• Title/Summary/Keyword: 지각된 체험마케팅 요소

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The Effects of Experience and Environment Factors in Offline Stores on the Perceived Value and Revisit Intention (오프라인 매장의 체험특성과 환경특성이 지각된 가치 및 재방문의도에 미치는 영향)

  • Chen, Yi Tao;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.167-178
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    • 2019
  • This research examined how the experience factors and environmental factors of experience store impact the perceived value of the brand and whether the perceived value enhance revisit intention. We collected 258 survey responses and formed structural equation modeling. The results indicated that education experience and esthetics experience had positive impacts on emotional value, while entertainment experience had a positive impact on functional value. Among environment factors, lighting, employee service and layout of the store had positive impacts on functional value, while lighting and employee service had positive impacts on emotional value. Both of the functional value and emotional value enhanced the revisit intention of customers. The results of this study are expected to provide useful information about consumers to the companies managing offline experience stores.

Impact of Home Furnishing Brand Consumers' Shopping Values on Behavioral Intentions of Home Furnishing Brand Products -Exploring Mediating Effects of Perceived Experiential Marketing Components- (홈퍼니싱 브랜드 소비자들의 쇼핑가치가 행동의도에 미치는 영향 -지각된 체험마케팅 요소의 매개효과를 중심으로-)

  • Jung, Hye Jung;Oh, Kyung Wha
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.3
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    • pp.539-555
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    • 2020
  • This study explored the conceptual constructs of shopping values and experiential marketing components of home furnishing brands as well as their impacts on the behavioral intention toward home furnishing goods. The mediating roles of experiential marketing were investigated in this research. A survey was performed on female shoppers between the ages of 20 and 50 who have visited and shopped at home furnishing brand stores. The results of this research were as follows. 1) The results to analyze the sub-dimension of shopping values (Social, Differential, Utilitarian, Aesthetic, Entertaining, and Sustainable) and experiential marketing components (Sense, Emotion, Coordination information, and Customer services) showed factorial structures. 2) Aesthetic, Differential, and Utilitarian shopping values showed significantly positive influences on behavioral intentions of home furnishing brand products; in addition, Sense, Emotion, and Coordination information components of experiential marketing had a positive effect on behavioral intentions of home furnishing brand products. 3) The Emotion and Sense components of experiential marketing had important medicating roles in the relationship between shopping values and behavioral intentions of home furnishing brand products. This study highlighted that shopping values and experiential marketing components should be promoted among consumers to increase behavioral intentions of home furnishing brand products.

The Effects of Experiential Factors of Virtual Reality (VR) Store on Perceived Information, Satisfaction and Revisit Intention (가상현실 점포의 체험요소가 소비자의 지각된 정보의 양, 고객만족 및 재방문의도에 미치는 영향)

  • Cheon, Ye Rim;Choi, Woo Lim;Park, Min Jung;Yoo, Jung Min
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.682-698
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    • 2019
  • This study examines whether experiential factors of virtual reality (VR) stores influence consumers' perceived amount of information and satisfaction, which in turn influences revisit intention. This also study examines whether the experiential factors differ as a function of an individual characteristic such as environmental responsiveness. Female consumers who had an experience in using VR technology for digital shopping participated in the online survey. The results showed that educational, escapist and aesthetic experiences have a significant impact on the perceived amount of information, and entertainment and escapist experiences have a significant impact on satisfaction. In addition, the perceived amount of information has a positive effect on customer satisfaction, which in turn has a positive effect on revisit intention. There is also a difference in the effect of experiential factors on consumer responses depending on the environmental responsiveness. This study provides theoretical suggestions for experiential marketing and presents practical implications for developing marketing strategies for digital retailers utilizing VR technology.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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