• Title/Summary/Keyword: Effect of brand

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The Differences of Consumer Perception toward the Components of Apparel Store (의류점포 구성요인에 대한 소비자 지각의 차이)

  • 김관일;김미영
    • Journal of Distribution Research
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    • v.6 no.1
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    • pp.1-21
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    • 2001
  • This study introduced the components of apparel store, which include product and service factor to reflect the modified conception of service. The purposes of this study were to investigate the dimensions of the components of apparel store and to examine consumers' rating of importance on the components of apparel store. In addition, this study explored the effect of clothing involvement and demographic variables on importance perception. Data were collected via a questionnaire from young adult females in their twenties. The results of this study revealed five dimensions of service factor: environmental service, salesperson service, attitude and policy service related to exchange and refund, policy service related to promotion, and policy service related to convenience. Factors related to product were identified price, quality, variety, fashion, design and brand. Attitude and policy service related to exchange and refund is the most important factor that consumer perceived. Salesperson service and product quality were the second important factors. The relatively important factor in each service dimension was this : display in the environmental service, the ability of salesperson to resolve customer's complaints in the salesperson service, sales person’s courtesy in managing exchange or refund in policy service. Clothing involvement and demographic variables do affect consumers’perception on importance.

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A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.151-158
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    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

The Effect of Attribute Alignability and Certainty on Consumer Preference (제품속성의 정렬 가능성과 확실성이 제품 선호도에 미치는 영향)

  • Kim, Soo-Young;Song, Ju-Hun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.153-172
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    • 2008
  • Products can maintain a high level of market share for many years by succeeding early in the development of a market. To overcome the benefit of pioneering a market, late entrants to the market can use differentiation strategies: developing novel attributes or enhancing preexisted attributes. In general, preexisted attributes are more memorable, but novel attributes can be weighted as heavily as preexisted attributes by contextual constraints. Based on the research of appraisal-congruent judgement, certainty appraisal dimension may affect the degree to which people engage in systematic or heuristic processing. This study examines the effects of alignability (the ease with which the attributes of one object can be aligned or mapped onto another object) of product attributes and certainty on consumer preferences for late entrants. Participants were induced to experience certainty and then completed a questionnaire. As predicted, participants induced certainty were likely to engage in heuristic processing, while participants induced uncertainty were likely to engage in systematic processing. This study provides an implication that companies should additionally consider consumers' feeling of certainty when launching a new brand.

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Processes and Outcomes of Creative City Policies: Case Studies on UK-Tech City (창조도시정책의 추진과정과 성과에 대한 연구: 영국의 테크시티 정책을 중심으로)

  • Lee, Byung-min
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.4
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    • pp.597-615
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    • 2016
  • Since 1997 the United Kingdom has pursued creative industry and creative city development in accordance with the New Labor Party policy, strengthening its cluster policy by assigning creative city policies to traditional manufacturing-oriented regions. Tech City in London, one of the most successful examples of digital clusters, is an area in which diverse ecosystems for venture business integration have been established, as the once barren space began to spontaneously develop. For this region, systematic linkages including universities, private companies, start-ups, and accelerators have been added, along with the UK government's active support system. As a result of this opportunity, the scale of the UK start-up ecosystem has significantly grown, the number of local companies has surged, and brand effect has greatly improved. Tech City is an example of a well-balanced combination of public effort and private governance, based on the region's historical background and its potential for growth. It is an effective coordination of public policy and private active investment, services, research, and education. The market platform for institutional technology and commercialization, and aggressive investment shares in the risk, have lead to its growth as a start-up and an innovative city. Britain's efforts to expand the nationwide cluster for the future-oriented digital economy is most noteworthy.

