• 제목/요약/키워드: Chinese Users

검색결과 278건 처리시간 0.026초

Suggestion on Chinese Clothing Market Launching : Focused on Foreign Students's Clothing Buying Behavior in Korea

  • Koo, In-Sook;Liu, Dashuang
    • 패션비즈니스
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    • 제15권6호
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    • pp.1-22
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    • 2011
  • This paper is a study on the information required for developing Korean clothing products intended for Chinese students in Korea and for opening markets of Korean clothing and brands in China. It analyses the buying behaviors, purchasing ability, the favourite apparel type for clothing, and satisfaction with Korean clothing and brands of Chinese students in Korea, with which it seeks a program for South Korea branding to enter into the Chinese clothing market. Three hundred fifty seven students of Hannam University and PaiChai University Chung nam National University in Daejeon-city took part in this study. This paper adopts Descriptive Analysis, Crossing Analysis, Bivariate Correlations, and One-way ANOVA in SPSS 17.0 with Post Hoc Multiple Comparisons to know about the impact of demographic variables of Chinese students in Korea on buying information sources, the criteria for store selection, buying capacity, praise degree on various properties of Korean clothes products and their satisfaction with Korean clothes products. The first proposal of expanding China market for Korean merchants is to achieve maximum sales based on sales promotion strategies, such as the credit card corporations, the store display and sales person service development, SPA, design size development, and to upgrade consumption values. The second proposal is Korean clothes corporations should open the Internet shopping corresponding to the physical stores, the most frequently used information source of Chinese students is the network, from the age distribution of Internet users in 2008 in China, population above 10 and below 30 accounts for 66.7% of all users, In recommending clothes made in Korea to Chinese young people, on-line advertising will get better effects than other strategies, specially during advertisement, they should take good use of Korean television shows and variety shows or help Chinese poor areas to do the social contribution hereby to improve the public image of Korean clothes corporations, which can bring good sale promotion effects as well.

패션관련 SNS 이용동기가 사회비교 및 패션제품 구매행동에 미치는 영향 - 중국소비자를 중심으로 - (The Effect of Fashion-Related SNS Usage Motivation on Consumers' Social Comparison and Purchase Behavior - Focused on Chinese Consumers -)

  • ;박민정
    • 한국의류산업학회지
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    • 제23권2호
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    • pp.186-199
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    • 2021
  • SNS (social networking service) plays an important role in delivering information regarding fashion brands and providing a space for communication between fashion retailers and SNS users, as well as between users. This study primarily focuses on exploring the relationships among the motivation of SNS users and social comparison, clothing purchasing behaviors and the difference in the relationships according to individual characteristics. An online survey was conducted on Chinese female consumers in their 20's and 30's who had experience in fashion SNS. A total of 297 women completed online survey. The results of the study revealed that: (1) consumers who have stronger motivation of information seeking and interpersonal communication through fashion SNS reached more active upward comparison and peer comparison accordingly; (2) upward comparison had a significant effect on conspicuous consumption and bandwagon, while peer comparison had no significant effect; and (3) the self-esteem of fashion SNS users significantly moderated the effect of social comparison on conspicuous consumption and conformity consumption. This study contributed to expanding the knowledge on the relationships among the motivations of SNS users and social comparison, and shed light on Chinese SNS users' characteristics and purchasing behaviors in the fashion SNS context. This study also provides vital implications to fashion brands and retailers.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

중국 라이브 커머스 서비스 품질 특성이 이용자의 지속이용의 도에 미치는 영향 연구 (A Study on the Effects of Chinese Live Commerce Service Quality Characteristics on Users' Continuous Use Intention)

  • 왕금암;이승배
    • 아태비즈니스연구
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    • 제13권3호
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    • pp.433-448
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    • 2022
  • Purpose - The purpose of this study is to empirically analyze users' continuous use intentions using the characteristics of live commerce in China. Design/methodology/approach - Social presence, influence of information source (Wang Hong), convenience, marketability, reliability, personal innovativeness, and social influence were selected as elements that affect the perceived value of users, and an assumption that perceived value would affect continuous use intention was set. 515 samples were obtained from Chinese consumers through a Chinese online questionaire survey. IBM SPSS 26 and AMOS was used for statistical testing. Findings - First, social presence, Wang Hong, convenience, marketability, and reliability, which are the quality characteristics of live commerce services, affect the perceived value of users and user's continuous use intention. Second, the perceived value of users plays a mediating role between the quality characteristics of live commerce service and the continuous use intention. Third, personal innovativeness plays a moderating role in the effect of live commerce service quality on the perceived value of e-commerce users. Fourth, among the relative effects of the service quality characteristic variables, the relative effect of reliability is the greatest followed by that of convenience, marketability, and Wang Hong, in order of precedence, and the effect of social presence is the smallest. Research implications or Originality - South Korean government's plan to support for advancing into live commerce in China were presented as strategic implications for exporting South Korean products to China through online services including live commerce.

