• Title/Summary/Keyword: 온라인소비자

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디지털시대의 소비자행위

  • Seol, Bong-Sik
    • Digital Contents
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    • no.6 s.109
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    • pp.90-99
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    • 2002
  • 디지털시대의 소비자행위는 디지털과 온라인에 의한 새로운 유통구조의 생성으로 인해 소비자의 행위도 그 패턴이 변화되고 있다. 즉, 소비의 패러다임이 변하고 있다는 것이다. 그러한 시점에 즈음하여 소비자의 새로운 행위패턴에 대하여 알아보고자 한다.

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Electronic-Composit Consumer Sentiment Index(CCSI) development by Social Bigdata Analysis (소셜빅데이터를 이용한 온라인 소비자감성지수(e-CCSI) 개발)

  • Kim, Yoosin;Hong, Sung-Gwan;Kang, Hee-Joo;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.121-131
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    • 2017
  • With emergence of Internet, social media, and mobile service, the consumers have actively presented their opinions and sentiment, and then it is spreading out real time as well. The user-generated text data on the Internet and social media is not only the communication text among the users but also the valuable resource to be analyzed for knowing the users' intent and sentiment. In special, economic participants have strongly asked that the social big data and its' analytics supports to recognize and forecast the economic trend in future. In this regard, the governments and the businesses are trying to apply the social big data into making the social and economic solutions. Therefore, this study aims to reveal the capability of social big data analysis for the economic use. The research proposed a social big data analysis model and an online consumer sentiment index. To test the model and index, the researchers developed an economic survey ontology, defined a sentiment dictionary for sentiment analysis, conducted classification and sentiment analysis, and calculated the online consumer sentiment index. In addition, the online consumer sentiment index was compared and validated with the composite consumer survey index of the Bank of Korea.

Impact of Player Motivations in FPS Online Game on Flow, Satisfaction and Loyalty (FPS 온라인 게임 이용 동기가 몰입, 만족 및 충성도에 미치는 영향)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.81-88
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    • 2017
  • In this study, the influence of player motivations in FPS(First Person Shooter) online game on flow, consumer satisfaction and loyalty was analyzed. Research results show that player motivations can be classified into five factors: control, relationship, boasting, de-stress, and interest. The most influential factor that affects flow is interest, and control, relationship, and de-stress are following. In terms of consumer satisfaction, relationship, interest, and control are most positive factors. When it comes to consumer loyalty, relationship, control, and interest are most positive factors. Flow has a strongly positive influence on both consumer satisfaction and loyalty.

Consumer regrets of online direct overseas buying experience (온라인 해외직접구매 경험 소비자의 후회 연구)

  • Kim, Myung Jin
    • Smart Media Journal
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    • v.7 no.3
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    • pp.35-42
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    • 2018
  • This study was conducted to propose a marketing solution for overseas online direct purchase market customer's relatively low satisfactory level in services provided, compared to that in domestic market. From the investigation, we have obtained the following results. First, relationships between regret level, regret effort, and repetition intention support that attitudes toward purchasing may be different when the regret is settled. Second, consumer's innovativeness is very important as a leading variable for regret. Third, unlike consumer regret previously known to lead dissatisfaction and negative behavior, regret also can cause repetitive purchasing through different regretting processes.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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온라인 생태계에 대한 정부 규제, 더욱 강화될 것

  • Polonetsky, Jules
    • 정보보호뉴스
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    • s.137
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    • pp.38-41
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    • 2009
  • 지난 2008년 미국 대통령 오바마가 대선 후보시절, 온라인 상의 개인정보와 프라이버시 보호에 대한 강화의지를 피력한 기사를 볼 수 있었다. 마케팅 천국이라고 불리는 미국에서 온라인 상에서 수집되는 개인정보가 어떻게 보호될 것인지 그리고 그에 따른 강력한 미 정부규제는 어떻게 진행될 것인지 궁금해 지는 대목이었다. 그런 의미에서 오바마에게 연방정부 차원의 CPO를 임명할 것을 요구했던 Future Of Privacy Forum의 회장인 Jules Polonetsky와 이메일 인터뷰를 진행했다. 그는 American Online, AIM, Netscape 등 AOL 자회사 소비자 보호 및 리스크 관리 이슈 담당자를 거쳐, TRUSTe, IAPP, Direct Marketing Associationd의 프라이버시 위원회 등에서 프라이버시 및 소비자 보호 관련 임원을 맡고 있다.

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The Determinants of Switching On·Off-Line Channels for Consumers (소비자의 온·오프라인 채널이동 유형의 결정요인에 대한 연구)

  • Jun, Sangmin
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.245-256
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    • 2013
  • This study illustrates factors that determine consumer types based on ways in which they alternate between online and offline channels for searching and eventually buying their desired products. This study conducted an online survey targeting 1,040 consumers. As per the study, consumer types fall into five groups: 1) on-on type(online search${\rightarrow}$online buying), 2) off-off type(offline search${\rightarrow}$offline buying), 3) on-off type(online search${\rightarrow}$offline buying), 4) off-on type(offline search${\rightarrow}$online buying), and, 5) on-off-on type(online search${\rightarrow}$ offline search${\rightarrow}$nline buying). The primary factors that determine how the different consumer types switch between online and offline channels are price orientation, convenience orientation,, risk-aversion orientation, and channel familiarity. Although they feel cross-channel shopping can be cumbersome, the findings show that cross-channel consumers would gladly switch channels to buy cheaper and proven products. The findings of this study will be useful for businesses that have both online and offline channels and point out the theoretical aspects of the decision-making process as consumers switch between channels.

