• 제목/요약/키워드: Advertisement's Effect

검색결과 187건 처리시간 0.028초

서양의 전통도배에 관한 이론적 고찰 (A theoretic study about western traditional wallpaper hanging)

  • 임선양
    • 디자인학연구
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    • 제19권2호
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    • pp.207-216
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    • 2006
  • 벽지는 본래 종이가 지닌 성질상 실내장식에 있어서 수명이 가장 짧다는 특징이 있지만, 벽면의 시각적인 효과의 다양함으로 현대 벽장식 마감재중 가장 중요한 요소가 되었다 벽지는 종이의 특성상 역사적 유물 보존이 어렵고 그에 관한 기록이 미흡하며 건축물의 실내공간이 잘 유지되었거나, 광고로 사용되었던 다양한 상업용 샘플과 여러 책자에 의해서만 고증되고 있다. 종이벽지와 도배 자료들을 근거로 18세기의 영국을 중심으로 현대 벽지도배의 발전과 벽지산업의 이론적 체계 확립을 위해 과거의 전통적 벽지도배의 역사적 배경연구와 기술적, 상업적 배경의 근원을 이론적으로 고찰하여 전통적 벽지도배의 상업적 역사성을 재 인식하고자한다. 벽지도배의 이론적 연구를 통해 전통적 도배방법과 초배지의 전승, 반복이음 방식을 이용한 패턴의 양식화, 벽지도배의 분업화와 상업적 비용의 세분화, 과거 전통접착 방법의 전승, 띠벽지의 유래, 전통적 종이벽지의 실용성과 초기 도배기술의 다양한 기능성, 맞대이음 방식에서 중복이음 방식의 변화, 여성의 벽지선택을 통한 DIY제품의 개발 등을 이론적으로 고찰하였다. 벽지는 지금도 장식적, 기능적 벽 마감재 또는 벽 처리를 위한 가장 대중적인 재료로서 다른 재료들보다도 가장 선호하는 제품으로 남아 있다. 이러한 벽지의 도배 기술과 상업성을 역사적으로 고찰하여 전통 벽지도배의 이론적 체계 확립을 위한 중요한 자료이며 미래 벽지산업의 방법론적 접근을 위한 벽지역사의 근원이 될 수 있는 연구라고 사료된다.

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An Examination of the Effectiveness of Crisis Response Strategies for Repairing Competence and Integrity Violations

  • Sung, Yen-yi;Lee, Han-joon;Park, Jong-chul
    • Asia Marketing Journal
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    • 제15권1호
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    • pp.129-154
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    • 2013
  • Product-harm crises, which are connected to defective or dangerous products, are perceived as the most common threats to a company. Product harm crises can distort long standing favorable equality perceptions, tarnish a company's reputation, cause major revenue and market-share losses, lead to costly product recalls, and devastate a carefully nurtured brand equity. However, in spite of the devastating impact of product-harm crises, little systematic research exists to asses its marketing consequences. So, the purpose of this study is to investigate how Koreans react to the crisis response in the aftermath of different crises(competence violation vs. integrity violation) and inspire additional research in crisis communication. This study has three main findings which run counter to the assumptions of Kim et al.(2007). Namely, the current study expands on the research of Kim et al. (2004, 2007) by examining how companies repair customers' trust and corporate attitude after crises. Different from previous studies, this study assumes that apology for an integrity-based crisis is the most appropriate way to repair consumer trust and corporate attitude. As for competence-based crisis, similarly, apology for competence-based crisis can be more successful repairing consumer trust and corporate attitude. Concerning silence strategy, remaining silent dose not admit or deny guilt right away, but instead of asking the perceiver to withhold judgment, suggesting that, silence could be expected to be superior to apology but inferior to denial. Finally, apology for competence violation will be expected to bemore effective than apology for integrity violation. Research conceptual model was as follows: According to the results, apology is found to be the most effective strategy to repair corporate attitude no matter the crisis is perceived as a violation of competence or integrity. Second, company may consider keeping silent as a desirable response because they does not admit nor deny responsibility but ask the public to withhold judgment. However, the result of this study shows that, in the overall crisis situations, silence strategy did not differ significantly from the denial strategy, which suggested that the public wants explanation instead of uncertainty. Third, there was the interaction effect between crisis type and crisis response strategies. In this study, apology is more effective for the competence violated situation in terms of regaining consumer trust and repairing their attitude toward company, while the apology's effectiveness is lower for the integrity-violated situation. More specifically, when the crisis is perceived due to company's lack of ability(competence violation), consumer's trust belief and attitude toward the company is more easily to repair when the company issued a sincere apology. Damaged product is perceived less intentional so participants are more likely to give the company second chance when they apology to the public. By contrast, exaggerated advertisement(integrity violation) is perceived intentionally and thus makes participants angrier toward the accused company. Although apology is perceived as the most effective strategy, when issuing apology, it also means the company admitted their intention. Therefore, in this kind of crisis situation, trust repair needs not only a sincere apology but additional efforts.

