• Title/Summary/Keyword: Consumers′ Emotion

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Medical Service Countermeasures Following Aging in Japan (일본의 고령화에 따른 의료서비스 대책)

  • CHOI, SUNG BAIG
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.79-88
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    • 2016
  • Modern society is living in material affluence after the Industrial Revolution. Meanwhile, consumer needs, in conformity with product diversification, are also being diversified. Modern consumers, unlike those of the past, are trending towards individual consumption that satisfies emotion and values instead of simple goal-oriented consumption. A model case is that of Starbucks. Starbucks has grown into the global coffee franchise it is today through emotional marketing that sells an atmosphere that is unique to Starbucks, consisting of store decorations, store music, employee service, and charming coffee aromas that are identical in every store anywhere in the world. Because this method is marketing that stimulates human emotion, it is assigned to and appeals to human senses and sensitivity. In other words, the charm of emotion marketing is that it draws out consumer emotion, produces positive reactions towards products, and leads to consumption. The utilization of emotions for products or service differentiates brand image and is becoming a key method in reinforcing brand royalty. In particular, more importance is being placed on customer service to strongly impress consumers. Intangible service is becoming the best way to impress customers.

A Study on the Influence of Sentiment and Emotion on Review Helpfulness through Online Reviews of Restaurants (레스토랑의 온라인 리뷰를 통해 감성과 감정이 리뷰 유용성에 미치는 영향에 관한 연구)

  • Yao, Ziyan;Park, Jiyoung;Hong, Taeho
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.243-267
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    • 2021
  • Sentiment represents one's own state through the process of change to stimulus, and emotion represents a simple psychological state felt for a certain phenomenon. These two terms tend to be used interchangeably, but their meaning and usage are different. In this study, we try to find out how it affects the helpfulness of reviews by classifying sentiment and emotion through online reviews written by online consumers after purchasing and using various products and services. Recently, online reviews have become a very important factor for businesses and consumers. Helpful reviews play a key role in the decision-making process of potential customers and can be assessed through review helpfulness. The helpfulness of reviews is becoming increasingly important in practice as it is utilized in marketing strategies in business as well as in purchasing decision-making issues of consumers. And academically, the importance of research to find the factors influencing the helpfulness of reviews is growing. In this study, Yelp.com secured reviews on restaurants and conducted a study on how the sentiment and emotion of online reviews affect the helpfulness of reviews. Based on the prior research, a research model including sentiment and emotions for online reviews was built, and text mining analyzes how the sentiment and emotion of online reviews affect the helpfulness of online reviews, and the difference in the effects on emotions It was verified. The results showed that negative sentiment and emotion had a greater effect on review helpfulness, which was consistent with the negative bias theory.

Flagship Store Experience of Luxury and SPA Brands -Effect on Store Emotion and Loyalty- (럭셔리와 SPA 플래그십 스토어 체험 -점포 감정 및 충성도에 미치는 효과-)

  • Park, Kyungae;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.2
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    • pp.258-272
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    • 2016
  • This study estimated a structural model for examining causal relationships among flagship store experiences, store emotion and loyalty, and to compare the structural models between luxury and fast fashion SPA brands. A total of 416 responses were collected from consumers who had experience with a variety of luxury and SPA flagship stores. Findings confirmed that flagship store experience consisted of four factors, such as sensory, affective, intellectual and behavioral experiences. Sensory and behavioral experiences had positive effects on store emotion that influenced loyalty. Affective and cognitive experiences influenced loyalty. All aspects of experiences explained store emotion or loyalty for luxury flagship stores; however, two of experiences (i.e., sensory and affective) were important to determine store emotion or loyalty for SPA flagship stores. The study discussed managerial implications for fashion brands to develop and manage flagship stores.

