• Title/Summary/Keyword: 구매확률

Search Result 47, Processing Time 0.03 seconds

The Probabilities and Expenditures of Game Users' Loot Box Purchases: Focusing on Differential Effects between Adults and Teenagers (확률형 아이템 구매 확률과 지출액에 대한 실증연구: 성인과 청소년의 차이를 중심으로)

  • Choi, Dong-Ook;Chang, Geun-Young
    • Journal of Korea Game Society
    • /
    • v.20 no.2
    • /
    • pp.123-138
    • /
    • 2020
  • The purpose of this study is to examine the probabilities and expenditures of game users' loot box purchases and to verify if there are differential effects on adults and teenagers. Results show that the purchasing probability of teenagers was significantly lower than that of adults, and the amount was also low or not significant. In addition, loot box purchasing has a positive correlation with the total expenditure on games, but teenage buyers have a lower game spending than adults do. This suggests the possibility that loot boxes are considered as cost-saving products for teenage gamers.

A Study on the Influences of Korean Consumer Characteristics and Propensity to Purchase in Brand Choice (한국소비자 특성과 구매성향이 브랜드 선택에 미치는 영향에 관한 연구)

  • Lee, Hyung-Suk;Kim, Chur
    • International Area Studies Review
    • /
    • v.12 no.3
    • /
    • pp.321-339
    • /
    • 2008
  • The purpose of this study to the analyze characteristics and purchasing activities of consumers by using the Multinomial Logit model, which is a well-known discrete selection model to explain and forecast consumers' selection activities(patterns). The study aims to determine the state of competition between National Brand and Private Band and how some demographic characters and marketing variables influence consumers' brand selections within the facial tissue market. Our analysis process includes reorganization of panel data(individuals' purchasing record at each point) to fit the purpose of our study as well as analysis of probability and influencing factors of consumers' brand selection at each point of purchases. The result showed that consumers at higher age and with higher income hold better probability to purchase National Brand. Likewise, locations also had considerable effect on selecting brand, and Private Brand was preferred in department store and discount stores. On the other hand, consumers loyal to National Brand reported higher probability to purchase if the product prices were higher while Private Brand buyers were more promoted the purchase under price discount.

The Relationship between Gambling Behaviors and Buying Random Items among Adolescents (청소년의 확률형 아이템 구매경험과 도박행동의 관계)

  • Lee, Jaekyoung;Park, Hyangjin;Park, Ae Ran;Hwang, Sun Young
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.8
    • /
    • pp.386-396
    • /
    • 2020
  • This study aimed to examine the influences of an experience of purchasing random items and gambling behaviors among adolescents in South Korea. This study performed a series of binominal logistic regression analyses by using a sample of 17,520 adolescents from the 2018 Survey on Youth Gambling Problems. The findings are a follows. First, 49.9% of the adolescents had experience in buying random items. Second, an experience of buying random items among adolescents who have experienced betting games are related to problem gambling(OR=1.48, p<.001). Third, an experience of buying random items among adolescents who have no experienced in betting games are related to intention to participate in legalized gambling(OR=1.89, p<.001). Fourth, there were no gender differences in the influence of an experience of purchasing random items on gambling behaviors. Based on the findings, implications for addressing gambling problems among adolescents were discussed.

Intelligent Digital Signage Platform Design Using Edge Computing Based Cluster Recommendation Algorithm (엣지컴퓨팅기반 군집추천 알고리즘을 이용한 지능형 디지털 사이니지 플랫폼 설계)