A Study on the Properties of Mobile Phone that Influence on the Choice of Handset and Telecommunication Company (이동전화기 속성이 이동전화기 및 통신사 선택에 미치는 영향 분석)

  • Kim, Hyun-Jong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.109-120
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    • 2010
  • Mobile phone-related industries have been mainly concentrated on attracting the new customers and increasing the market share such as for the aggressive marketing activities, but it is the time to find an effective strategy to preserve existing customers since the mobile phone market had already reached the saturation. In this study, the properties of mobile phone that influence on the choice of handset and telecom company were analyzed. General properties of respondents were explored and the mobile phone properties were grouped by common factors. And analyzed the effect of factors on customer satisfaction with structural equation model. 10.4% of respondents are used their handset more than two years and 48.7% wanted to purchase other manufacturer's handset if they repurchase mobile phone. These results might come form the fact that the life cycle of mobile phone become shorter by the heating competition in mobile phone market and, to some degree, the influence of smart phone which recently become globally popular. Four factors, 'Hardware Quality', 'Practicality', 'Convergence Functions' and 'Level of Awareness', are induced from the mobile phone properties. In Structural Equation Model analysis, 'Hardware Quality' and 'Practicality' have significant and positive effects on Customer Satisfaction. But, 'Awareness' such as brand and trend appeared quite less influence on the customer satisfaction.

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The Study of the Effect of Shopping Value on Customer Satisfaction, and Actual Purchase Behavior (쇼핑가치가 고객만족과 구매행동에 미치는 영향에 관한 연구 - 백화점 쇼핑행동을 중심으로 -)

  • Ahn, Kwangho;Lim, Byunghoon;Jung, Suntae
    • Asia Marketing Journal
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    • v.10 no.2
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    • pp.99-123
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    • 2008
  • Consumer satisfaction/dissatisfaction is key determinant of brand loyalty and store patronage behavior. But the results of many customer satisfaction surveys implemented by department stores show that consumer satisfactions do not predict the actual patronage behaviors well. The main reason of these surprising results would be that the consumer satisfaction indexes do not include some important determinants of consumer satisfaction. Many customer satisfaction surveys mainly focus on the evaluation of functional benefits including product assortments, merchandise prices and locational convenience. Recent studies indicate that emotional/hedonic benefits strongly influence the consumer satisfaction, intention to repurchase and intention to revisit. Our study suggests that both functional values and hedonic values should be included in developing the index of consumer satisfactions. The purpose of our study is to investigate the relationship between shopping value and consumer satisfaction, and actual patronage behavior. Shopping values is defined as the difference between total benefits and total shopping costs. Total benefits include the dimensions of product quality, service quality, and hedonic benefits. Total costs are classified as the monetary costs and non-monetary cost. The conceptual framework developed for this empirical study is as follows.

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A Study on Wine Selection Attributes by Wine Use Behavior - Focused on Wine Retail Shop Customers - (와인 이용 행태에 따른 와인 선택 속성에 관한 연구 - 와인 소매점 이용고객을 중심으로 -)

  • Jeon, Hyeon-Mo;Park, Mi-Young
    • Culinary science and hospitality research
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    • v.15 no.2
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    • pp.121-135
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    • 2009
  • The pattern of liquor consumers started to change as the well-being trend and great interest in health have risen for the last few years. In particular, consumption of wine is gradually increasing with the findings revealing that drinking proper amount of wine is good for preventing various adult diseases such as sclerosis of the arteries, heart disease and aging. Accordingly, this study aims at understanding the importance of wine buyers' choice attributes when buying and drinking wine in order to contribute to satisfying customers, popularizing wine and expanding its base. From December 1 to 31 in 2008, it made a survey on natives and weekly settled population living in Seoul area who had bought wine at a wine retail shop with literature and positive researches. It made an application of SPSS 12.0 to analyze the importance of wine buyers' choice attribution based on the demographical characteristics and use behavior with such analysis methods as the frequency analysis, the factor analysis, the reliability test, ANOVA and multiple regression. The results are summarized as follows. First, it showed that there are significant differences between buying and drinking wine by producing countries, buying places, prices, companions except for the number of drinking times, drinking places, and information sources. Second, it showed that wine buyers' choice attributes such as brand characteristics and effects on health have a positive effect on customer satisfaction.

