Success Factors in Developing New Business Services

1991 ◽  
Vol 25 (2) ◽  
pp. 33-59 ◽  
Author(s):  
Ulrike de Brentani
Author(s):  
Sudhanshu Joshi

Considering the impact of using social media, both internal and external implications for company operations are required to be explored. The chapter explores how social media is used to enable innovation practices in company internal operations as well as external stakeholders. In addition, the objective of the study is to evaluate the need and scope of Web 2.0 behind the restructuring of the business model, with major emphasis on implementing a user-centric business model. The research questions include: (a) What are the Critical Success Factors (CSF) responsible for attracting and engaging users in Web 2.0-oriented business processes and practices?; (b) Identifying the scope of effective Web 2.0-based strategies to overcome internal resistance at operational as well firm level during deployment of new business model. The chapter also discusses the influence of Web 2.0 concepts in the Web-strategy formulation for organizations with differing requirements, characteristics, and objectives. Considering four types of Web-based business models (Wirtz, 2010), namely (a) content-oriented business model, (b) commerce-oriented business model, (c) context-oriented business model, and (d) connection-oriented business model. The chapter defines the implementation of Web 2.0-based technological strategies in evolving the business model of the firm.


2008 ◽  
pp. 1551-1559
Author(s):  
George Lepouras ◽  
Costas Vassilakis

Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.


Author(s):  
Bo Han

The user’s willingness to pay has become one of the most important success factors of hedonic social network site new business models and social media marketing activities. In the current study, the author investigates the influential factors of the user’s willingness to pay from the hedonic system use theories and the social capital based view. The author finds that the user’s perceived playfulness, which is considered a critical factor by practitioners, has no significant positive effect on the user’s willingness to pay. Along with other findings, the author has a further discussion on the fun-based business model development. This study provides a theoretical foundation for the future HSNS economic value research and offers several implications to practitioners.


Author(s):  
Alvin Perry ◽  
Emad Rahim ◽  
Bill Davis

While entrepreneurs help to drive venture growth through business development in their respective cities, approximately 50% of new business ventures fail within the first 5 years of operation. Boss concluded that over 60% of entrepreneurs and small business owners fail within the first 6 years of doing business. This article examines some of the main factors that support early growth stage entrepreneurial sustainability for small business startups. In this article, entrepreneurship success factors, failure rates and sustainability are examined through qualitative research, expanding on factors identified in previous studies and applying them to different geographical areas. The results of this study can help reduce the number of small business failures by providing actionable knowledge to entrepreneurs in the start-up and early growth stages of business development.


1988 ◽  
Vol 12 (4) ◽  
pp. 59-81 ◽  
Author(s):  
James R. Lumpkin ◽  
R. Duane Ireland

New firms are an important mechanism through which new jobs are created. However, the new venture failure rate is greater than the rate of creation. Business incubators have been organized to bring new businesses together to increase the probability of success. Incubators do not guarantee success; however, evaluating potential clients on Critical Success Factors can minimize failures once the firm joins an incubator. This research investigates the screening practices of incubators and identifies unique groups of incubators. The screening practices were found to relate to sponsorship but not to physical characteristics or objectives.


2008 ◽  
Vol 2 (1) ◽  
pp. 49 ◽  
Author(s):  
Maiju Markova ◽  
Anne Aula ◽  
Antti Lonnqvist ◽  
Heli Wigelius

2016 ◽  
Vol 6 (1) ◽  
pp. 29-41
Author(s):  
Anabela Mesquita ◽  
Paula Peres

Distance learning has evolved a lot since the moment students received materials by mail and as regular correspondence. At that time, students worked already at their own pace and concluded training according to their professional work and agenda. Today, although courses by correspondence still exist, they are being quickly replaced by distance learning. And the success of this format of education are at the basis of the emergence of different offers and new business models. The success of adoption of technology depends on several factors related with the organization where it is implemented and with the individuals involved. In this paper, the authors will present a case, the evolution of the solutions offered concerning distance learning in the school under study, the actual offers and the concerns for the future. The authors will identify the factors that enabled or constrained this evolution. They will also raise some questions that are still unanswered and will point out some clues for future research.


