• 제목/요약/키워드: Consumer's Response

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The Physical Environment Influence of Chinese Department Stores and Consumer's Internal Responses on Store Loyalty (중국 백화점의 물리적 환경에 따른 소비자의 내적반응이 점포충성도에 미치는 영향)

  • Zhang, Ting-Ting;Jun, Ji-Hyun;Rhee, Young-Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • 제37권2호
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    • pp.202-212
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    • 2013
  • Outstanding service quality is a crucial factor to increase customer revisits, to increase customer revisits, to create new customers through positive word-of-mouth marketing and increase profits; in conjunction, the physical environment of department stores have a firsthand impact on customer purchasing behavior. This study examines the physical environment dimensions of department stores in China and the causal relationship with the physical environment, service environment, internal responses and store loyalty. The subjects in this study were male and female adults who finished the shopping the Lotte and Wangfujing Department Store located in Beijing. All participants were over the age of 20 and a one-on-one survey was conducted to gather data from October to November 2011. Data from 424 respondents were analyzed: in addition, AMOS factor analysis and path analysis were used. The results were as follows. First, physical environment factors consist of exterior aesthetic attraction, convenience, cleanliness and an interior aesthetic attraction. Second, exterior aesthetic attraction, convenience and cleanliness affect the overall service environment perception. Third, the service environment exercised an influence on internal responses, and internal responses impacted store loyalty. Fourth, a comparative analysis was made over Korean and Chinese department stores in China to check the research model. In Wangfujing Department Store, exterior aesthetic attraction, cleanliness and convenience had a statistically significant impact on service environment perceptions. In Lotte Department Store, the perception of service environment was under the statistically significant influence of all physical factors (exterior aesthetic attraction, interior aesthetic attraction, convenience and cleanliness). The findings of this study are helpful for Korean Department stores that plan to make inroads into China to formulate efficient service environment strategies tailored to local consumer characteristics.

A Study on the Distribution Environment and Consumer Behavior of Smartphone (스마트폰 유통환경과 소비자 행동에 관한 연구)

  • Kim, Min-Soo
    • Journal of Distribution Science
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    • 제16권4호
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    • pp.67-74
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    • 2018
  • Purpose - Most of the amendments to the law on the improvement of the distribution structure of mobile communication terminal equipment, the fully self-sufficient system of terminals, and the separated disclosure system on the terminals are aimed at securing transparency of the distribution structure by eliminating or reducing handset subsidies. This study investigates what items are important for the purchase of mobile phones in various and rapidly changing mobile phone markets from the consumer's point of view and tries to make a strategic suggestion for future mobile distribution strategies. Research design, data, and methodology - The procedure of this study takes place in four steps. In step 1, only the SF type respondents selected for this study were extracted through MBTI analysis. In step 2, they were divided into three hierarchies for the AHP analysis and each element was arranged. In step 3, the AHP analysis was converted to a Fuzzy-AHP number using the trigonometric centroid method. This was to eliminate the ambiguity of the response by converting into a fuzzy number even if data consistency was maintained with CI value below 0.1. In step 4, the number of converted 2-layer and 3-layer was combined to derive the priority when the final handset is selected. Results - First, the highest importance among the four items in the second tier was the terminal function item, followed by brand, price, and design item. Second, in the third tier, the highest importance was level of after-sales service, followed by device price, processing speed, ease of use, usefulness, and rate system. Third, the arithmetic average of the determinant of the fuzzy function showed that processing speed, ease of use and usefulness in the function item, level of after-sales service in the brand item, and device price in the price item were the five most important factors among 16 choice factors. Conclusions - First, there will be a change in the consumption patterns of consumers who have compared distributors and dealers to purchase handsets with more subsidies. Second, it is highly likely that people will purchase new handsets only when they need to change their devices because they can not receive subsidies by switching phone brands any more.

The Effects of Apparel Product Presentation on Consumer Responses in U.S. Online Retailing (의류 상품 전시와 상품에 대한 관여도가 미국 온라인 소비자에 미치는 영향)

  • Yoo, Jungmin;Lennon, Sharron
    • The Journal of Society for e-Business Studies
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    • 제19권2호
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    • pp.31-51
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    • 2014
  • This study examined the effect of product presentation on consumers' affective/cognitive states and purchase intention. The design of the study was a one factor(product presentation: garment presented flat vs. garment presented on models without faces vs. garment presented on models with faces) between-subject design with a moderator (involvement: high vs. low). A sample of 429 female college students participated in this online experiment. The results show the effectiveness of using a realistic human model on apparel websites. Also, consumers who are highly involved with clothing generally exhibit more positive responses than those who are less involved. Overall, these findings provide empirical support for the Stimulus-Organism-Response model and the Elaboration Likelihood Model, and contribute useful knowledge regarding website design for online apparel retailers.

