• Title/Summary/Keyword: 디지털커머스

Search Result 60, Processing Time 0.03 seconds

A Study on the Effect of Live Commerce Influencer's attributes on Consumer Satisfaction, Repurchase Intention and Flow - Focus on Taobao Service (라이브 커머스 인플루언서의 속성이 구매 후 만족, 재구매 의도 및 플로우에 미치는 영향에 관한 연구 - 타오바오를 중심으로)

  • Guo, Xiao-Yue;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
    • /
    • v.13 no.1
    • /
    • pp.201-213
    • /
    • 2022
  • This study attempted to identify the influencing factors of Taobao Online Live Commerce influencer's attributes on Taobao Live Platform users' post-purchase satisfaction, repurchase intention and flow, and addiction. Through previous studies, researchers set the live commerce influencer attributes into four categories: expertise, attractiveness, interactivity, and aesthetics, and examined the effects of these attributes on consumers' repurchase intentions, flow and addiction. As a result of the study, it was confirmed that among the attributes of Live Commerce influencer, professionalism, interactivity, and aesthetics had a significant effect on the utilitarian shopping value in consumer satisfaction, and four attributes, including attractiveness, had a positive effect on the hedonic shopping value. In consumer satisfaction, hedonic shopping value had a positive effect on utilitarian shopping value satisfaction. In addition, it was found that consumers' satisfaction after purchase affects repurchase intention and immersion. The effect of flow on repurchase intention and addiction was also confirmed. It is hoped that this study will help revitalize influencer marketing in the growing live commerce market and provide basic data to contribute to establishing marketing strategies.

Social Network Service how to take advantage of Social Commerce?: Focus on Distribution implications (소셜네크워크 서비스를 소셜커머스 유통시장에 어떻게 활용할 것인가?: 정책적 함의를 중심으로)

  • Kim, Koosung
    • Journal of Digital Convergence
    • /
    • v.10 no.11
    • /
    • pp.261-269
    • /
    • 2012
  • The purpose of this study was to suggest policies that take advantage of social networking services in the field of social commerce. Presented it, in order for the concept of a social network service for the first time, were examined by four representative types of social network services, and analyzed the characteristics of each. Domestic current status and concepts presented and the addition of social commerce, and analyzed the characteristics of each type proposed six kinds. Utilizing social network services to the end, was to suggest measures that can be incorporated into the social commerce business. The results of this study suggested that the marketing implications for how social network services in the social commerce business that can be utilized in companies that will say that its worth.

The Effects of Live Commerce's IT Affordance on Interactivity, Immersion, and Purchase Intention (라이브 커머스의 IT 어포던스가 상호작용성과 몰입감, 구매 의도에 미치는 영향)

  • Joo, Eunsin
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.2
    • /
    • pp.734-751
    • /
    • 2022
  • Live streaming is becoming increasingly popular as it is distributed through various platforms around the world. In particular, after the outbreak of the COVID-19, it has shown unprecedented growth in the domestic e-commerce sector. Building a theoretical model from the perspective of IT affordance, this study aims to examine how live streaming affordance influences users' purchase intentions through perceived interactivity and immersion. An online survey was conducted among South Koreans who had experience using live streaming commerce. Our results show that IT affordance, such as visibility, metavoicing, guidance shopping, had positive effects on purchase intentions through the serial mediation effects of perceived interactivity and immersion. Our study highlights the importance of understanding theoretical and practical implications of IT affordance for live streaming commerce.