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LID 적용확대를 위한 시민의 도시환경 및 LID 인식 (Awareness of Urban Environment and LID for Expanding LID Application)

  • 김영만;김이형
    • 한국습지학회지
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    • 제21권1호
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    • pp.27-33
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    • 2019
  • 과거 물관리는 하천 중심으로 사업이 진행되면서 단일 기능의 집중형 물관리였다. 미래 물관리는 집중형 관리로 인한 시설의 대규모화를 극복하면서 재정의 낭비를 줄이고 다양한 부가 기능을 유도할 수 있도록 시설의 분산화, 기술의 다양성, 관리의 통합화가 필요하다. 또한 시민이 살고 있는 유역에 설치되는 모든 사회인프라가 물관리의 기능을 가져야 하므로 시민들의 환경인식과 참여는 중요하다. 따라서 본 연구에서는 시민들의 도시환경과 LID(Low Impact Development) 적용에 대한 인식을 조사 및 분석하여 LID 적용에 대한 타당성과 가능성을 분석하기 위하여 수행되었다. 시민들의 LID 인지도는 약 59%로 조사되었으나, 확대 적용에서 대해서는 46%만 동의하였다. 그러나 실제 LID 사진 및 정보를 접한 후에는 90%가 확대적용에 동의하였으며, 94%가 회색인프라와 LID 인프라를 구별할 수 있는 것으로 나타났다. 시민들은 녹지공간을 다기능의 LID 인프라 또는 그린인프라로 인지하는 경향이 있는 것으로 조사되었다. 시민들이 다기능을 가진 LID를 경관으로만 인지하는 경우 향후 LID의 확대 적용에 장애가 될 수 있기에 특화된 교육과 홍보 전략이 필요하다. LID의 확대적용을 위해서는 실질적 효과검증에 대한 결과물과 시각적 자료를 활용하는 홍보전략이 필요하다. 또한 모든 사회인프라가 시민이 살고 있는 유역에 조성되는 것을 고려할 때 향후 시민이 참여하는 거버넌스 구축을 통한 인프라의 계획 및 관리가 필요하다.

서비스제공자와 사용자의 인식차이 분석을 통한 소셜커머스 핵심성공요인에 대한 연구: 한국의 티켓몬스터 중심으로 (A Study on the Critical Success Factors of Social Commerce through the Analysis of the Perception Gap between the Service Providers and the Users: Focused on Ticket Monster in Korea)

