• 제목/요약/키워드: Brand Recall

검색결과 33건 처리시간 0.021초

유통 브랜드의 슬로건 태도, 브랜드 태도, 브랜드 회상 모형 분석 (Model analysis of slogan attitude, brand attitude, and brand recall of retail brands)

  • 여은아
    • 복식문화연구
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    • 제21권3호
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    • pp.338-347
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    • 2013
  • In this study, it was explored a research model consisting of slogan attitude, brand familiarity, brand attitude, brand recall, and product category recall of retailers. Experimental research was conducted with 3,028 males and females in their 20's to 40's using stimuli of 10 slogan-brand sets from various types of retailers. In results, the research model developed based on the literature was confirmed and supported by data. In the model test, all hypotheses were supported. The effects of slogan attitude and brand familiarity on brand attitude were confirmed. Also, brand familiarity affected brand recall. Category recall was predicted by brand attitude and brand recall. As consumers have better attitude toward slogans, they tend to have better attitude toward the brand. As consumers are more familiar with the brand, they are likely to better recall brands when they are exposed to the slogan. As consumers have better attitude toward brand and better recall the brand, they tend to better recall the business category when they see the slogan. Study findings may help marketers to develop better strategies for slogan use by considering diverse variables related to consumer responses toward slogan attitudes.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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브랜드의 회상 범위에 따른 패션 브랜드 분석 (An Analysis of the Fashion Brands Followed by a Recall Range)

  • 유지헌
    • 복식문화연구
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    • 제15권6호
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    • pp.996-1007
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    • 2007
  • This study was focused on recognitive reaction. The purposes of this study was to analyze the fashion brands through correlation analysis between top of mind, recall, recognition, impact index and consumer behavior, and to identify the graveyard brand, niche brand and core brand. 33 questions about 20 fashion brands were asked to 442 males and females from the middle school students to age of 40. Data were analyzed mean, standard deviation, frequency, and correlation by using SPSS 12.0. The results were as follows: 1. Top of mind, recall and recognition affected recognizing the brands and including evoked setting, but it didn't lead the customer to purchase the brand. 2. Although top of the mind and recall are high, the percentage of purchasing the brand is relatively low if a consumer doesn't own the brand. 3. Brands 'B', 'L', 'PF', 'D' and 'BM' were represented as niche Brands which had high recognition and memory. 4. Brands 'TB', 'I', 'EN', 'ML', 'E' could be Graveyard brands that need special management. 5. Brands with the high impact index were 'A', 'T', 'I', 'C' and 'B'. These brands were recognized as the core brands by consumers.

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TV드라마 의상관심도, 유행관여도, 자의식 수준이 PPL(Product Placement)효과에 미치는 영향 (The Effect of TV Drama Clothing Interest, Fashion Involvement, Self-consciousness Level on PPL)

  • 김경아;이진화
    • 한국의류산업학회지
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    • 제10권3호
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    • pp.281-288
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    • 2008
  • The purpose of this study was to investigate how clothing interest, fashion involvement, and self-consciousness affect brand recall, brand attitude and buying intension of the product placed on TV drama. The data were collected using a self-administered and structured questionnaire on subject of 270 middle school students and 260 high school students in Pusan. Frequency analysis, $X^2$-test, t-test, and multiple regression were used to conduct the data analysis on 524 out of 530 questionnaires. Clothing interest and the level of self-consciousness had significant influence on brand recall and emotional brand attitude of the product placed on TV drama. Self-consciousness affected cognitional brand attitude. Moreover, TV drama clothing interest and fashion involvement had a significant influence on buying intension. Therefore, TV drama clothing interest was the main factor which affected brand recall, brand attitude and buying intension of the product placed on TV drama.

패션 브랜드 슬로건의 언어적 특성별 소비자 반응 연구 (Research on consumer responses according to linguistic characteristics of fashion brand slogans)

  • 여은아
    • 복식문화연구
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    • 제21권2호
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    • pp.206-219
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    • 2013
  • In this study, it is explored how fashion brand slogans are categorized by linguistic characteristics and which linguistic characteristic is effective to improve consumer responses. Only 28% out of 1,346 fashion brands that are investigated are using slogans. Sportswear and men's wear are two product categories more often adopting slogans. A total of 11,113 consumers participated in the experimental study to evaluate slogan characteristics (familiarity, understandability, newness, pleasure), slogan attitude, and brand recall of 30 slogan-brand sets that were categorized by Park's 10 linguistic characteristics. In findings, slogans generating positive attitudes toward slogans and a good rate of brand recall tend to have no brand name in slogan, be written in the second-person view, include a futuristic message, and have information weighted on specialties. Slogan typology suggested based on results may be used for the future research as a basic guideline for the research on fashion brand slogans.