  • Lee, Ki-hoon;Moon, Nammee
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2019.10a
    • /
    • pp.1166-1168
    • /
    • 2019
  • 본 논문은 엣지컴퓨팅 환경에서 딥러닝기반 추천모델을 이용한 지능형 디지털 사이니지 플랫폼을 제안한다. 제안하는 플랫폼은 서버와 엣지로 구성되어 있다. 서버는 데이터를 관리하고, 광고추천 모델을 학습시키며, 엣지는 학습된 광고추천 모델을 이용하여 실시간으로 광고될 상품을 결정한다. 광고추천 모델은 상품을 선별하는 단계와 구매확률을 예측하는 단계로 구성되어 있다. 선별단계에서는 DNN에 벡터화된 사용자 기본정보와 상품 메타데이터를 입력하여 구매할 만한 상품을 도출한다. 최종적으로 군집의 예측된 구매확률을 이용하여 가장 적합한 광고를 선정한다. 제안하는 시스템은 서버와 통신하지 않고 엣지에서 학습된 모델로 광고를 결정한다. 이를 다수의 사용자에게 즉각적인 반응을 필요로 하는 디지털 사이니지에 적용했다.

A Probabilistic Tracking Mechanism for Luxury Purchase Implemented by Hidden Markov Model, Bayesian Inference, Customer Satisfaction and Net Promoter Score (고객만족, NPS, Bayesian Inference 및 Hidden Markov Model로 구현하는 명품구매에 관한 확률적 추적 메카니즘)

  • Hwang, Sun Ju;Rhee, Jung Soo
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.23 no.6
    • /
    • pp.79-94
    • /
    • 2018
  • The purpose of this study is to specify a probabilistic tracking mechanism for customer luxury purchase implemented by hidden Markov model, Bayesian inference, customer satisfaction and net promoter score. In this paper, we have designed a probabilistic model based on customer's actual data containing purchase or non-purchase states by tracking the SPC chain : customer satisfaction -> customer referral -> purchase/non-purchase. By applying hidden Markov model and Viterbi algorithm to marketing theory, we have developed the statistical model related to probability theories and have found the best purchase pattern scenario from customer's purchase records.

The Determinants of Ginseng Products Purchase during the Trip in Korea (인삼 제품 구매 선택과 결정 요인 분석)

  • Ho-Jung Yoon;Hyun Sung Cho;Sung Ah Lim
    • Journal of Ginseng Culture
    • /
    • v.5
    • /
    • pp.97-114
    • /
    • 2023
  • Despite numerous studies, research on ginseng in aspect of an economic and business perspective are insufficient. Recently, research to reveal the economic cause of ginseng products purchase is drawing attention. The purpose of this study is to analyze empirically the factors of ginseng products purchase by international consumers from a microeconomic perspective. Using the survey data, we empirically investigate the determinants of ginseng products purchase by international consumers visiting Korea. We use a multinomial logistic model to find the determinants that influence the purchase of ginseng products. This study finds the followings. First, the economic factor is an important determinant of ginseng products purchase. The average daily expenditure has a greater impact on ginseng products purchase than household income does. Even though the average daily expenditure is high, they tend to buy less ginseng products when they prefer other products. Second, demographically, gender and age are also important determinants of ginseng products purchase. It has been found that elderly male consumers are more likely to buy ginseng products. Third, international consumers for leisure purposes have a higher probability of buying ginseng products than tourism consumers for other purposes do. Finally, destination attributes such as security (safety), ease of use of mobile/Internet, and ease of finding directions are also important factors affecting ginseng products purchase. In addition, it is found that the convenience of using the mobile/Internet, the ease of finding directions, and the convenience of shopping increase the probability of buying ginseng products by international consumers. This study is meaningful in that it explored the determinants of ginseng products purchase by analyzing individual consumers' ginseng products choices.

The psychological factors and impacts in lottery-purchasing decisions (복권 구매행동의 심리적 결정요인과 그 영향)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
    • /
    • v.10 no.3
    • /
    • pp.19-36
    • /
    • 2004
  • An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.