  • 김일중;이대철;임규건
    • Asia pacific journal of information systems
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    • 제24권2호
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    • pp.211-232
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    • 2014
  • Recently, there is a growing interest toward social commerce using SNS(Social Networking Service), and the size of its market is also expanding due to popularization of smart phones, tablet PCs and other smart devices. Accordingly, various studies have been attempted but it is shown that most of the previous studies have been conducted from perspectives of the users. The purpose of this study is to derive user-centered CSF(Critical Success Factor) of social commerce from the previous studies and analyze the CSF perception gap between social commerce service providers and users. The CSF perception gap between two groups shows that there is a difference between ideal images the service providers hope for and the actual image the service users have on social commerce companies. This study provides effective improvement directions for social commerce companies by presenting current business problems and its solution plans. For this, This study selected Korea's representative social commerce business Ticket Monster, which is dominant in sales and staff size together with its excellent funding power through M&A by stock exchange with the US social commerce business Living Social with Amazon.com as a shareholder in August, 2011, as a target group of social commerce service provider. we have gathered questionnaires from both service providers and the users from October 22, 2012 until October 31, 2012 to conduct an empirical analysis. We surveyed 160 service providers of Ticket Monster We also surveyed 160 social commerce users who have experienced in using Ticket Monster service. Out of 320 surveys, 20 questionaries which were unfit or undependable were discarded. Consequently the remaining 300(service provider 150, user 150)were used for this empirical study. The statistics were analyzed using SPSS 12.0. Implications of the empirical analysis result of this study are as follows: First of all, There are order differences in the importance of social commerce CSF between two groups. While service providers regard Price Economic as the most important CSF influencing purchasing intention, the users regard 'Trust' as the most important CSF influencing purchasing intention. This means that the service providers have to utilize the unique strong point of social commerce which make the customers be trusted rathe than just focusing on selling product at a discounted price. It means that service Providers need to enhance effective communication skills by using SNS and play a vital role as a trusted adviser who provides curation services and explains the value of products through information filtering. Also, they need to pay attention to preventing consumer damages from deceptive and false advertising. service providers have to create the detailed reward system in case of a consumer damages caused by above problems. It can make strong ties with customers. Second, both service providers and users tend to consider that social commerce CSF influencing purchasing intention are Price Economic, Utility, Trust, and Word of Mouth Effect. Accordingly, it can be learned that users are expecting the benefit from the aspect of prices and economy when using social commerce, and service providers should be able to suggest the individualized discount benefit through diverse methods using social network service. Looking into it from the aspect of usefulness, service providers are required to get users to be cognizant of time-saving, efficiency, and convenience when they are using social commerce. Therefore, it is necessary to increase the usefulness of social commerce through the introduction of a new management strategy, such as intensification of search engine of the Website, facilitation in payment through shopping basket, and package distribution. Trust, as mentioned before, is the most important variable in consumers' mind, so it should definitely be managed for sustainable management. If the trust in social commerce should fall due to consumers' damage case due to false and puffery advertising forgeries, it could have a negative influence on the image of the social commerce industry in general. Instead of advertising with famous celebrities and using a bombastic amount of money on marketing expenses, the social commerce industry should be able to use the word of mouth effect between users by making use of the social network service, the major marketing method of initial social commerce. The word of mouth effect occurring from consumers' spontaneous self-marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers; in this context, the word of mouth effect should be managed as the CSF of social commerce. Third, Trade safety was not derived as one of the CSF. Recently, with e-commerce like social commerce and Internet shopping increasing in a variety of methods, the importance of trade safety on the Internet also increases, but in this study result, trade safety wasn't evaluated as CSF of social commerce by both groups. This study judges that it's because both service provider groups and user group are perceiving that there is a reliable PG(Payment Gateway) which acts for e-payment of Internet transaction. Accordingly, it is understood that both two groups feel that social commerce can have a corporate identity by website and differentiation in products and services in sales, but don't feel a big difference by business in case of e-payment system. In other words, trade safety should be perceived as natural, basic universal service. Fourth, it's necessary that service providers should intensify the communication with users by making use of social network service which is the major marketing method of social commerce and should be able to use the word of mouth effect between users. The word of mouth effect occurring from consumers' spontaneous self- marketer's duty performance can bring not only reduction effect in advertising cost to a service provider but it can also prepare the basis of discounted price suggestion to consumers. in this context, it is judged that the word of mouth effect should be managed as CSF of social commerce. In this paper, the characteristics of social commerce are limited as five independent variables, however, if an additional study is proceeded with more various independent variables, more in-depth study results will be derived. In addition, this research targets social commerce service providers and the users, however, in the consideration of the fact that social commerce is a two-sided market, drawing CSF through an analysis of perception gap between social commerce service providers and its advertisement clients would be worth to be dealt with in a follow-up study.

첨단산업과 비첨단산업의 무형자산성 지출의 가치관련성에 대한 비교연구 (A Study on the Value-Relevance of Intangible Expenditure: compare high-technology firms to low-technology firms)

  • 이채리
    • 벤처창업연구
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    • 제9권1호
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    • pp.153-164
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    • 2014
  • R&D는 산업과 제품의 특성에 따라 그 중요도가 다르며, 제품의 고부가가치를 중요시하는 첨단산업에 있어서 R&D의 중요성이 크다. 그런데 첨단산업의 기업은 전통적인 상장기업에 비해 재무변수의 기업가치 설명력이 상대적으로 낮게 나타나는데 그 원인은 재무제표에 기록되지 않은 무형자산 때문인 것으로 추정된다. 이에 본 연구의 목적은 코스닥기업을 첨단산업과 비첨단산업으로 나누어 무형자산성 지출의 가치관련성을 분석하는 것이다. 무형자산성 지출은 연구개발비, 교육훈련비, 광고선전비로 측정하였다. 분석 결과 첫째, 첨단산업에서는 연구개발비가 기업가치에 양(+)의 유의한 영향을 미치는 것으로 나타났고 교육훈련비는 기업가치에 음(-)의 유의한 영향을 미치는 것으로 나타났다. 비첨단산업에 있어서는 교육훈련비가 기업가치에 양(+)의 유의한 영향을 미치는 것으로 나타났다. 첨단산업과 비첨단산업 모두 광고선전비는 유의한 영향을 미치지 않는 것으로 나타났다. 둘째, 대형회계법인의 감사품질은 첨단산업의 연구개발비의 가치관련성을 더욱 증가시키고 비첨단산업의 교육훈련비의 가치관련성을 증가시키는 역할을 하는 것으로 나타났다. 이러한 연구결과는 투자자들이 전자, 통신, 제약, 정밀기계와 같은 첨단산업군의 연구개발비 투자에 대해 비첨단산업군의 연구개발비 투자와 비교해서 더 가치 있는 투자로 평가하는 것으로 해석할 수 있다. 본 연구의 연구결과는 첨단산업과 비첨단산업의 경영자의 무형자산성 투자의 의사결정에 있어서 유익한 참고가 될 수 있을 것으로 기대한다.