Evaluation of VMD Sensibility according to Purchasing Psychological Steps and Weights (구매심리의 단계와 가중치에 따른 VMD 감성평가 -의류브랜드를 중심으로-)

  • Na, Young-Joo;Lee, Eun-Hee;Hwang, Jin-Sook;Koh, Seon-Ju
    • Science of Emotion and Sensibility
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    • v.10 no.2
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    • pp.187-198
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    • 2007
  • To improve VMD technology and suggest the comprehensive evaluation method for VMD, this study investigated and compared two methods of VMD evaluations; expert evaluation and questionnaire to consumers. We analyzed VMD factors of 4 stores with the same brand according to purchasing psychological steps of consumers at the purchasing point. The results are following: Customer Attraction and Purchase Stimulus by VMD showed higher scores in road shop than in department stores, while Put-on Imagination and Comparison Process by VMD showed higher scores in department stores than road shop. Visual Satisfaction and Shop Visit Satisfaction increased the purchasing desire of consumers. High-scored VMD shop evaluated by expert had high score in product purchasing intention of consumers. We found out that questionnaire method to consumers or their response is needed for evaluate VMD of shop in terms of analyze possibility of the related to their purchasing intention.

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Effects of Multisensory Cues, Self-Enhancing Imagery and Self Goal-Achievement Emotion on Purchase Intention

  • CHOI, Nak-Hwan;QIAO, Xinxin;WANG, Li
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.1
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    • pp.141-151
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    • 2020
  • This research aimed at studying the role of self-enhancing imagery and self goal-achievement emotion in the effect of characteristics perceived at advertisements using multisensory cues on purchase intention. Sports shoes advertisement was selected as an empirical research object. Questionnaire survey method was used to collect data. 'WenJuanXing' site was used to make the questionnaire in Chinese, and it was loaded on WeChat and QQ. 260 participants from different regions of China participated in online questionnaire survey. The results of testing the hypotheses by structural equation model in Amos 21.0 program are summarized as followings. The congruency between multisensory cues and self-discrepancy awareness positively evoked the self-enhancing imagery and the self goal-achievement emotion. The object relevance between the consumer and the product advertised did not induce the emotion, but evoked the self-enhancing imagery. Both of the self-enhancing imagery and the self goal-achievement emotion had positive effects on the product purchase intention. When developing advertisement, marketers should focus on multisensory cues' characteristics to enhance the self-enhancing imageries as well as to help feel the goal-achievement emotion. They should pay attention to the ways by which the multisensory cues' characteristics used to develop advertisement can be perceived to be congruent with each other by consumers.

Effects of Entertainment Service on Impulse Buying Behavior of Apparels -Comparing with Department Stores and Shopping Malls- (엔터테인먼트서비스가 의복충동구매행동에 미치는 영향 -백화점과 쇼핑몰을 중심으로-)

  • Park, Eun-Joo;Park, Jung-Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.9_10 s.157
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    • pp.1333-1343
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    • 2006
  • Consumers seek the pleasure, fun and satisfaction in shopping. Retailing environments of apparel products are rapidly changing than ever before. One of there changes are offered apparel products with entertainment service, such as theaters, restaurants and so on. The purpose of this study was to investigate the effects of entertainment service, shopping orientation and emotion on impulse buying behavior in department stores an shopping malls. A self-administrated questionaire was developed based on the results of previous researches and pre-test. Data were obtained from shoppers(N=684) randomly selected in department stores and shopping malls located in Seoul and Busan. Data were analyzed by factor analysis, t-test, cross analysis, and path analysis. The results showed that; impulse buying behavior was directly or indirectly affected by shopping orientation in both of two store types. In department stores, consumers were affected to make a good mood by entertainment service while, in the shopping malls, consumers were influenced directly by entertainment service to be a good mood and to purchase impulsively apparel products. Therefore, the impulse buying behavior was influenced differently by entertainment service in store types. From the retailer's perspective, they give insights into the development of strategies utilized to marketing planning of entertainment service in each store types.

