• 제목/요약/키워드: 쾌락 선호

Search Result 18, Processing Time 0.029 seconds

Hedonic consumption and consumer's choice under the windfall gains (쾌락적 소비와 일시소득에서의 소비자의 선택)

  • Seol, MooGone;Kim, YoungKyun
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.27 no.2
    • /
    • pp.83-100
    • /
    • 2022
  • In marketing, the thematic conceptual study related to hedonic consumption with product symbolism contributed to symbolic consumerism and its hedonic experience. Researching how consumers deal with expectations for unexpected income or windfall gains helps understand what makes them enjoy experiences. This paper discusses the trade-off relationship between hedonic and utilitarian consumption. it aims to determine when and why people choose hedonic (pleasant) or utilitarian (material) products under windfall gains. We suggested five hypotheses, and through a series of experiments, respondents preferred hedonic to utilitarian goods when lottery amounts increased and the probabilities did not discriminate between two products. the preference order was not discriminated in the hedonic, utilitarian goods. the shape of preference revealed an opposite direction (U vs. invert-U)when the winfall amounts increased. and when the discounting rates varied, the consumers' preference order was expected to change. Subjects selected hedonic goods the most, utilitarian goods second, and cash rewards were the last choice. Therefore, stimulating consumers' hedonism and promoting hedonic experiences might be effective marketing tactics and strategies.

Comparative Study on Shopping Behavior of Korean Overseas Tourist Groups Based on Travel Motivation (여행동기에 따른 해외여행자 집단별 쇼핑행동 비교)

  • Jeon, Yangjin
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.17 no.1
    • /
    • pp.25-37
    • /
    • 2015
  • 본 연구의 목적은 해외여행 동기에 따라 여행자들의 집단을 나누고 각 집단별로 해외여행시 구매하는 상품이나 이용 매장의 특성을 비교하는데 있다. 문헌연구를 통해 여행동기와 구매상품의 종류와 속성, 쇼핑장소의 유형과 속성에 대한 주요 문항들을 추출하였다. 20-50대 해외여행 경험자 431명을 대상으로 설문조사를 실시하였고 K-평균 군집분석을 통해, 적극적 집단, 소극적 집단, 자연 쾌락추구 집단, 가족 발견추구 집단의 4개의 군집이 확인되었다. 적극적인 여행자들은 해외에서 구매하는 모든 상품종류에 대해 가장 높은 관심을 보였으며 다른 세 집단보다 유의하게 차이가 있었다. 특히 소극적인 여행자나 자연 쾌락추구 여행자들보다 패션 사치품이나 기념품 구매를 중요하게 생각하는 것으로 나타났다. 또한 상품 속성에서 디자인과 명성, 실용성, 가격과 품질 등의 요인들을 중요하게 고려하였다. 구매 장소 측면에서는 적극적 집단은 지역 시장, 패션매장, 선물매장 순으로 선호하였으며 소극적인 여행자들은 패션매장을 더 선호하는 것으로 나타났다. 구매장소 속성의 중요도는 편의성, 디스플레이, 매장위치 및 판촉활동 순으로 중요시되었으며 적극적인 여행자들은 다른 세 집단 여행자들보다 매장 편의성에 대한 관심이 유의하게 높았다. 가족 발견중심 여행자와 자연 쾌락추구 여행자 집단은 쇼핑행동이 비슷하거나 일부 요인에서만 차이가 있었다. 소극적 여행자들은 나머지 세 집단과 구별되게 모든 쇼핑행동에 대한 관심이 낮았다. 여행동기에 근거한 시장세분화는 서로 다른 쇼핑행동을 예측할 수 있는 변별력이 있음을 보여주었다.