소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구 (A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users)

  • 이상훈;승지초;권영직;황현석;김수연
    • 한국산업정보학회논문지
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    • 제19권5호
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    • pp.39-50
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    • 2014
  • 오늘날 사람들은 스마트폰을 전화나 문자와 같은 의사소통의 목적뿐 아니라 개인적인 취미나 오락을 위한 도구로도 많이 활용하고 있다. 과거의 게임 전용 플랫폼은 스마트폰으로 대거 이전되었고 이는 사람들 간의 관계와 게임을 접목시킨 소셜 네트워크 게임으로 발전해 왔다. 연일 새롭게 출시되는 다양한 종류의 게임들은 사용자들에게 재미와 오락적인 가치를 제공하고 있다. 대부분 게임의 수명은 점차 빨라지고 있으며 게임 업체는 사용자들의 요구를 잘 파악하여 항상 새로운 게임을 개발할 준비가 되어 있어야 한다. 본 연구에서는 소셜 네트워크로 연결된 여러 사용자들이 함께 즐길 수 있는 소셜 게임의 수용에 대해 조사하였다. 게임 사용자의 행태는 국가에 따라 문화적 차이를 보일 수 있으며 이에 본 연구에서는 한국과 중국 사용자의 소셜 네트워크 게임 수용에 대한 비교연구를 수행하였다. 기술수용모형을 이용하여 소셜 게임 수용에 영향을 미치는 요인들 간의 구조적 관계를 분석하고 이들 요인들 간 관계가 한국과 중국 사용자에 따라 어떻게 달라지는지 살펴보았다. 양국 사용자 간 공통점과 차이점을 도출하여 이에 대한 분석을 수행하고 본 연구의 결과를 실무에 활용할 수 있는 시사점을 제시하였다.

Relationship between Local SNS Usage and Social Capital

  • Yao, Chunliang;Joo, Jae-Hun;Shin, M. Minsuk
    • 유통과학연구
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    • 제14권8호
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    • pp.35-44
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    • 2016
  • Purpose - This study aims to understand the relationship between Chinese local SNS usage and social capital building through Chinese international students in South Korea. A research model that illustrates the relationship between the SNS usage (i.e., intensity, communication and social capital building is proposed. Based on the analysis, this study will provide responses to the question of if SNS really presents the danger of trapping international consumers in their local comfort zone or enhance social capital for the users. Research design, data, and methodology - The survey questionnaire is circulated among the WeChat (a Chinese local SNS) users who are the Chinese international students studying in South Korea. The collected data is analyzed by structural equation method using SPSS and AMOS. Results - Proposed hypotheses of the positive relationships between the attachment of SNS use and both individuals' bridging and bonding social capital are supported. It's also supported that (1) interpersonal communication, (2) interpersonal communication with old friends, and (3) interpersonal communication for making new friends on SNS positively influence individuals' bridging social capital. Conclusions - This paper demonstrates the importance of intensity of WeChat use and interpersonal communication that impact Chinese international students' bridging and bonding social capital on WeChat.

Experimental Comparisons of Leading Display and RSVP Display of Chinese Dynamic Text in Searching Tasks

  • Tong, Songzhen;Choe, Pilsung;Shi, Pei;Yang, Lin
    • 대한인간공학회지
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    • 제32권3호
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    • pp.253-258
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    • 2013
  • Objective: This study investigates user performance and user perceptions of dynamic Chinese text displays (Leading display and RSVP display) when users search for target information. Background: Today, information searching with dynamic displays is widely used in TV programs, on Internet advertisements, for traffic information systems, and more. Method: A human factors experiment was conducted to compare both displays. Eighteen subjects participated in evaluating two simulated interfaces for the leading display and the RSVP display. Results: The results show that the leading display was better in terms of search time and certain subjective measurements (Easiness, frustration, anxiety). The latter results are consistent with the conclusions of other research efforts showing that dynamic displays are more effective and efficient when reading information. Conclusion: The leading display is more useful for Chinese users in terms of both information searching and information reading. Application: This study helps design dynamic displays written in Chinese texts.