The Effects of SNS Storytelling Composition Factors on Para-social Interaction, Attitude and WOM Intention: A Case Study of Beauty YouTube (SNS 스토리텔링 구성 요인이 준사회적상호작용과 태도와 구전의도에 미치는 영향: 뷰티 유튜브 사례를 중심으로)

  • Bae, Eun-Ji;Jeon, Min-hee;Shin, Il-Gi
    • The Journal of the Korea Contents Association
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    • 제20권1호
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    • pp.16-24
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    • 2020
  • The study empirically explored factors influencing How storytelling factors in social networking services, SNS, affect consumer response on the uses and gratification theory. conducted an analysis of 120 university students attending universities in the Seoul metropolitan area using an experiment. The results of this study are as follows: first, The storytelling factors, relevance and veracity have a positive effect on clarity. second, it has been shown that only veracity has a positive effect on parai-social interaction with media figures with emotional attachment. third, para-social interactions have been shown to influence content attitudes and orality sequentially. This study deals with the effect of SNS storytelling on the consumer's part, providing practical implications for enhancing content attitudes and word-of-mouth, by increasing para-social interactions with consumers while identifying the components that should enhance the way SNS is delivered in terms of storytelling.

Grain cultivation traceability system using ICT for smart agriculture (스마트 농업 구현을 위한 ICT기반 곡물 재배이력관리 시스템)

  • Kim, Hoon;Kim, Oui-Woong;Lee, Hyo-Jai
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • 제13권5호
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    • pp.389-396
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    • 2020
  • In this paper, a cultivation traceability system to implement smart agriculture developed and implemented, and in particular, devised a system that manages the cultivation traceability of grains that are difficult to grow in smart farms. Mobile and web programs based on smart devices are designed, and the collected information is stored in a DB server and can be used as big data. In addition, real-time location information and agricultural activity information can be matched using an electronic map(Vworld) based on GIS/LBS applying GPS of a mobile device. By designing the cultivation traceability information DB required in the field, the farmhouse, farmers, and cultivation information were developed to make it easy for managers to use, and implemented mobile and web programs in the field. The system is expected to raise the quality and safety management capabilities to the next level in response to variables such as labor saving effect and climate change.

The Effect of Sustainable Fashion Brand's Advertising Color and Expression on Consumers' Emotions and Perceptions - Focus on Instagram - (지속가능 패션 브랜드 광고의 색채와 표현형식이 소비자의 감정과 인식에 미치는 영향 - 인스타그램 중심으로-)

  • Jiang, Wei;Ko, Eunju;Chae, Heeju
    • Fashion & Textile Research Journal
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    • 제21권4호
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    • pp.432-451
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    • 2019
  • Companies and brands that practice sustainability pay attention to New Media due to its ability to build a sustainable relationship between companies and consumers. The need for research on specific roles, characteristics, and social media effects on eco-friendly advertising has had rapid growth in marketing programs for sustainable activities especially shown through social media. Information about sustainable fashion has spread to consumers through social media, and multifarious efforts have been made to attract the attention of youth. Despite the dramatic increase in eco-friendly marketing through social media as a part of sustainability, there is a lack of research on the major influences of emotional factors such as ad color and expression in social media. In this context, it is meaningful to identify relationships between emotional responses, advertising value and consumer behavior of sustainable fashion brands in Instagram and implement a suitable advertising type (color vs expression) for consumers. We used 366 responses for the final analysis. Data were analyzed by factor analysis, structural equation modeling using SPSS 18.0 and AMOS 18.0. The results of this study suggest that emotional responses, advertising value have a significant effect on the flow. This study expands on a previously limited research field by verifying consumer responses to image advertising on Instagram, rather than general sustainable fashion marketing. The study results also provide meaningful implications for a relation formation between customers and fashion brands vis-${\grave{a}}$-vis sustainable social media marketing.

