• Title/Summary/Keyword: Experience in Business

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Consumer's Textile Sensibility in regard to Purchase Experience of Apparel Products in e-Business

  • Shin, Sang-Moo
    • Journal of Fashion Business
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    • v.6 no.6
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    • pp.105-111
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    • 2002
  • E-business has been regarded as new type of marketing channels and has been growing rapidly. The purpose of this study was to investigate textile sensibility depending on consumers' purchase experience of apparel product in e-business. The analyses of 202 questionnaires were conducted by frequency, mean, and standard deviation, and t-test using SPSS 10.0. Computer setting environment was 1280$\times$1024 resolution with 96 DPI (dots per inch) for this experiment. The results of this research were as follows: Melton (flat axis), habutae (thin axis), suede (wet axis), and terry (rustic axis) showed that there were no significant differences in textile sensibility regarding purchasing experience in the cyber apparel store. But oxford (hard axis) showed that purchasing experience group perceived less modern and smooth textile sensibility than no purchasing experience group. In case of linen (dry axis), purchasing experience group showed less modern textile sensibility. In case of muslin (soft axis), purchasing experience group had more flat and less soft textile sensibility than no purchasing experience group. In case of homespun (thick axis), purchasing experience group perceived less modern textile sensibility than no purchasing experience group.

The Empirical Study on Relationship Between Corporate Performance and Related Business Experience of Game Company's CEO : Moderating effect of Social Capital (게임기업 CEO의 관련사업경험이 경영성과에 미치는 영향에 관한 실증적 연구 -사회적 자본의 조절효과를 중심으로-)

  • Seo, Tae Geon;Yang, Dong Woo
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1408-1418
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    • 2015
  • As the CEO`s of game companies should be ready for the rapid change of technical environment of game industry, highly skilled employees and the social capital become very important factors in doing game business. 2013 Korea Game White Paper shows that many game companies prefer employees with job experience. The social capital and network help game companies get industrial information easily. This study empirically examines the relationship among CEO`s related business experience, corporate performance and social capital based on 134 Korean game companies. CEO`s characteristics are measured by using demographic characteristics including age, amount of education, and prior job experience and psychological characteristics, but this study focuses on related business experience. The results of this study show some significant relationship between the related business experience of CEO and nonfinancial performance of the firm. Secondly, this study verifies the moderating effect of the social capital between the related business experience of CEO and non-financial performance of the firm. The results of the moderating effect of the social capital show that social capital increases the non-financial performance.

The Effects of Entrepreneurial Experience, Business Model Innovation and Financing on the Performance of New Ventures (벤처기업 창업자의 창업경험, 비즈니스 모델 혁신 및 자금조달이 초기 성과에 미치는 영향)

  • Jongseon Lee;Sangmoon Park
    • Asia-Pacific Journal of Business
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    • v.15 no.1
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    • pp.179-192
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    • 2024
  • Purpose - The purpose of this study is to examine the effect of entrepreneurial experience, business model innovation and financing on new venture performance. Design/methodology/approach - This study analyzes survey data on new ventures in Korea and investigated research hypothesis by multiple regression analysis. Findings - Founders' prior startup experience have different impacts on performance depending on whether they had a successful or failed startup. Successful experience has a positive impact on early performance, while failure experience has a negative impact. Business model innovation shows a positive and significant relationship with early performance. External financing has different effects depending on the type of funding source and performance variables. VC funding is positively related to employment creation, while government R&D funding is negatively related to sales volume. Research implications or Originality - This study confirms that the impact of entrepreneurial experience on early performance varies depending on the characteristics of successful and unsuccessful entrepreneurs. It also empirically confirms that business model innovation has a significant impact on early performance. We empirically examine the relationship between various external financing sources of venture firms and early performance. Since the effects of entrepreneurial experience, business model innovation, and external financing on early stage performance may be different, entrepreneurs should consider these relationships when pursuing early stage business opportunities.