한방병원 실내계획에 관한 연구 (A Study on the indoor Plan of chinese Medicine Hospital)

  • 김정진;진용녀
    • 한국실내디자인학회논문집
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    • 제18호
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    • pp.74-80
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    • 1999
  • Chinese medicine hospital enables the users to expect more efficient cure result in the psychological stability and the comfortable indoor environment by supplying the functional and aesthetic cure space with the medical action of good quality Medical activity is to treat the human life. Thus, hospital must be more human-centered-place than other space. Thus study is establishment of space to be able to lead more rational and active participation than the conservative and passive image of the department of diagnosis and treatment for outpatients is desirable. This study is the indoor schedule to suggest the direction about the department of diagnosis and treatment for outpatients of Chinese medicine hospital of native image with more comfortable and positive approach on the basis of above points at issues as the schedule to fulfill the performance of medical function and the emotional and psychological satisfaction of users as the human being-centered-medical institution on the subject of the department of diagnosis and treatment for outpatients in Chinese medicine hospital. And, this researcher progressed as follows by being premised on this 1. Description of Goai, Range and Method of Study and Suggestion of Study Direction 2. Concept introduction as the Basic Approach of Theory which is necessary for Study 3. The Problems were recognized by grasping the present condition in Korea through the questionaines 4. establishment of Concept and direction which are necessary for planning the indoor of the department of Diagnosis and Treatment for Chinese Medicine Hospital 5. Progression of Design Plan attendant upon Concept 6. Analysis of the Conents attendant upon this, and Conclusiov.

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중국 신화 무협 MMORPG 캐릭터 디자인에서 전통예술 표현에 관한 연구 (A Study on Traditional Art Expression in Chinese Myth Martial MMORPG Character Design)

  • 김춘희;김규정
    • 한국게임학회 논문지
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    • 제13권2호
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    • pp.119-130
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    • 2013
  • 본 연구의 목적은 최근 중국 게임시장에서 인기 있는 온라인게임의 전통예술 표현 특징을 분석하는 것이다. 전통 중국문화의 미적 특징에 대한 플레이어의 심리 선호도를 반영하는 MMORPG 캐릭터를 디자인함으로써 플레이어가 게임을 즐기는 동시에 시각적 만족감을 느낄 수 있도록 하는 것이다. 최근 전통문화를 배경으로 제작한 중국 온라인게임은 많은 플레이어들에게 인기를 끌고 있지만, 외국게임업계의 중국 게임시장 진입에 따라 더욱 다원화된 방식으로 진행되고 있다. 이러한 현재의 중국 온라인 게임 환경을 고려하여 중국 MMORPG 중에서 고유한 전통예술 표현을 활용하는 전통 신화 무협 게임을 선택하고, 개인 플레이어를 반영하는 이상적인 캐릭터 조작이나 사회성 등을 분석하여 전통인물의 형태, 복식, 색, 주거환경을 반영한 표현기법, 캐릭터의 이상적인 형태나 전통 신화의 제한된 주제의 재구성, 캐릭터의 독창성이나 개성이 강조된 집합체 캐릭터 특징을 파악하였다. 중국 MMORPG 역사가 길지 않지만 이러한 연구를 통해 중국의 전통 문화 예술과 관련된 신화 무협 MMORPG의 정체성을 파악하고 플레이어로 하여금 더욱 효과적인 온라인게임의 이해와 만족감을 증가시킬 수 있으리라 본다.

中国元素在国外RPG游戏角色造型中的应用分析 (Chinese Elements in RPG Game of USA, JAPAN, and KOREA)

  • 이원정;세림림
    • 만화애니메이션 연구
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    • 통권39호
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    • pp.349-363
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    • 2015
  • 최근 몇 년간 전세계 게임시장에서 중국 게임 시장의 시장 점유율이 크게 확대되고 있고, 미국, 일본, 한국 등 게임 수출대국은 이를 겨냥하여 중국적인 요소를 발굴하여 세심한 수출전략을 추진해왔다. 이러한 연구배경을 토대로 본 논문은 미국, 일본, 한국의 주요한 게임 캐릭터를 분석하여 중국의 전통문화 요소에 대한 경험적인 분석을 제공하는데 목적이 있다. 본 연구자는 미국, 일본, 한국의 RPG게임을 선정하여 캐릭터가 갖고 있는 중국적인 요소에 대한 내용분석을 실시하여 기존 게임회사들이 게임 개발에 있어 중국적인 요소들을 어떻게 사용하여 왔는가를 고찰하였다. 동시에 중국인 게임 유저에 대한 설문조사를 실시하여 중국인 유저들이 선호하는 중국적 요소를 분석하였다. 주된 분석 결과는 내용분석과 설문조사가 다소 상반되게 나타났다. 특히 미국, 일본, 한국의 RPG 게임회사들은 한족의복보다는 만주족의복을 사용하는 비율이 두드러지게 나타났으나, 중국인 유저들의 실질적인 중국 스타일의 식별도와 미관정도의 평점은 한족 의복이 훨씬 높게 나타났다. 뿐만 아니라 중국 문화를 보다 심도 있게 사용하는 게임 캐릭터배경에 중국인 유저들은 더 많은 호감도를 보였다. 따라서 단순히 중국적인 요소를 가미하는 기존방식에서 탈피하여 게임 개발단계에서부터 보다 유저 친화적인 중국적 요소에 대한 응용과 선별적인 고려가 필요하다.