A Study on the User Experience of Gamification Elements in Mobile Commerce in Korea (국내 모바일 커머스 게임화 요소의 사용자 경험 연구)

  • So Young Lee;Seung In Kim
    • Industry Promotion Research
    • /
    • v.9 no.3
    • /
    • pp.155-161
    • /
    • 2024
  • This study investigates user experiences of reward-based mini-games, gamified elements within the domestic mobile commerce sector. Recently, gamification marketing strategies have been actively employed in mobile commerce services to attract customers, increase dwell time, and enhance revisit rates. Conducting research on user experiences of gamified elements, we quantified evaluations of how users perceive these elements within mobile commerce. Using enjoyment, immersion, rewards, value, and utility as criteria, we designed a questionnaire and conducted surveys, followed by 1:1 in-depth interviews with users aged 20 to 40. The experimental results highlight the need for strategies to increase user satisfaction in terms of enjoyment and immersion, as well as the necessity to enhance user experiences related to predictable reward systems and product exploration to facilitate product purchases. It is hoped that this study will provide insights for companies seeking to incorporate gamified elements into their marketing strategies and improve user experiences.

T-Commerce Sale Prediction Using Deep Learning and Statistical Model (딥러닝과 통계 모델을 이용한 T-커머스 매출 예측)

  • Kim, Injung;Na, Kihyun;Yang, Sohee;Jang, Jaemin;Kim, Yunjong;Shin, Wonyoung;Kim, Deokjung
    • Journal of KIISE
    • /
    • v.44 no.8
    • /
    • pp.803-812
    • /
    • 2017
  • T-commerce is technology-fusion service on which the user can purchase using data broadcasting technology based on bi-directional digital TVs. To achieve the best revenue under a limited environment in regard to the channel number and the variety of sales goods, organizing broadcast programs to maximize the expected sales considering the selling power of each product at each time slot. For this, this paper proposes a method to predict the sales of goods when it is assigned to each time slot. The proposed method predicts the sales of product at a time slot given the week-in-year and weather of the target day. Additionally, it combines a statistical predict model applying SVD (Singular Value Decomposition) to mitigate the sparsity problem caused by the bias in sales record. In experiments on the sales data of W-shopping, a T-commerce company, the proposed method showed NMAE (Normalized Mean Absolute Error) of 0.12 between the prediction and the actual sales, which confirms the effectiveness of the proposed method. The proposed method is practically applied to the T-commerce system of W-shopping and used for broadcasting organization.

Exploring Korean Collegians' Social Commerce Usage: Extending Technology Acceptance Model with Word-of-Mouth and Perceived Enjoyment (우리나라 대학생의 소셜커머스 이용에 대한 탐색: 구전효과와 인지적 즐거움으로 확장한 기술수용모형의 적용)

  • Joo, Jihyuk
    • Journal of Digital Convergence
    • /
    • v.12 no.8
    • /
    • pp.147-155
    • /
    • 2014
  • Social commerce is a combination of social media and shopping. Social commerce, based on Web 2.0 technologies, has the various potentials, which is the factor attracting customers. In Korea, collegians are more active user of social media, in turn, are estimated more active customer in social commerce context. Present research explored what made Korean collegians use social commerce with extending technology acceptance model(TAM) with word-of-mouth(WOM) and perceived enjoyment(PE). We found that WOM affected indirectly the intention to use(ITU) with mediating PE, in turn, PE has a positive effect on the all of constructs in TAM. Accordingly, TAM extended with WOM and PE is validated in social commerce context. Finally, based on the findings, implications and suggestions for future studies are discussed.

Study on the difference in the Social Commerce use of Korea and China Consumer: Consider factor, shopping value, purchase satisfaction and intention to revisit (한국과 중국소비자들의 소셜커머스 이용에 따른 차이 연구: 고려요인, 쇼핑가치, 구매만족과 재방문의도를 중심으로)

  • Kim, Eun-Hee
    • Journal of Digital Convergence
    • /
    • v.13 no.11
    • /
    • pp.417-425
    • /
    • 2015
  • The purpose of this study is to verify differences between Korean and Chinese consumers in consideration, shopping value, the extent of purchase satisfaction and intent to revisit the site when people use social commerce. When Korean and Chinese consumers use social commerce, it was confirmed that they look at four things; economical efficiency, practical, informativeness, and convenience. There are the following results. Firstly, it was found that in the case of using social commerce, economical efficiency as a factor of consideration was higher in Chinese consumers than Korean consumers. Secondly, practical of social commerce concerns the social commerce site's trustworthiness and stability, and also the popularity of the site and ease in which users can use the site. In this, this factor is more important to Chinese consumers than Korean consumers. Thirdly, in the factors of informativeness, which means product information and quality, and buyers comments, there was no confirmed difference between Korean and Chinese consumers. Fourth, in the convenience factor, there was a difference found between Korean and Chinese consumers.