국내 양말 소비자의 브랜드 인지도 및 디자인 선호도 분석 (Analysis of Korean Consumer Brand Awareness and Preferred Types of Sock Design)

  • 김칠순;남영미;김현수
    • 한국의류산업학회지
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    • 제1권4호
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    • pp.335-341
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    • 1999
  • The purpose of this study was to develop a large representative data base for socks marketing strategy. The study was to determine socks brand awareness in ralation to segmented distribution regions and such demographic variables as sex and age. The authors also analyzed preferred design. A total of 650 questionnaires were distributed and 611 reliable ones were used for statistical analysis. A SAS statistical package including frequency tables and chi square test was used. The results are as follows: Brand awareness involves "brand recall" based on asking a person to name the brand he or she recalls first, and also "brand recognition" based on asking subjects to identify brand names from 30 given brands. 'SOCKSTOP' was found to be a dominant brand as a result of the brand recall test, and 'BYC' was found to be a dominant brand as a result of the brand recognition test. Brand recognition was significantly different in the segmented distribution regions, three age groups and different sex groups. People considered design first in purchasing sports/casual socks, while they considered color first in purchasing dress socks. The most favored type of sock style was the common crew sock type. The results of a chi square test showed that preferred type of sock design was related with the sex and age variables.

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IMF이후의 신세대 진바지 소비자의 감성이미지 면화와 브랜드 인지도 분석 (Analysis of young adults sentiments about the image of jan brands and awareness of jean brads under the IMCF economic environment)

  • 이훈자;김칠순;임정호;남영미
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1998년도 추계학술발표 논문집
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    • pp.273-277
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    • 1998
  • The purpose of this study was to develop a large representative data base for jeans marketing strategy. This study was to survey brand awareness and analyze brand image and consumer's seeking image. The 700 questionnaires were distributed and 656 reliable ones were used for statistical analysis. A SAS statistical package including frequency table, factor analysis, analysis of variance, Duncan's multiple range test, Peason's correlation test was used. The results are as follows: 1. Brand awareness involves "brand recall" based on asking a person to name recalled first, and "brand recognition" based on asking to identify brand name from 30 given brands. The result indicated that "Levi" was dominant for brand recall and Guess was dominant for brand recognition. 2. Regarding the brand image, the result showed that "Vov" was best represented for sophisticated 8t trendy brand images, "Storm" for sophisticated brand image, "Jambangee" for reasonable price & comfortable brand images, and "Levis" for classic & design/color brand images. 3. As a result of factor analysis on consumer's seeking image, six factors(characteristic/gay, intelligent/sexy, feminine/sophisticated, active/functional, cute/young, simple/comfortable) were found. Several factors had a relationship with demographic variables, preferred design, fashion interest.

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진의류 마케팅 전략을 위한 데이타 베이스 구축에 관한 연구(제2보) -1997년 추계 신세대 진바지 소비자의 상표 인지도, 상표 이미지와 소비자의 추구이미지를 중심으로- (Data Babe Development for Blue Jeans Marketing Strategy(Part ll) - Focused on Young Adult's Brand Awareness, Brand Image and Consumer's Seeking Image in Fall 1997-)

  • 김칠순;이훈자
    • 한국의류학회지
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    • 제22권4호
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    • pp.503-514
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    • 1998
  • The purpose of this study was to develop a large representative data base for jeans marketing strategy This study was to survey brand features(launching year, launching company, design concept, sales volume, and price zone) in the current market, and was to examine brand awareness and it's relationship to segmented distribution regions, demo- graphic variables(sex, age, monthly household income, and seasonal clothing expenditure). This study was also to analyze brand image and consumer's seeking image. The 660 questionnaires were distributed and 618 reliable ones were used for statistical analysis. A SAS statistical package including frequency table, Chi-square test, factor analysis, analysis of variance(ANOVA), Duncan's multiple range test and paired-t test was used. The results are as follows: 1. Brand awareness involves "brand recall" based on asking a person to name the brand recalled first, and "brand recognition" based on asking to identify brand name from 30 given brands. The result of recall brand test indicated that Levi's was dominant brand. People recognized about 70.8% of brands on the average. Brand recognition was influenced by segmented distribution region and demographic variables. 2. There was significantly positive relationship between brand recognition and purchasing behavior. 3. National brands were more recognized than Licensed brands. 4. The result showed that "Nix" was best represented for sophisticated brand image, "Strom" for characteristic, "Jambangee" for resonable price, and "Levi's" for classic '||'&'||' comfortable brand image. 5. As a result of factor analysis on consumer's seeking image, six factors(characteristic, young, intelligent/sexy, comfortable, exotic and popular) were found. Several factors had a relationship with preferred design, demographic variables, fashion interest, and brand recognition. variables, fashion interest, and brand recognition.

