• Title/Summary/Keyword: 온라인 소비자 행동

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Factors influencing online subscription for disposable consumer goods: A Behavioral Reasoning Theory Perspective (일회성 소비재의 구독서비스 이용의도에 영향을 미치는 요인에 관한 연구: 행동추론이론을 중심으로)

  • Lee, Hyeon-Koo;Lee, So-Young
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.157-168
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    • 2021
  • As a recent global economic trend, the subscription economy is rapidly expanding along with the growth of non-face-to-face online shopping. This study tried to verify the factors influencing online subscription for disposable consumer goods through behavioral reasoning theory. 344 questionnaire responses were collected through a survey in Korea and empirical analysis was performed. As a result of the analysis, value of openness was found to have a positive effect on attitude, reason for adoption and reason against adoption. Reason for adoption showed a positive effect on attitude and adoption intention. Reason against adoption showed a negative effect on attitude but it has no impact on adoption intention. Attitude showed a positive effect on adoption intention. Finally price consciousness and quality barrier was found to the most important factors of reason for adoption and reason against adoption respectively. The results of this study can contribute to subscription companies establishing their marketing strategies. Future research can be conducted with various subscription products and additional variables.

Implementation of Customer Behavior Evaluation System Using Real-time Web Log Stream Data (실시간 웹로그 스트림데이터를 이용한 고객행동평가시스템 구현)

  • Lee, Hanjoo;Park, Hongkyu;Lee, Wonsuk
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.12
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    • pp.1-11
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    • 2018
  • Recently, the volume of online shopping market continues to be fast-growing, that is important to provide customized service based on customer behavior evaluation analysis. The existing systems only provide analysis data on the profiles and behaviors of the consumers, and there is a limit to the processing in real time due to disk based mining. There are problems of accuracy and system performance problems to apply existing systems to web services that require real-time processing and analysis. Therefore, The system proposed in this paper analyzes the web click log streams generated in real time to calculate the concentration level of specific products and finds interested customers which are likely to purchase the products, and provides and intensive promotions to interested customers. And we verify the efficiency and accuracy of the proposed system.

Persuasive Impact of Native Advertising for Social Issues: Focusing on Source of Native Advertising and Consumer Tendency for Ethical Consumption (기업의 사회적 메시지를 담은 네이티브 광고 효과 연구)

  • Yu, Eunah;Choi, Jieun
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.24-40
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    • 2023
  • As the aversion to advertising grows, native advertising has gained significant attention as a means to counteract this rejection. Native advertising is designed to seamlessly blend with other content on the page where they are displayed. They mimic the overall design and presentation of the platform, providing a natural exposure to consumers. Many companies utilize native advertising, but there is not much academic research on this topic. Therefore this study aims to examine the effectiveness of native advertising for social issues. The study looked at two types of native advertising: ads created by a company and ads sponsored by a company. Results suggested that consumers showed more positive attitudes towards a company's ads if they were sponsored by the company rather than created by the company. This study argued that this effect would be more pronounced for consumers who tended to buy ethically. To verify these hypotheses an online experiment was conducted revealing that on average consumers displayed the same attitude toward a company whether the native advertising was created or sponsored by a company. However, it was also discovered that consumers with a tendency for ethical consumerism formed more positive attitudes toward companies when the company sponsored native advertising as opposed to having created it. In practice, this study suggests how companies can improve the effectiveness of native advertising, such as implementing native advertising as a sponsor and being transparent about their advertising to appeal to consumers with high ethical consumption tendencies. This study expands the scope of research in areas related to native adverting and corporate social responsibilities.

The Relationships among Consumer Lifestyle, Media Usage, and Adoption of Nscreen Service (소비자의 라이프스타일 및 미디어 이용과 N스크린 서비스 수용 간의 관계)

  • Park, Hyun Jung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.143-153
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    • 2014
  • The purpose of this study is to investigate the effect of factors related to consumer lifestyle and media usage on the adoption of Nscreen service, which is fundamentally changing both the competitive landscape for business and the daily lives of consumers. The data of 8,524 consumers used in this study were drawn from the first Korea Media Panel Study in 2012 of Korea Information Society Development Institute and the characteristics of adopters and non-adopters were compared. The study also aims to explore the usage pattern of Nscreen as well as antecedent variables that affect the innovative service usage. Logistic regression analysis shows various factors affects the acceptance of this innovation. This is only a first step in the important process of understanding the nature of relationship between consumer lifestyle and the adoption of Nscreen service. Gaining a comprehensive understanding of the drivers of Nscreen usage will help engineers and marketers to develop effective strategies that meet consumer needs for innovative services.

A study on Effects of Promotion of Coupons in Internet Shopping Mall on the Purchase Behavior of Consumers (인터넷쇼핑몰의 쿠폰판촉이 소비자의 구매행동에 미치는 영향)