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실감미디어 산업의 경제적 파급효과 분석 (An Analysis of the Economic Effects for the Immersive Media Industry)

  • 이경재;정우수
    • 한국통신학회논문지
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    • 제36권7B호
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    • pp.795-805
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    • 2011
  • 디지털 정보기술 및 네트워크 기술의 발전에 따라 방송을 중심으로 실감미디어를 활용한 실감형 서비스들이 출현하고 시장의 수요가 증가함에 따라 실감미디어 기술에 대한 연구가 활발히 진행되고 있다. 실감콘텐츠의 제작 전송 기술 및 이를 서비스하는 산업을 통칭하여 실감미디어 산업이라고 한다. 실감미디어 산업은 교육, 건강, 여행, 공공 서비스 등 타 산업분야와 융복합을 통해 사업영역 확대가 용이하고 시장성이 높아 차세대 전략 산업으로 주목받고 있다. 실감미디어 산업의 주도권을 확보하기 위한 미국, 일본, 유럽 등 선진국의 노력이 가시화됨에 따라 우리 정부도 실감미디어 산업을 육성하기 위한 계획을 마련 중에 있다. 이처럼 실감미디어 산업은 미래 방송/통신산업과 콘텐츠산업을 아우르는 최첨단 융복합산업이며 차세대 국가성장동력의 핵심산업군으로 떠오르고 있다. 이에 따라 본 연구에서는 실감미디어 산업의 경제적 파급효과를 계량적인 측면에서 분석하고 산업구조적 특성을 규명하기 위해 산업연관표를 이용하여 실감미디어 연관산업과 타 연계산업과의 관계를 분석하고자 하였다. 분석 결과 실감미디어 산업의 생산유발효과 및 부가가치유발효과, 고용유발효과는 각각 6,109억 원, 4,687억 원, 3,258명 등으로 나타났다.

암환자들의 식행동과 건강식품 섭취실태에 관한 연구 (Dietary Behaviors and Consumption of Health Food among the Cancer Patients)

  • 김용신;김상연;정경아;권순형;장유경;박미현;황성주
    • 동아시아식생활학회지
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    • 제15권5
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    • pp.516-523
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    • 2005
  • This study was performed to investigate dietary behaviors and consumption of health food in cancer patients. The subjects were 163 cancer patients recruited from the general hospital in Seoul, Korea. The data were obtained by the structured self administered questionnaire. The mean age of subjects was 51 years. Most of subjects didn't eat the visual fat of meat and chicken skin. The mealtime of the subjects was generally regular and most of subjects had breakfast. The subjects of this survey liked to eat foods with sweet taste but disliked to eat hot, salty and sour taste ones. The preference for fish, marine products and vegetables was high but that for instant foods and frying foods was very low. Most of subjects consumed the foods that is generally known as anticancer foods such as vegetables and fruits. On the other hand, most of subjects didn't intake butter, margarine, and frying foods that is known as risk factors of cancer. The majority of subjects$(84.7\%)$ consumed the health food The main reasons for taking health foods by subjects were to cure disease$(58.0\%)$, to prevent disease$(45.3\%)$, to supply nutrients$(39.3\%)$, to maintain the mental state$(12.7\%)$ and to recover fatigue$(10.7\%)$. Majority of subjects$(66.0\%)$ spent money more than 200,000 won/month to buy health foods. The purchasing channels of health foods by subjects were recommendation by family or friend$(64.0\%)$, by physician/pharmacist$(18.0\%)$ and by nutritionist or dietician(6.0), and advertisement through TV or radio$(12.0\%)$. The types of taking health foods of the subjects were vegetable extracted food$(60.0\%)$, mushrooms$(51.3\%)$, Lactobacillus food$(25.3\%)$, enzyme food$(22.6\%)$ calcium containing food$(20.0\%)$ and so on. The results of the current study show that although many cancer patients already practice healthy dietary behaviors, there is a substantial proportion who do not and most of cancer patients consume health foods.' Further intervention is needed to explore the effect of health foods in cancer patients

