yritysten keskinäistä kaupankäyntiä. Työn tarkoituksena on tutkia työnkulkukoneen soveltuvuutta sähköisen huutokauppajärjestelmän moottorina. Työssä perehdytään avoimen lähdekoodin ActiveBPEL-koneeseen, ja tutkimus tapahtuu suunnittelemalla, mallintamalla ja testaamalla liiketoimintaprosessi, joka rekisteröi ostajan ja myyjän tiedot järjestelmään. Toteutettava prosessi on yksi osa sähköistä huutokauppaa, mutta saman periaatteen mukaisesti olisi mahdollista toteuttaa myös kokonainen huutokauppa. Tässä työssä tarkastellaan sähköistä huutokauppaa, joka perustuu web-palveluihin, ja jolla on selvä koordinaattori. Koordinaattori ohjaa toisia mukana olevia web-palveluja ja niiden ajettavia operaatioita. Korkean tason mallit kuvataan BPMN-notaation avulla, itse prosessi toteutetaan BPEL-kielellä. Prosessin mallinnuksessa ja simuloinnissa käytetään apuna ActiveBPEL Designer -ohjelmaa. Työn tavoitteena on paitsi toteuttaa osa huutokaupasta, myös antaa lukijalle käsitys siitä liiketoimintaympäristöstä, johon huutokauppa kuuluu, sekä valottaa huutokaupan taustalla olevia teknologioita. Erityisesti web-palvelut ja niihin liittyvät käsitteet tulevat lukijalle tutuiksi.
Resumo:
This study discusses the procedures of value co-creation that persist in gaming industry. The purpose of this study was to identify the procedures that persist in current video gaming industry which answers the main research problem how value is co-created in video gaming industry followed by three sub questions: (i) What is value co-creation in gaming industry? (ii) Who participates in value co-creation in gaming industry? (iii) What are the procedures that are involved in value co-creation in gaming industry? The theoretical background of the study consists of literature relating to the theory of marketing i.e., notion of value, conventional understanding of value creation, value chain, co-creation approach, co-production approach. The research adopted qualitative research approach. As a platform of relationship researcher used web 2.0 tool interface. Data were collected from the social networks and netnography method was applied for analyzing them. Findings show that customer and company both co-create optimum level of value while they interact with each other and within the customers as well. However mostly the C2C interaction, discussions and dialogues threads that emerged around the main discussion facilitated to co-create value. In this manner, companies require exploiting and further motivating, developing and supporting the interactions between customers participating in value creation. Hierarchy of value co-creation processes is the result derived from the identified challenges of value co-creation approach and discussion forums data analysis. Overall three general sets and seven topics were found that explored the phenomenon of customer to customer (C2C) and business to customer (B2C) interaction/debating for value co-creation through user generated contents. These topics describe how gamer contributes and interacts in co-creating value along with companies. A methodical quest in current research literature acknowledged numerous evolving flows of value in this study. These are general management perspective, new product development and innovation, virtual customer environment, service science and service dominant logic. Overall the topics deliver various realistic and conceptual implications for using and handling gamers in social networks for augmenting customers’ value co-creation process.
Resumo:
Proteolysis-inducing factor (PIF) is a sulfated glycoprotein produced by cachexia-inducing tumors, which induces atrophy of skeletal muscle. PIF has been shown to bind specifically with high affinity (Kd, in nanomolar) to sarcolemma membranes from skeletal muscle of both the mouse and the pig, as well as murine myoblasts and a human muscle cell line. Ligand binding was abolished after enzymatic deglycosylation, suggesting that binding was mediated through the oligosaccharide chains in PIF. Chondroitin sulfate, but not heparan or dermatan sulfate, showed competitive inhibition (Kd, 1.1 × 10-7 mol/L) of binding of PIF to the receptor, suggesting an interaction with the sulfated oligosaccharide chains. Ligand blotting of [ 35S]PIF to triton solublized membranes from C2C 12 cells provided evidence for a binding protein of apparent M r of ∼40,000. Amino acid sequence analysis showed the PIF receptor to be a DING protein. Antisera reactive to a 19mer from the N-terminal amino acid residues of the binding protein attenuated protein degradation and activation of the ubiquitin-proteasome pathway induced by PIF in murine myotubes. In addition, the antisera was highly effective in attenuating the decrease in body weight in mice bearing the MAC16 tumor, with a significant increase in muscle wet weight due to an increase in the rate of protein synthesis, together with a reduction in protein degradation through attenuation of the increased proteasome expression and activity. These results confirm that the PIF binding protein has a functional role in muscle protein atrophy in cachexia and that it represents a potential new therapeutic target. ©2007 American Association for Cancer Research.