  • Choi, Sook-Hee;Ha, Gyu-Su;Kim, Hong
    • 한국벤처창업학회:학술대회논문집
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    • 2007.04a
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    • pp.405-433
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    • 2007
  • This study is conducted to examine how purchase behaviors of consumers have affected by the promotion of coupons in internet shopping mall. This study was conducted with the purpose of identifying the differences in purchase behavior based on consumer' s perception and experience of internet shopping mall coupons, and based on consumers' perception of cost and value of coupons, using a theoretic framework presented in previously conducted studies. The results of this study can be summarized as follows. First, based on the perception of coupons, there were significant differences in intent to use and intent to re-use at the time when coupons are offered, and at the time when coupons are offered, no significant differences were found between the level of interest and the importance of coupon at the time of visiting the shopping mall; however, significant differences were found in the overall purchase behavior based on perception of coupons. Second, when overall differences m purchase behavior based on experience in coupon use was observed, having experience in using coupons showed a higher average than did having no experience in using coupons, showing a significant difference. It was found that compared to those without experience in using coupons, those with experience with coupons had higher intent to use at the time when coupon is offered, intent to re-use at the time when coupon is offered, and higher level of purchase behavior in the importance of coupons at the time of visiting the shopping mall. Third, when relationship between purchase behaviors, cost of coupon, and perception of convenience was observed, a clear static relationship was found. This suggests that as the cost and perception of convenience of coupon increases, purchase behavior also increases. Such result suggests that there is a difference in purchase behavior based on experience in coupon use. When relationship of purchase behavior by variables of cost of coupon and perception of convenience is observed, it has a positive relationship with the perception that the use of coupon includes saving money, financial help, enjoyment of use, habitual use, has a short effective date, and has a negative relationship with the perception that it saves little money and is a waste of time. Therefore, it can be seen that purchase behavior has the highest relationship with enjoyment of coupon use and habitual coupon use. Such results suggest that purchase behavior will be significantly influenced based on cost of coupon and perception of convenience.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.

Comparative Analyses of Social Media on Its Impacts on Consumer Behavior in On-line Markets (온라인 시장에서 소셜미디어가 소비자 행동에 미치는 영향 비교분석)

  • Shin, Young-Ho;Kim, Sun-Geun
    • Journal of Distribution Science
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    • v.15 no.10
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    • pp.81-92
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    • 2017
  • Purpose - One of the main objectives of this paper is to identify the most effective type of social media and to analyze the priority of blogs by their informational attributes in the aspect of their impacts on word-of-mouth intention(WOM) in on-line markets. Research design, data, and methodology - We set 'attitude' variable in the middle to see if there is mediating effects between blog information and word-of-mouth intention. We conducted a survey by questionnaire and received 206 answers. Employing the OLS statistical methods through the SPSS package, we tested our hypotheses. Results - Some of the main results are the followings. First, blog, micro-blog, and profile-based services showed significant effects on WOM, while Internet community and mini-homepages are not significant. Second, blog has positive impacts on WOM. Third, attitude has perfect mediating effects between blog and WOM. Fourth, in terms of effects on WOM, interactivity shows the first priority and reliability and usability follows. Finally, attitude has a more significant effect for users of 3 types of blog compared with those of 2 types. Conclusions - In this paper, we analyzed the effects of social network services by type and identified the priority among various attributes of information contained in blogs. It would provide businesses with viable strategic options to establish public relations in their sales promotion.

The Effects of the Virtual Avatar Fitting Models for Apparel e-Commerce in Consumer's Purchasing Behavior: Comparing Traditional Model with Virtual Avatar Model (의류 인터넷 쇼핑몰의 가상 아바타 피팅 모델이 소비자 구매행동에 미치는 영향연구: 기존 온라인 쇼핑몰 모델과 가상 피팅 아바타 모델 비교)

  • Hwang, Suyeon;Shin, Sangmoo
    • Journal of Fashion Business
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    • v.17 no.5
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    • pp.57-69
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    • 2013
  • The purpose of this study is to compare the traditional shopping model and virtual avatar fitting model with regards to credibility and favorable impression effects on shopping mall satisfaction, product preferences, and purchasing intentions of apparel e-commerce. Questionnaires are distributed to 10-30s years old consumers who live in Seoul. Data are analyzed by descriptive statistics, Cronbach's ${\alpha}$, and regression analysis. The results are that the provoked credibility and favorable impression from the traditional shopping model affects the consumers' shopping mall satisfaction and buying intention in descending order. In additional, the credibility from traditional shopping model affects the product preference. The provoked credibility from the virtual fitting model influences the consumers' product preferences, and buying intentions. The favorable impression from the virtual fitting model affects shopping mall satisfaction. In general, provoked credibility from virtual avatar fitting model and traditional shopping model play key roles which could influence the consumers' buying intention.

Gender Differences in Problematic Online Behavior of Adolescent Users over Time (남녀 청소년 소비자의 온라인 문제행동 차이에 대한 종단 분석)

  • Kim, Jung Eun
    • Human Ecology Research
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    • v.53 no.6
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    • pp.641-654
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    • 2015
  • This study identifies and tracks changes gender differences in adolescent users' problematic online behavior. This study used Korea Youth Panel Survey (KYPS), which has tracked respondents over 7 years, with self-control theory and social learning theory applied as a theoretical framework. The model included individual-level variables such as self-control and respondent's experience of problematic behavior (offline), as well as socialization variables such as the number close friends who engaged in problematic offline behavior, parent-child relationships, and parental monitoring. Dependent variables included problematic online behavior, unauthorized ID use (ID theft) and cyberbullying (cursing/insulting someone in a chat room or on a bulletin board). Control variables consisted of academic performance, time spent on a computer, monthly household income, and father's educational attainment. Random and fixed effects models were performed by gender. Results supported self-control theory even for the within-level analysis (fixed effects models) regardless of gender, while social learning theory was partially supported. Only peer effects were found significant (except for unauthorized ID use) among girls. Year dummy variables showed significant negative associations; however, academic performance and time spent using computers were significant in some models. Father's educational attainment and monthly household income were found insignificant, even in the random effects models. We also discuss implications and suggestions for future research and policy makers.