Customized Coupon Recommendation Model based on Fuzzy AHP Reflecting User Preference (사용자 선호도를 반영한 FUZZY-AHP 기반 맞춤형 쿠폰 추천 모델)

  • Sim, Weon-Ik;Lee, Sang-Yong
    • Journal of Digital Convergence
    • /
    • v.12 no.5
    • /
    • pp.395-401
    • /
    • 2014
  • As social network service becomes common, the consumers use many discount coupons with which they can purchase goods via social commerce. Although, the quantities of coupons offered from social commerce are currently on the sharp increase, customized coupon service that reflects user preference is not offered. This paper proposes a coupon service method reflecting user's subjective inclination targeting food coupons to offer customized coupon service for social commerce. Towards this end, this paper conducts hierarchization of the factors that become standard in selecting coupons including food types, food prices, discount rates and the number of buyers. And then, this study classifies, extracts and offers the coupons using Fuzzy-AHP, a decision making support method that reflects subjective inclination. From the user satisfaction results on the extracted coupons, the users are generally satisfied: very satisfactory with 45%, satisfactory with 33% and fair with 22%, and there was no experiment participant, who was dissatisfied.

Exploring Factors of Consumer's Impulsive Buying Behavior in Mobile Social Commerce (모바일 소셜커머스 이용자의 충동구매에 영향을 미치는 요인)

  • Moon, Jung-Keun;Kwak, Na-Yeon;Lee, Choong C.
    • Journal of Digital Convergence
    • /
    • v.17 no.2
    • /
    • pp.113-125
    • /
    • 2019
  • Mobile social commerce is one of the fastest growing distribution channels in recent years. Therefore, it is important to understand customer's buying behavior in mobile social commerce in order to continuously grow in the competitive mobile social commerce market. To achieve the purpose of this study is to investigate how impulsive buying behaviors are applied in mobile shopping and how factors affect impulse purchasing in online shopping. In order to verify the hypothesis, we surveyed the customers who have experiences of using mobile social commerce and analyzed 280 valid data by Smart PLS 3.0. As a result, it was confirmed that consumers' innovation and purchasing experience influenced impulse purchase in mobile social commerce, and scarcity messages among information attributes affect impulse buying. Through this study, impulsive buying behavior which is a frequently analyzed variable in an online shopping context will be extended to the mobile shopping context. and it will provide practical implications for customer strategy establishment in mobile social commerce market.

Study on SNG Business Model based on Social Commerce - In the Case of Developing Games(Tour City) (소셜커머스에 기반한 SNG 비즈니스 모델에 관한 연구 -개발게임(Tour City)사례를 중심으로)

  • Kim, Tae-Gyu;Ryu, Seuc-Ho;Lee, Wan-Bok;Lee, Dong-Lyeor;Kyung, Byung-Pyo
    • Journal of Digital Convergence
    • /
    • v.10 no.10
    • /
    • pp.457-463
    • /
    • 2012
  • Social network game (SNG) literally is a game based on the relationship between social network or Relationships with people is an important element in the game you need to make full use of them is that you can smooth progress. The form of a social network game activities in the social network game applications by linking corporate products and can be induced to purchase marketing and advertising through in-game social network game on the company's Web site or by connecting the mall and shop are also available. In this study, SNG business models, Case For game development, social commerce based on the new proposed future revenue model linking scheme is proposed.