The Effect of Sustainability-Related Information on the Sensory Evaluation and Purchase Behavior towards Salami Products

  • Hwang, Jihee;Lee, Seoyoun;Jo, Minwoo;Cho, Wanil;Moon, Junghoon
    • Food Science of Animal Resources
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    • 제41권1호
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    • pp.95-109
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    • 2021
  • Consumer's interest in sustainable livestock farming methods has grown in response to concerns for the environment and animal welfare. The purpose of this study is to examine the different influences of sustainability product information on sensory characteristics and purchase behaviors. To accomplish this aim, the study used salami, which is an Italian-style sausage processed by fermentation and drying. Three different types of information were provided: salami made from the pork of an antibiotic-free pig (SMAFP), of an animal welfare pig (SMAWP), and of a grazing pig (SMGP). This study was conducted as an off-line experiment with Korean participants (n=140). As a result, there were sensory differences according to the sustainability information. For the SMAFP, it had a significant difference in, sourness (p<0.05). With the SMAWP, there was a difference in gumminess (p<0.10), and the SMGP had significant differences in sourness (p<0.01), sweetness (p<0.01), andmoisture (p<0.05). Moreover, the purchase intention and willingness to pay were significantly higher when the sustainability information was given. Especially, among the three types of salamis, participants were willing to pay the most for the SMAWP. This is one of the first consumer studies to investigate sensory evaluation and purchase behavior for various types of sustainable livestock production. These results contribute by helping sustainable meat producers and marketers become aware of the kind of sustainable information to which consumers are sensitive.

Case Study of Moving up the Charts in K-pop : Focusing on Brave Girls' 「Rollin'」 (K-pop 음원 역주행에 대한 사례 분석 : 브레이브걸스(Brave Girls)의 「롤린(Rollin')」을 중심으로)

  • Jung, Seung-Hwan
    • Journal of Korea Entertainment Industry Association
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    • 제15권5호
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    • pp.69-83
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    • 2021
  • To understand 'Moving up the charts' as a dynamic phenomenon in the K-pop entertainment industry, this study specifically analyzed the 'Moving up the charts' of 「Rollin'」 sung by 'Brave Girls'. First, the context and process related to 「Rollin'」 were described in detail, and the performance as a sound source and business were described. Subsequently, six factors were analyzed and presented as causes for 'Moving up the charts': 'Existence of specific possible triggers', 'Attractions of content itself', 'Inflow of new male fans', 'Turning weaknesses into strengths as idol', 'Psychological empathy with stories of real group' and 'Fast response and communication of agency'. Due to the influence of 'Moving up the charts', two changes were presented: 'Expansion of popularity and interest and expansion beyond songs' and 'Forming a consumer group with high purchasing power'. Through this, this study discussed the meaning, role, and possibility of 'Moving up the charts' in the K-pop entertainment industry. In the future, it will be necessary to recognize 'Moving up the charts' in the music market as a remarkable phenomenon, and to understand the importance of new idol consumer class as well as the use of related media such as YouTube.

A Survey on the Effect of Consumer's Social-Economic Status on Beef Purchase Attitude (소비자의 사회 경제적 위치가 쇠고기 구매 태도에 미치는 영향)

  • Lee, Seong-Kap;Yang, Seok-Jin;Kim, Dong-Hoon;Cho, Bong-Jae;Jang, Jung-Young;Lee, Hyo-Ku;Yoon, Bo-Ra;Lee, Young-Jun;Lee, Ok-Hwan
    • The Korean Journal of Food And Nutrition
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    • 제25권1호
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    • pp.132-141
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    • 2012
  • This current survey was conducted to examine consumer attitudes toward factors determining beef purchasing and improving distribution systems. The frequency of beef purchasing was shown to reflect social and economic status, where inhabitants in large cities, such as Seoul, with higher salaries showed a higher frequency. In addition, consumers that were in their forties bought beef more frequently than consumers that were in their twenties. Consumers in Seoul and the megalopolis with a monthly income of higher than 200 million won preferred to purchase meat from department stores and discount markets. In contrast, people in small cities with lower incomes tended to buy meat from butcher shops and brand shops. In a question regarding unsatisfaction factors of retail beef, individuals that were in their thirties with a high income had concerns associated with packaging problems. For people under thirty with low income, the consistency of quality and price were the prime concerns. In regards to the beef grading system, consumer response varied between inhabitants, monthly income and age group, where consumers from small cities that were in their twenties and forties with a low income had a negative viewpoint. For the differential beef distribution system, housewives between the ages of 30 and 40 from a small city with an income higher than 200 million won had a positive response; however, a large number of consumers were not familiar with this system. The most demanding beef cuts were in the following order: loin, flank and rib. In addition, the most important factors determining purchasing beef were as follows: price, breed and portion.

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
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    • 제18권2호
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    • pp.147-187
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    • 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.

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