  • PDF

Supply Chain Contract Model with Vague Demand Information (모호한 수요정보에서의 공급망 계약 모델)

  • Kim, Gi-Tae;Park, Jun-Cheul
    • The Journal of Information Systems
    • /
    • v.21 no.2
    • /
    • pp.181-196
    • /
    • 2012
  • 본 논문은 고객의 수요정보에 대해 모호한 정보를 가진 공급자와 구매자 사이의 공급망 계약에 관한 것을 다루고 있는 것으로, 고객 수요에 대한 불확실성은 확률적 프로그래밍 모델에서 공식적으로 다루어져왔다. 확률적 프로그램의 한 가지 핵심적인 가정은 널리 알려져 있는바와 같이 수요에 대한 확률분포가 알려져 있다는 것이다. 그럼에도 불구하고 만약 수요에 대한 정보가 모호하거나 정확하지 않다면 수요에 대한 확률분포가 정확하지 않다는 점이다. 이런 상황에서 퍼지 이론은 수요정보를 나타내는데 유용하다고 할수 있다. 본 논문은 퍼지 랜덤수요변수들을 분산시스템의 공급망 계약에서 다루고 있다. 이 계약은 구매자의 주문량을 조정하는 옵션을 이용한다. 본 연구는 퍼지 랜덤 변수들을 GMIR(Graded Mean Integration Representation)을 이용하여, 알고리즘을 통해 구현함으로써 실증적 결과 값을 제시하고 미래 연구의 확장 가능성을 제시하고 있다.

Price-Estimating and Contracting Process (가격 추정이 계약 과정에 미치는 영향)

  • Lee, Jin-Pyo
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.33 no.2
    • /
    • pp.176-185
    • /
    • 2010
  • 구매 계약과 구매에 직접적인 영향을 미치는 상품 가격에 반응하는 소비자의 행동은 꾸준한 주목을 받아왔다. 기존의 많은 연구에서 소비자는 상품을 사거나 계약을 할 때 과거 있었던 가격 또는 변할 수 있는 미래 가격을 고려하지 않고 현재 주어진 가격에만 반응을 보인다는 가정을 하였다. 또 다른 연구에서는 소비자는 미래 있을 가격이 어떠한 확률 분포를 따르는 지를 정확히 알고 반응을 보인다고 조금은 과장된 가정을 하였다. 하지만 최근의 연구에서는 소비자가 상품 판매자의 가격 결정 정책을 고려하면서 상품 구매 또는 구매 계약을 한다는 즉 가격에 민감한 반응을 보인다는 가정을 하게 되었다. 이 연구에서는 소비자가 상품 구매나 구매 계약 시 필요한 정보들 중 가장 중요한 상품의 가격을 어떻게 얻어서 이용하는지 분석해 보고자 한다. 즉 상품의 미래 가격 변화를 소비자가 어떻게 추정하여 구매 계약과 구매 시 이용 하는지를 분석하고자 한다. 이 연구에서는 소비자가 상품 구매 계약 시 가격을 추정하는 방법으로 과거의 경험에서 얻어진 가격들을 이용한다는 가정하의 수학적 모형을 세워 소비자의 가격 추정이 실제 상품 구매와 계약에 미치는 영향 그리고 판매자의 가격 결정에 미치는 영향을 분석해 보았다.

Active Learning for Prediction of Potential Customers (잠재 고객 예측을 위한 능동 학습 기법)

  • 박상욱;장병탁
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2000.10b
    • /
    • pp.96-98
    • /
    • 2000
  • 본 논문에서는 상거래 환경에서 구매자와 비구매자들에 대한 데이터를 학습한 후, 잠재고객들 중에서 구매 확률이 높은 사람을 예측하는 문제에 효율적으로 접근하기 위해 능동적인 데이터 선택 기법을 이용한다. 실험 데이터는 ColL Challenge 2000에서 얻은 데이터로서, 구매자들의 정보보다 비구매자들의 정보가 더 많기 때문에 상당히 균형이 맞지 않는다. 따라서 모든 데이터를 한꺼번에 학습하는 경우에 성능이 좋지 않다. 본 논문에서는 이러한 불균형 분포를 갖는 실제적인 문제에 있어서 성능이 좋지 않다. 본 논문에서는 이러한 불균형 분포를 갖는 실제적인 문제에 있어서 RBF 기반의 신경망을 가지고 능동 학습을 함으로써 기존의 뱃치학습 보다 예측의 정확도를 향상시킬 수 있음을 보인다.

  • PDF