  • PDF

The Research on the Factors of the Experiential Intention on Broadcast Program - hedonic value and utilitarian value - (방송프로그램의 특성이 경험의도에 주는 영향 - 실용적 가치와 쾌락적 가치의 매개 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
    • /
    • v.31 no.4
    • /
    • pp.217-236
    • /
    • 2012
  • This study attempts to suggest a model on the factors of the experiential intent. We propose a model that includes (1) the entertainment, aesthetic, empathy, information as exogenous constructs, (2) utilitarian value and hedonic value, as mediating constructs (3) experiential intent, as endogenous construct. To test the model, we analyze the data using the LISREL structural modeling. The results of our analyses suggest, as expected, that program traits -entertainment, aesthetic, empathy, information- influence utilitarian value and hedonic value, in turn, utilitarian value and hedonic value influence the experiential intent. We conclude with a discussion of managerial implications, including the potential to advance understanding the factors of experiential intent on broadcast program.

  • PDF

The influence of VAT framing on the attitude toward price frame : Focused on the moderating effect of thinking style (부가가치세 프레이밍이 가격제시방법에 대한 태도에 미치는 영향 : 사고방식의 조절효과를 중심으로)

  • Yoon, Jong-Ho;Jung, Yoon-Soo;Kim, Gwi-Gon
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.181-188
    • /
    • 2014
  • This study has examined the influence of VAT frame(VAT included vs. VAT excluded) on the consumer's attitude. Additionally, it has also examined the moderating effect of thinking style(holistic vs. analytic). The experiment stimuli were operated in 4 types[(product: utilitarian/hedonic)x(VAT: included vs. excluded)]. The results of this study can be summarized as follows. 1) The consumers preferred the VAT included frame to the VAT excluded frame. 2) The moderating effect of thinking style appeared. There is no meaningful difference between the VAT included frame and the VAT excluded one to analytic thinkers. But the holistic thinkers preferred the latter to the former. It is expected that this will be helpful to the person in charge of marketing for the company to establish an effective marketing strategy by considering these results.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF

라이브커머스를 이용하는 소비자의 가치와 E-WOM 의도에서 판매자의 영향력은?

  • Choe, Eun-Ji;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
    • /
    • 2022.04a
    • /
    • pp.135-139
    • /
    • 2022
  • 현재 COVID-19 전염병으로 인해 전 세계적으로 오프라인 상점 대신 소비자는 전자 상거래를 선호하는 추세이다. 이에 실시간 상호작용과 상거래의 통합인 '라이브 커머스'가 각광받고 있다. 국내 라이브 커머스 시장규모가 2023년에는 10조원이 넘어설 것이라는 전망에 비하여 연구가 현저히 적은 실정이다. 이에 본 연구에선 라이브커머스의 가치와 소비자의 동기가 적극적인 소비자 행동인 E-WOM 의도를 어떻게 예측하는지 살펴보았다. 라이브 커머스의 가치로는 쾌락적가치, 실용적가치, 상징적가치와 감정적가치로 분류하였다. 또한 수단-목적사슬 이론 및 이용과 충족 이론을 적용하여 설명하였다. 종속변수인 E-WOM 의도와에 사이에서 라이브커머스의 주역할을 하는 판매자를 매개변수로 설정하였다. 이때 판매자의 상호작용성과 신뢰도로 구분짓고 연구를 설정하였다. 그리고 지각된 위험성을 조절변수로 활용하여 지각된 가치들과 판매자의 사이에서 영향이 있는지 살펴보였다. 본 연구의 설문 응답 대상은 네이버 라이브 커머스 이용 대상자 410명을 대상으로 진행하였다.