2017 ◽  
Vol 3 (1) ◽  
pp. 13
Author(s):  
Irwan Setiawan ◽  
Harmon Harmon

As a big city, Bandung needs sports area and facilities. However, in fact, just a little land available to be utilized. Seeing this potential market, some people who are keen to catch this opportunity are competing to set up the necessary sports facilities for residents. Futsal is one of the most famous. As a new business model, management needs various tactics and strategies to attract customers such as marketing mix strategy, yet the suitable marketing mix for sports business is still undiscoverable. For that reason, this study tries to find the dominant marketing mix that determines the success of a sports business venture, especially futsal, using the quantitative descriptive method. Collecting data from a total sample of 62 business units scattered in Bandung, the data from this sample then processed by the regression testing. The results prove that not all variants of the marketing mix futsal determine business success, critical success factors futsal sports business is largely determined by the quality of the product (futsal field) and supporting accessories.


Author(s):  
Soumia Bendekkoum ◽  
Mahmoud Boufaida ◽  
Lionel Seinturier

Service Oriented Architecture is a software design paradigm of choice for building and integrating distributed Information Systems. The greatest challenge of SOA is to make the system more flexible and adaptable to the enterprise and user environment changes. However, services can change constantly. These changes are produced due to adjustment in structure, e.g., changing service signature, integrating new services into existing business services; in behavior e.g., adding new business rules in simple or composite services; and in interaction schema between the services and the clients. This paper presents a solution based on service component concepts for dealing with changes confined to services and clients in SOA-based applications. It uses service components concepts to define adaptable services that facilitate the extension and the customization of existing services in harmony with service users. In addition, it presents an adaptation service-oriented lifecycle scenario to control service changes in the entire service lifecycle ranging from the announcement to the execution phase


Author(s):  
George Lepouras ◽  
Costas Vassilakis

Firms and organizations are increasingly exploiting electronic channels to reach their customers and create new business opportunities. To this end, electronic shops have been developed, either offering products from a single firm or encompassing multiple individual electronic stores, comprising thus electronic shopping malls. Besides development activities, electronic shopping has attracted the attention of researchers, who have studied various perspectives, including user attitude, critical success factors, security, technical aspects, and so forth (e.g., Fang & Salvendy, 2003; Wang, Makaroff, & Edwards, 2003). Two main concerns for e-commerce are personalization and enhancement of user experience. Personalization addresses the ability to offer content tailored to the preferences of each user (Anupam, Hull, & Kumar, 2001) or user group (Wang et al., 2003). Preferences may be explicitly declared by the user, or derived by the system through inspecting user interaction; if the system dynamically reacts to changes of visitor behavior, it is termed as adaptive. Personalization allows customers to focus on the items they are interested in, and enables electronic shops to make targeted suggestions and send promotions to customers (Lekakos & Giaglis, 2005). Enhancement of user experience is another major issue in e-commerce, given that 2D images and texts on the screen are not sufficient to provide information on product aspects such as physical dimensions, textures, and manipulation feedback (Park & Woohun, 2004). Major e-commerce categories that could benefit from giving a more accurate and/or complete view of the products include real estate brokers who could present detailed models of properties, furniture stores that could allow their customers to view how certain pieces would fit in the target place (Hughes, Brusilovsky, & Lewis, 2002), and clothing shops that could provide a virtual fitting room with customizable avatars (Compucloz Corporation, 2003). Multimedia presentations can also be used as a means for “information acceleration” for promoting “really new” products (Urban et al., 1997). Enhancement of user experience may finally compensate for the loss of the pleasure associated with a visit to a shopping mall (Laskaridis, Vassilakis, Lepouras, & Rouvas, 2001). Nowadays, the technological potential of Internet systems provides adequate means for building online multimedia applications that can help e-commerce sites attract e-shoppers. Applications can be built to adapt to the user’s profile and provide the user with a suitable set of information in the most efficient way. Virtual reality (VR) technologies are also now mature enough to be used for the wide public, offering vivid and highly interactive environments, allowing users to view synthetic worlds within which they can visualize and manipulate artifacts. This article aims to specify a system that exploits capabilities offered by adaptation and VR technologies to offer e-shoppers personalized and enhanced experiences, while addressing challenges related to the cost, complexity, and effort of building and maintaining such a system.


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