• Title/Summary/Keyword: 소비지출행동

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University students' eating behavior and consumer attitude in social commerce service (소셜커머스 이용 대학생의 외식 행동 및 태도 분석)

  • Kim, Hyun-Ah
    • Journal of Nutrition and Health
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    • v.47 no.6
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    • pp.426-434
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    • 2014
  • Purpose: The purposes of this study were to investigate eating behavior of university students through social commerce and to analyze factors affecting university students' attitude regarding social commerce. Methods: Questionnaires were distributed to 445 university students in Changwon, Korea from March 28 to April 28, 2013. A total of 339 questionnaires were used for the final analysis, which excluded improperly-completed questionnaires. Results: The major factor considered for eating behavior through social commerce was price (37.2%). Purchasing experiences of foodservice products according to types of foodservice were 64.9% for coffee shop, 59.3% for fast food restaurant, 53.4% for family restaurant, 46.0% for specialty restaurant, 35.7% for pizza restaurant, 35.4% for buffet, and 31.9% for bakery. Factors affecting satisfaction with social commerce for purchasing foodservice products were 'service quality of foodservice company', 'communication of social commerce', and 'discount rate of social commerce'. Factors affecting repurchasing intention of foodservice products through social commerce were 'service quality of foodservice company', 'site design of social commerce', and 'discount rate of social commerce'. Conclusion: In order to increase satisfaction with social commerce, 'service quality of foodservice company', 'communication of social commerce', and 'discount rate of social commerce' should be increased. And, to increase repurchasing intention of social commerce, 'service quality of foodservice company', 'site design of social commerce', and 'discount rate of social commerce' should be increased. In addition, two factors 'service quality of foodservice' and 'discount rate of social commerce' were found to have an effect on satisfaction and repurchasing intention of social commerce. For development of social commerce and foodservice industry, cooperative relationship between social commerce and foodservice industry is needed, and a reasonable price strategy should be established. The university students considered price as a major factor of eating behaviors and did not consider menu and taste as a major factor. From a longer perspective, such an eating behavior would have an effect on university students' dietary life and it would cause nutrition and health problems for university students. Thus, it implied that further studies from the perspectives of nutrition and health regarding eating behavior through social commerce service should be conducted.

The Purchasing Status of the Avatars and Digital Fashion Items in Metaverse and Consumers' Purchase Satisfaction and the Future Purchase Intentions According to Usage Motivation (메타버스 디지털 아이템 이용 실태 및 이용동기에 따른 만족도 및 추후 구매의사)

  • Kim, Nam Eun;Lee, Jeong Ran
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.133-148
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    • 2022
  • This study aims to explore the status and motives for using avatars and digital fashion items in the metaverse and to examine consumers' purchase satisfaction and future purchase intentions. We intend to provide implications for the development of avatars and fashion items, and the direction of the fashion industry and clothing education. For this purpose, the purchasing status, consumer motives for using avatars and digital fashion items, purchase satisfaction, and future purchase intentions were investigated, through a survey with 149 consumers aged 19 years or older, with the experience of using avatars. The results are as follows. First, the percentage of avatar ownership was high among women aged between 19 and 29, and those with low or high incomes. The younger group was more likely to make mobile phone purchases than the older group, and the older group was more likely to use credit cards. Even those respondents who owned avatars did not purchase frequently or spent a lot on items. On the other hand, in the case of fashion item purchases, the group spending more than 8,000 won was aged between 19 and 29, and the frequency and amount of purchases increased as income increase. Second, among the motives for using avatars and fashion items, the pursuit of pleasure had the greatest influence, and men paid more attention to self-expression through avatars than women. Third, the motive for vicarious satisfaction influenced purchase satisfaction, and the factors that influenced future purchase intention were vicarious satisfaction and stress relief. The results of this study suggests that avatars and fashion items should be developed considering factors that can relieve stress for all age groups, create a sense of unity among metaverse users, and provide satisfaction in a virtual world that is different from reality. In addition, education on how to use fashion items and consumption attitudes in education related to clothing life will be required.