  • PDF

하이테크 신제품 구매에 있어 브랜드 혹은 성능 위주의 제품 선택에 영향을 미치는 변수에 대한 연구

  • Kim, Sang-Hun;Im, Jae-Yeon;Park, Hyeon-Jeong
    • Proceedings of the Korean DIstribution Association Conference
    • /
    • 2006.05a
    • /
    • pp.165-192
    • /
    • 2006
  • 본 연구의 목적은 소비자의 하이테크 제품 선택에 있어 브랜드와 제품 성능의 상대적 중요성을 결정하는데 영향을 미치는 요인들을 도출하는데 있다. 영향 요인들은 크게 제품 요인과 소비자 요인으로 분류하였는데, 제품 변수로는 제품의 평가 용이성과 제품의 혁신성을 고려하였고, 소비자 요인으로는 소비자 관여도, 소비자 지식, 소비자 혁신성을 고려하였다. 또한 제품의 쾌락성/이성성 정도와 제품의 노출 정도에 의해 4가지 제품군으로 분류하여, 제품의 유형이 변수들의 영향력에 미치는 조절적 역할을 연구하였다. 연구에 대한 주된 결론은 다음과 같다. 첫째, 하이테크 제품 전반적으로 소비자 혁신성, 소비자 지식, 제품 평가의 용이성, 제품의 혁신성이 제품 선택에 있어서 브랜드의 중요성을 결정하는데 영향을 미치는 변수로 나타났다. 즉, 소비자들은 지식수준이 낮을수록, 소비자 혁신성이 낮을수록, 제품의 평가 용이성이 낮을수록, 제품의 혁신성이 낮을수록 브랜드 위주의 제품을 선택하는 것으로 나타났다. 둘째, 제품의 쾌락성 정도에 따라서 브랜드의 상대적 중요도에 영향을 미치는 변수들이 달라지는데, 쾌락재의 경우에는 소비자 혁신성을 제외한 모든 변수가 브랜드의 상대적 중요도에 영향을 미치나, 실용재의 경우에는 제품 평가의 용이성과 제품 혁신성, 그리고 소비자 혁신성이 영향을 미치는 변수로 나타났다. 셋째, 제품의 노출 정도에 따라서 공공재의 경우에는 소비자 혁신성, 제품 평가 용이성, 제품 혁신성이 유의한 변수로 나타났고, 개인재의 경우에는 소비자 지식과 제품 평가 용이성이 영향을 미치는 변수로 나타났다.가치가 유의한 영향을 미치는 것으로 확인되었다. 그러나 소비자의 금전효용가치는 PB제품의 선호도와는 직접적인 관계가 없는 것으로 나타났으며, PB제품구매의 지각적 가치가 PB제품 선호도에 가장 큰 영향을 미치는 것으로 나타났다. 이와 같은 연구결과는 경제성을 추구하는 소비자라 하더라도 PB제품의 지각적 품질수준 여하에 따라 PB제품의 판매가치가 크다고 지각될 때에만 PB제품을 선호하는 것으로 풀이할 수 있다. 본 연구는 최근에 큰 관심의 대상이 되고 있는 PH의 연구자와 유통업계 실무자들에게 유익한 전략적 시사점을 제공할 수 있을 것으로 기대된다. 지자체가 대형유통점에 대한 규제를 강화하는 것이다. 먼저, 대형유통점의 불공정거래행위에 대한 감시감독과 처벌을 강화하는 것은 당연한 것이다. 그러나 정부가 아닌 지자체가 이를 주도하기는 사실 어려움이 있다. 그리고 대형유통점이 영업행위를 영업시간제한에서부터 출점제한에 이르기까지 규제하는 건은 심사숙고하여야 한다. 대형유통점이 국가경제 및 지역사회에 미치는 영향이 부정적인가 긍정적인가에 대해 국내외 학계와 업계에서 여전히 많은 논란이 있기 때문이다. 정부와 지자체에 의한 시장개입은 반드시 필요한 경우에 한해 합당한 방법에 의해 이루어져야 한다. 대형유통점에 대한 규제는 지역사회에 미치는 영향을 다면적으로 평가한 결과에 근거하여 이루어져야 할 것이다. 대부분의 지자체는 체계적인 평가시스템과 객관적인 통계 자료를 갖고 있지 못한 실정이다. 향후 가장 시급한 과제는 시장개방 이후 지난 10년간 대형유통점이 지역사회에 미친 영향에 관한 광범위한 통계자료를 수

  • PDF

A Comparative Analysis between High and Low Groups on Concerns About Privacy Infringement in Consumer Innovation Patterns According to Internet Media Activities (인터넷 미디어 활동에 따른 소비자 혁신성 유형이 프라이버시 침해 우려성에 대한 고(High)집단과 저(Low)집단 간의 비교 분석)