Study of Space in Storytelling Marketing (스토리텔링 마케팅에서의 공간에 관한 연구)

  • Chung, Sun-Ah
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.05a
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    • pp.125-130
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    • 2006
  • The various kinds of consumption belong to a general category and at the same time the expression of most basic aspiration in the human life. Since the ancient times, the consuming activities have lasted with the other basic activities and the consuming space conducting consumption has developed as physical devices along with the human history. Those companies that have been given attention and getting favorable impression currently being selected by the consumers are now concentrated on the storytelling marketing. The storytelling marketing is that the emotion-oriented marketing activities give consumers the opportunities to enjoy the product contained stories to put the stories to marketing activities. It approaches to consumer with human story emotionally rather than rationally and heart rather than mind. Recently, the architecture has become artistic either it was linked and contacted media or part of marketing. We think that the story telling marketing is the eternal triangle among art, architecture and marketing that is a propensity or movement to interior at this time. I found out that the storytelling marketing methodology is able to touch the consumer's heart and stimulate consumption aspiration that makes new circumstances and experience expressing space. And for that, effective marketing methodology is to give the consumers a more exciting and enjoyable motivation in accord with the modern society to give companies positive image to customers and accordingly for the companies to gain profits. The story telling space that is filled with ideas which produce new circumstance and experience using the established narrative and theme will be required continuously and able to develop in the future.

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Eliciting Mental Models for Mobile Device Purchase Decision Making (모바일 기기 구매 의사결정에 관한 멘탈 모델의 추출)

  • Hwang, Sin-Woong;Yoon, Yong-Sik;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.10 no.1
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    • pp.23-36
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    • 2007
  • This research focused on eliciting and analyzing mental models of mobile device purchasing consumers who are distinguished by their familiarity with information technology. Mental model elicitation processes proceeded by critical decision method. And Pathfinder algorithm and Social Network Analysis were used to analyze the mental models. The results show that IT-familiar consumers have mental models of which elements are more organized and distinctive while IT-unfamiliar consumers have vague and socially affected mental models.

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A STUDY ON THE DEVELOPMENT OF AN INTERPRETER FOR MAPPING HUMAN SENSIBILITY AND DESIGN PARAMETERS ON AUTOMOTIVE INTERIOR

  • Kang, Seon-Mo;Paik, Seung-Youl;Park, Peom
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.31-31
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    • 1999
  • In the preliminary design stage of an automotive interior, human sensibility is first analyzed and applied to design parameters for satisfying consumers needs using optimization and engineering judgement. Then designers try to design components that meet these needs using empirical and trial-and-error procedures. This process usually yields poor results because it is difficult to find a feasible design that satisfies the targets by trial-and-error (a feasible design is one that satisfies consumers needs and design constraints). To improve this process, we need tools to link the human sensibility with the design parameters that define the geometry of the components of an automotive interior. A methodology is presented for developing a tool for design guidance of an automotive interior. This tool translates the human sensibility into the design parameters that define the geometry of the components of an automotive interior. This tool, called interpreter, rapidly predicts the human sensibility of a given automotive interior and presents design parameters that meet or exceed given human sensibility to satisfy consumers needs and design constraints. The methodology is demonstrated on the interior design of an actual automotive.

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The Effect of Mukbang under Consumers' Positive and Negative Emotions on Their Vicarious Satisfaction and Desire to Eat (소비자의 긍정적 감정과 부정적 감정에서 먹방이 대리만족과 욕구에 미치는 영향)

  • Kim, Hyunpil;Hwang, Kumju
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.71-82
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    • 2022
  • Mukbang, which has established itself as a popular content, is now enjoying a sensational popularity not only in Korea but also around the world. This study investigated the effects of mukbang on consumers' vicarious satisfaction and desire increase in different emotional aspects. In addition, we analyzed how the positive and negative emotions of consumers affect the vicarious satisfaction and desire increase of mukbang. According to this purpose, 120 participants in their 20s and 30s who had experienced watching mukbang were encouraged to watch mukbang videos after inducing positive, negative, and neutral emotions, and the effects of vicarious satisfaction and increased desire depending on emotions were examined. As a result of the experiment, it was confirmed that vicarious satisfaction through mukbang was high in positive emotional states, and desire through mukbang was high in negative emotional states. This study has a theoretical contribution that empirically investigates the different effects of mukbang according to positive and negative emotions, and is expected to help derive marketing measures using consumer emotional states that have not been received enough attention in using mukbang as a marketing tool.