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The Product Color Effect on Product Color Preference, Product Image and Product Attitude (제품의 색채가 제품의 색채선호도, 이미지, 태도에 미치는 영향)

  • Jang, Nam-Seo;Kim, Sae-Bum
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.79-88
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    • 2007
  • A company's plan to reform its products' image cannot obtain expected results unless a color plan is included in the reformation plan. A color plan is essential since color conveys to customers much information on function, shape, and material quality of the product. In other words, color is the essential dimension or criteria that customers use when evaluating the quality of goods. Despite the importance of a color plan, companies in Korea are still behind in researching and receiving 'color information' compared to those in more advanced countries. Recognizing the importance of products color, many international companies constantly make their efforts to predict trendy colors and preferred styles of customers before they develop products. It is suggested that domestic companies invest more in color infrastructure to be more successful in making products which can catch the customers' eyes and emotion. Different life styles by age, income level, and gender would be only a few of many factors to be investigated to build color plans for a product. In this study, it is attempted to see the color tendency of young generation by gender, and also to analyze empirically the influence of product's color on its image and customers' behavior. The results are analyzed with frequency analysis, cross tabulation analysis, T-test, one-way ANOVA using SPSS Win 12. The results of this study show that color preference, product image and product attitude are influenced by product's color, and color is an important factor for forming additional emotional value together with the product's original functional value. Judging from the findings, it is recommended that a company undertake careful research before developing a product to find out how customers respond differently to products in different colors especially when the product belongs to the product category where color is considered to be a determinant factor in terms of choosing a brand.

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A Study on Gamification Marketing based on Social Network Service (소셜네트워크 서비스 기반 게이미피케이션 마케팅 연구)

  • Moon, Ha Na;Park, Seung Ho
    • Design Convergence Study
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    • v.15 no.2
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    • pp.17-35
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    • 2016
  • Along with popularization of smart phone and routinization of social network service, enterprises are using several social network services as a marketing channel to raise brand awareness and conduct PR. Enterprises have been utilizing an element of 'Gamification' representing a functional aspect and emotional pleasure of a game in order to attract users' attention and increase their voluntary participation since the early social network service marketing. However, social network service system contains functional roles of Gamification components rather than they function separately. Hence, this research intends to examine Gamification elements of social network service and characteristics occurred when enterprise uses several social network services as a marketing channel. Besides, it aims at suggesting a marketing guideline for Gamification based on social network that may induce users' interest and increase an immersion effect. Firstly, this study examined concepts and characteristics of social network service and Gamification centered on literature research. Secondly, it summarized a game mechanics, dynamics and a fun type of Gamification components. Thirdly, based on theoretical research, it collected Gamification marketing cases of 5 enterprises including 'Coca Cola Korea', 'Lotte Mart', 'Canon Korea', "Kolon Sports' and 'Uniqlo Korea' that utilize more than 3 of 4 social network services including 'Kakao Story', 'Band', 'Facebook' and 'Instagram' used the most in our nation, analyzing characteristics of Gamification marketing and deriving a suggestion. Finally, it suggested a guideline for Gamification and social network service to build a foundation for a Gamification marketing plan through social network service.

Representational aspects and effects of K-food in K-content (K콘텐츠에서 K푸드 표상 양상과 효과)

  • Jaeeung Yoo;Hyunkyung Lee
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.165-170
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    • 2024
  • 'K-contents' is in the spotlight worldwide. As the prefix 'K' became popular, interest in K-food(Korean food) also increased. Various studies on K-contents are being conducted, but research on K-food is still very limited. References and articles about K-food are mainly limited to the overseas expansion, marketing status, and sales of domestic brands, and a few research papers deal with only cases of a specific brand's overseas expansion. This paper aims to analyze how K-food is represented in TV unscripted shows and TV series produced in Korea and what their effects are through empirical works. Among the unscripted shows based on food, they are estimated that the point of competitiveness as K contents deal with foreigners' Korean food experiences. Representative examples here are the way foreigners who visit Korea experience Korean food as part of their Korean culture experience, or the type of temporarily setting up a restaurant overseas to sell Korean food to local people. However, the problem with such shows are that it lacks long-term appeal because it is based on the 'Gukbbong(a slang term for 'extreme nationalism')' sentiment. The exposure of K-food in K-contents creates a tremendous advertising effect. It is judged that the current status and analysis of K-contents based on K-food can help establish the direction of future program production and the identity of K-food.