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영문 브랜드네임의 중문 브랜드네임 전환 방식에 대한 중화권 소비자들의 브랜드 평가에 관한 연구 -브랜드컨셉의 조절효과를 중심으로- (Evaluations of Chinese Brand Name by Different Translation Types: Focusing on The Moderating Role of Brand Concept)

  • 이지은;전주언
    • Asia Marketing Journal
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    • 제12권4호
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    • pp.1-25
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    • 2011
  • 중화권 시장의 지속적인 성장으로 글로벌 브랜드들은 중화권 시장에 성공적으로 진입하기 위해서 다양한 노력을 기울이고 있다. 중화권 시장에 속한 국가들은 중국어를 공통적으로 사용하기 때문에 이 시장에 진출하려는 기업들은 영문 브랜드네임을 중문 브랜드 네임으로 전환해야 한다. 중문 브랜드네임에 대한 기존 연구들을 살펴보면, 중화권 시장에 진출한 글로벌 브랜드네임에 대한 사례분석에 초점이 맞추어져 있을 뿐 브랜드가 제공하는 편익과 중문 브랜드네임 전환방식과의 관계를 실증적으로 검증한 연구는 부족한 실정이다. 따라서 본 연구는 영문 브랜드네임이 중문 브랜드네임으로 전환되는 방식에 대해 살펴보았으며, 브랜드컨셉에 따라 중문 브랜드네임 전환방식에 대해 중화권 소비자들은 다른 평가를 내릴 것이라 예측하고 이에 대해 실증적으로 검증하였다. 연구결과 중화권 소비자들은 기능적 브랜드 컨셉제품의 경우 음운과 의미가 반영된 음운어의론식 전환방식에 대해서 가장 호의적으로 평가하였으며, 다음으로 의미가 반영된 의차식 전환이 호의적인 평가를 받았다. 반면에 상징적 브랜드 컨셉제품의 경우는 음운어의론식 전환방식을 가장 호의적으로 평가하였으며, 다음으로 음운이 반영된 음차식 전환에 대해 호의적으로 평가하는 것으로 나타났다. 실증결과를 토대로 글로벌 브랜드를 담당하는 브랜드 매니저들에게 자사 브랜드가 중화권 소비자들에게 제공하는 목표 편익에 따라서 중문 브랜드네임 전환방식이 달라져야 함을 제안하였다.

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IMF이후의 신세대 진바지 소비자의 브랜드 인지도 이미지 및 추구이미지를 중심으로한 진의류 시장분석 (Analysis of jeans market under IMF circumstance focused on brand awareness brand image and consumer's seeking image of young adults)

  • 김칠순;이훈자
    • 한국의류학회지
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    • 제23권3호
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    • pp.447-458
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    • 1999
  • The purpose of this study was to analyze jeans market faced with economic difficulties to provide jean's maker with a large representative data base for jeans marketing strategy. This study surveyed jeans market and analyzed brand awareness. brand image and consumer's seeking image for 700 young adults. The 700 questionnaires were distributed at the five locations(Opkujung Shinchon Munjungdong, Shinrimdong '||'&'||' Suwon) and 656 reliable ones were used for statistical analysis. A. SAS statistical package including frequency table factor analysis. analysis of variance. and Duncan's multiple range test was used. The results are as follows : 1. Brand awareness involves "brand recall" based on asking a person to name recalled first and "brand rcognition" based on asking to identify brand name from 30 given brands. The result indicated that "Levis" was dominant for brand recall and Guess was dominant for brand recognition. 2. Regarding the brand image the result showed that "Vov" was best represented for sophisticated '||'&'||' trendy brand images "Storm" for characteristics brand image "Jambangee" for reasonable price '||'&'||' comfortable brand images and "Levis" for classic '||'&'||' design/color brand images. 3. As a result of factor analysis on consumer's seeking image six factors(characteristic/gay, intelligent/sexy, feminine/sophisticated , active/functional, cute/young, simple/comfortable) were found. Several factors had a relationship with demographic variables and preferred design. 4 Many young adults favored following design details ; low waist relaxed thigh with straight leg and long length up to the end of shoes. Also they preferred basic pocket to cargo pocket and simple logo accessories to metal ones.simple logo accessories to metal ones.

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