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지속 가능한 꽃바구니 디자인 패키징에 관한 연구 (A Study on Sustainable Packaging for Flower Basket Design)

  • 안혜경;김흥렬
    • 한국화예디자인학연구
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    • 제43호
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    • pp.81-100
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    • 2020
  • 플로리스트 샵에서 판매되는 꽃바구니 디자인의 지속가능한 패키징은 판매자와 구매자의 관점에서 필요하였으며 이에 꽃바구니 디자인의 2차 패키징을 연구하게 되었다. 이에 본 연구에서는 2019년 실시한 설문조사와 2020년 인터뷰 내용을 분석하여 지속가능한 꽃바구니 디자인 패키징 개발 방향을 제안하는 것을 목적으로 하였다. 꽃바구니 디자인의 개념을 정의하고 오브제인 바구니 유형, 운송수단과 플로리스트 샵 특성 등에 따른 국내의 꽃바구니 디자인 2차 패키징의 현황을 조사하였다. 지속가능한 패키징을 위해서는 물리적 이론 토대 위에 디자인 요소를 포함한 패키징과 운반수단과 최종착지에 따른 2차 패키징이 달라져야 했다. 지속가능한 패키징으로 고려되어야 할 점은 불투명 종이의 재질, 1차 패키징 필요성, 오브제를 고정할 수 있는 패키징 구조와 운송수단에 따른 2차 패키징의 형태였다. 패키징 개발을 위한 방향제안은 1차 패키징의 신소재, 재활용/재사용이 가능한 친환경의 오브제, 구조적 패키징 디자인, 패키징의 규격화와 가변성 있는 패키징과 패키징의 근본적 목적인 꽃상품 보호와 브랜드 광고효과까지를 포함하였다. 본 연구 결과를 기반으로 향후 패키징 디자인을 상품화하고 무인 시스템에 맞는 미래형 화예디자인의 새로운 패키징 디자인과 물류 유형을 연구할 계기가 된 것에 본 연구의 의의가 있다고 하겠다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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소유와 유인가의 득과 실이 경쟁할 때 자기조절초점이 손실회피에 미치는 효과 (The effect of self-regulatory focus on loss aversion when gain and loss between possession and valence compete)

  • 이병관;이국희
    • 감성과학
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    • 제17권4호
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    • pp.101-108
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    • 2014
  • 손실회피에 대한 연구는 많은 진보가 있었다. 특히 Brenner et al. (2007)은 소유손실회피 (possession loss aversion: PLA)와 유인가손실회피 (valence loss aversion: VLA)의 상황을 구분하면서 현금과 현물 (돈, 부동산)에 대한 손실 (PLA)과 잠재적으로 획득할 가치 (해외연수, 쿠폰)에 대한 손실 (VLA)에 대한 사람들의 반응이 어떻게 다른지 관찰하였다. 그러나 일상생활에서 소유와 유인가의 득과 실이 명확하게 구분되는 경우는 드물고, 대부분 소유와 유인가의 득과 실 사이에 일장일단이 있어, 결국 사람들이 평소 가지고 있는 사고방식이나 주의의 초점이 의사결정에 반영되는 경우가 더 많다. 따라서 본 연구는 사람들이 평소 어디에 주의를 기울이는지에 따라 손실회피의 반응이 어떻게 달라지는지 살펴보고자 했다. 구체적으로 자기초점을 촉진초점 또는 예방초점으로 점화한 후, 이직결정상황에서 소유와 유인가의 득실이 경쟁 (연봉증가 해외연수기간감소: P+V-, 연봉감소 해외연수기간 증가: P-V+)할 때, 이직할 것인지 여부를 결정하는 과제를 수행하였다. 결과적으로 촉진초점의 경우 소유인지 유인가 인지에 관계없이 잠정적으로 얻게 될 이익 (+)에 주의를 기울인 결과 이직하겠다는 응답이 증가한 반면, 예방초점의 경우 잠정적으로 감수할 손실 (-)에 주의를 기울인 결과 현재 회사에 머물겠다는 응답이 증가하였다. 본 연구의 결과는 소비자 및 광고심리와 마케팅분야에 폭넓은 시사점을 가진다.