  • Lee, Ji-Hun;Kang, Jun-Mo;Lee, Jeong-Suk
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.7
    • /
    • pp.193-202
    • /
    • 2020
  • This study was intended to present the magnitude of privacy infringement concerns and their relationship to consumer innovation (functional innovation, hedonistic innovation, social innovation, cognitive innovation), to identify differences among groups and to suggest implications for marketing strategies for the spread of new products. The implications of this study are as follows. First, functional innovation has shown that differences exist between groups. Analysts say that sensitive groups are buying products that can simplify their work immediately after release despite concerns over privacy violations. Second, hedonistic innovation has shown that differences exist between groups. These findings suggest that sensitive groups prefer novel products, products that give excitement and excitement about products, and products that give new enjoyment and fun that they have never known before. Third, social innovation has been shown that there is no difference between groups. These analyses show that the self-esteem of using products that others have never experienced before, and the curiosity that anyone envies, are purchased or used first. Finally, cognitive innovation showed that differences existed between groups. These analyses show that new products are purchased when they meet the functions, design, and innovation that consumers want.

A Study of Emotional Consumption Propensity and Preferences for Sensibility Factors of the Fabrics (감성적 소비성향과 패션소재의 감성요소에 대한 선호도 연구)

  • Kim, Yeowon;Choi, Jongmyoung
    • Science of Emotion and Sensibility
    • /
    • v.19 no.3
    • /
    • pp.27-42
    • /
    • 2016
  • The purposes of this study were to investigate the emotional consumption propensity and the preferences for sensibility factors of fabrics(color tone, pattern and texture image), and to analyse the differences according to demographic variables and relationships between emotional consumption propensity and preferences for sensibility factors of fabrics, focusing on male and female consumers in 20's, 30's and 40's. The emotional consumption propensity were classified into symbolic consumption propensity, individual consumption propensity, aesthetic consumption propensity and hedonic consumption propensity. The subjects attached great importance in the order of aesthetic consumption propensity, individual consumption propensity and symbolic consumption propensity. Those factors of emotional consumption propensity showed partially significant difference according to demographic variables. Female consumers preferred various color tones than men did, and preference for light color tone showed significant differences according to gender and occupation of consumers. The preferences for floral pattern showed significant difference according to gender, age, education, occupation and marital status of consumers. The factors of the texture images for the fabrics showed partially significant difference according to demographic variables except education of consumers. There were almost significant relationships between emotional consumption propensity and the preferences for sensibility factors for fabrics.

Studies on the Contemporary Trends of Utilitarianism (현대 공리주의 동향에 대한 연구)

  • Kang, Joonho
    • Journal of Korean Philosophical Society
    • /
    • no.93
    • /
    • pp.175-199
    • /
    • 2011
  • The development of contemporary utilitarianism can be taken to be an aggregation of many attempts to surmount the limitations of classical utilitarianism. In these attempts, contemporary utilitarianism suggests alternatives to 'hedonism' and 'act-utilitarianism' which have been regarded as the common essential elements of classical utilitarianism. First, contemporary utilitarianism replaces the concept of 'happiness' or 'pleasure' in the classical utilitarianism with that of 'desire-fulfillment' or 'preference-satisfaction'. Through this replacement, contemporary utilitarianism tries to avoid the skeptical challenge to the mental state theory inherent in the classical concept of utility, and also to provide a more extensive conception of utility for a more satisfactory explanation of human welfare. Second, the development of rule-utilitarian theories which can evade the criticisms about 'counter-productivity' and 'counter-intuitiveness' of act-utilitarianism constitutes another important trend of contemporary utilitarianism. Characteristically, rule-utilitarian theories developed in the contemporary utilitarianism grope for some utilitarian system that can embrace socially accepted general norms. Lastly, contemporary utilitarianism responds to the criticisms related the problem of justice by reinterpreting the first principle of utilitarianism. This reinterpretation is an attempt to explain the egalitarian basis of utilitarianism through Bentham's dictum 'everyone counts for one, none for more than one'. It seems true that many influential criticisms in the latter half of 20th century cast a deep shadow on utilitarianism. But through the above attempt, contemporary utilitarianism proceeds to a better explanation of human welfare.