The Effect of Information Search Knowledge and Shopping Value on On-line External Information Search Behavior (온라인 외부정보탐색 이용행동에 대한 정보탐색 지식과 쇼핑추구가치의 효과)

  • Hwang, Yun-Yong;Lee, Chang-Won;Choi, Nak-Hwan
    • Journal of Global Scholars of Marketing Science
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    • v.14
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    • pp.17-37
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    • 2004
  • This research is speak that is tendencious in comprehension of external consumer information search behavior using on-line external information source to consumers who use on-line that is used as corporations' main strategic means. That is, classify consumer groups which was atomized according to type inflict consumer's information search knowledge level and shopping value study which use on-line, and decision factors of information search that these groups can influence a difference or each group which use information sources grasped what it is. Result that investigate information search knowledge level difference about study finding on-line information source utilization used mainly portal site, comparison site, auction site. And, utilization shopping pursuit value group used information source by portal site, auction site, niche shopping mall site and hedonic shopping pursuit value group used information source by portal site, auction site, shopping mall site. It confirmed that all variables(i.e. consumer-based variable and web site-based variable) are influencing variously in on-line external information search types. Finally, we proposed different way to erect strategic model about consumers that use on-line with study finding that see.

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온라인 판매시, 판매량과 매출에 긍정적 영향을 미치는 요인에 관한 연구 또는 ROAS(구매 전환율)에 영향을 미치는 요인 분석

  • Seo, A-Ra;Park, U-Jin
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.35-35
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    • 2017
  • 이 연구의 목적은 온라인 판매에 집중하는 창업 기업들의 온라인 판매량 증진을 위해 구매 전환율에 영향을 미치는 요인을 확인하기 위한 것이다. 일반적으로 온라인 판매에 있어서는 네이버 및 다음 등 검색엔진 및 판매하는 마켓별로 CPC 또는 전시입찰 등의 광고를 집행을 통해 매출에 긍정적인 영향을 미친다고 알려졌으나, 최근에는 과다경쟁으로 인한 광고비의 집행비용의 인상율에 비해, 광고로 인한 판매율-구매전환율(ROAS)이 떨어짐을 확인되고 있어, 판매자들에게 혼란을 주고 있다. 매출 및 구매전환율을 늘리기 위한 효과적인 방법을 찾는 과정에서, 온라인 광고를 하면서도 그 외 요인들로 인해 경쟁사보다 판매량이 높은 상품들을 확인할 수 있었고, 소비자들에게 긍정적인 영향을 미치는 구매 단서를 통해 판매량에 긍정적 영향을 끼치는 것으로 보여, 연구를 하게 되었으며, 온라인 판매되는 상품들의 비교를 통해 가장 긍정적 영향을 미치는 요인을 확인하고자 한다. 또한, 수많은 상품들이 있는 온라인 시장에서 온라인 광고는 소비자들에게 자신의 상품이 노출되기 위한 필수불가결인 요소이나, 광고를 하면서도, 구매전환율(ROAS)을 높이기 위한 구매에 영향에 미치는 요인을 찾아, 온라인 판매 기업들의 효율을 높이기 위한 연구이다. 구매 전환율에 영향을 미치는 요인이 확인되었을 때, 해당 요인들에 집중하여, 결과적으로 판매량을 늘리고 매출을 높일 수 있을 것이다.

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The Impact of New Logistics Factors on the Intention of use and Consumer Happiness: Focusing on the Mediating Effect of Perceived Benefits

  • MENG, JIA;LIU, ZIYANG;DONG, CUI
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.7
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    • pp.203-211
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    • 2020
  • This purpose of this study is to verity the impact of new logistics factors on the Intention of use and consumer happiness, the mediating effect of perceived benefits, and provide suggestions on how to improve the level of new distribution. Based on the previous theories of online experience, off-line experience, logistics experience, perceived benefits, Intention of use and consumer happiness, the study puts forward 6 key research hypotheses. Reliability and validity tests were carried out by using data collected on new logistics factors on the Intention of use and consumer happiness. The hypotheses are verified through structural equation modelling. The study on the impact of new logistics factors on the Intention of use and consumer happiness and the mediating effect of perceived benefits, indicates that online experience, off-line experience, logistics experience have positive effects on perceived benefits, the perceived benefits has positive effects on Intention of use and consumer happiness, and the Intention of use has positive effects on consumer happiness. Moreover, perceived benefits as the mediating variable have effects on the relationship between online experience, off-line experience, logistics experience and the Intention of use and consumer happiness. The study extended the existing previous studies to provide theoretical and practical implications by verifying the relationship between new logistics factors and the Intention of use and consumer happiness.