Searching for Ways to Utilize Avatars in Consideration of User Preferences in the Experience Metaverse Service (경험 메타버스 서비스에 있어 사용자의 선호도를 고려한 아바타 활용 방안 모색)

  • Sung-Suk Park;Il-Hyun Cho
    • Journal of Information Technology Applications and Management
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    • v.30 no.2
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    • pp.45-57
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    • 2023
  • Efforts to build metaverse platform services and expand profit structure are developing in a more realistic direction. The metaverse, which has been centered on 'creation and economy' and 'discovery', will evolve into an 'experience' metaverse, creating tangible business effects where satisfaction with the user experience leads directly to purchase. In this paper, the condition of the avatar used as a medium of economic activity between the metaverse platformer and the user and the business utilization plan were sought. In addition, a new 'metaverse business model' was proposed based on 'experience, discovery, creation and economy', and in particular, it was intended to lay the foundation for the experience metaverse to further develop in the form of 'business experience'. In addition, a survey was conducted on the 'application of metaverse service and avatar' targeting the MZ generation, the main customer base of the current metaverse service. In order to provide a service that satisfies the user, it was concluded that the appearance of the avatar needs to be changed according to the purpose and function. Accordingly, we propose an 'selective switch mode' that can change the avatar's appearance at the desired timing according to the 'experience' and 'purchase purpose' of each metaverse service area. In addition, by strategically utilizing the 'Digilog' psychology, we believe that it will be possible to promote the influx of new users while increasing the loyalty of existing users to the platform. Through the establishment of 'avatar purchase system' by 'selective switch mode' and 'avatar decorating system' by 'digilog' strategy, the experience metaverse, which has been focused on 'digital twin experience' so far, is As it develops into 'business experience', it is expected that the user experience can be further satisfied.

The Impact of Omnichannel Shopping Experience and Channel Integration on Customer Retention: Empirical Evidence from China

  • WANG, Junbin;JIANG, Xinyu
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.2
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    • pp.229-242
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    • 2022
  • Creating a new retailing environment to meet the seamless experience requirements of consumers is a challenge for Omnichannel-related businesses. Based on the "appraisal-emotion-response" chain, the purpose of this research is to explore the psychological mechanism of omnichannel integration influencing customer retention and the moderating effect of customer showrooming experience. This research uses a structural equation model in partial least square software to analyze a two-stage survey (Study 1: n = 210; Study 2: n = 342) conducted in China. The results show that channel control experience has three dimensions: perceived channel attribute familiarity, channel type matching, and cross-channel access convenience; consistent interactive experience has two dimensions: information cross-channel consistency and cross-channel service support. Furthermore, both channel control experience and consistent interactive experience are favorable for customer retention through increased customer satisfaction (transactional and retailer satisfaction). Finally, customer showrooming experience positively moderates the relationship between consistent interactive experience and customer satisfaction. This research proposes a self-regulation process model to explain how omnichannel integration enhances consumers' experience, finally leading to consumer retention. The findings contribute to the omnichannel retail business literature and provide management implications for Asian retailers to implement an omnichannel business strategy.

The effects of employee's success experience on business performance in six sigma activities (6시그마 혁신활동에 있어서의 구성원 성공체험이 기업성과에 미치는 영향)

  • Yi, Ran-Young;Shin, Ik-Ju
    • Journal of Korean Society for Quality Management
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    • v.37 no.3
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    • pp.10-17
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    • 2009
  • This study developed a new model for evaluating effects about the success of six sigma activities. This model consists of four constructs such as success of six sigma, employee's success experience, customer satisfaction, and business performance. Structural Equation Modeling (SEM) is used to analyze causality among the four constructs. Hypothesis were tested through a field study conducted for one hundred and thirty-one project leaders, who were asked to evaluate their experiences of six sigma projects. The results indicate that six hypothesis are statistically significant. As a result, the success of six sigma doesn't influence the customer satisfaction directly, but it influences customer satisfaction indirectly through employee's success experience. We find out that control for employee's success experience is important as well as success of six sigma in business innovation. Otherwise business performance is influenced directly by success of six sigma, that is business performance isn't influenced directly by employee's success experience but influenced indirectly through customer satisfaction. This study found that the change management raising employee's success experience is important in Six Sigma.

Customer Acceptance of Self-service Technologies in Retail: A Case of Convenience Stores in China

  • Fang Lyu;Hyun-A Lim;Jaewon Choi
    • Asia pacific journal of information systems
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    • v.29 no.3
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    • pp.428-447
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    • 2019
  • This paper investigates how firms increase customer acceptance of self-service technologies in retail, and the impact of self-efficacy on customer experience, satisfaction, and loyalty. We conducted our empirical research by administering 308 questionnaires to customers of self-service convenience stores in China. We employed a structural equation model to analyze the relationship between service quality, revisit intention, and word of mouth. The results indicate that perceived service quality significantly influences customer satisfaction, with the service quality of self-service retail and experience value being important factors in consumer acceptance of self-service retail stores. Additionally, we investigated the relationship between customer experience value, satisfaction, and loyalty, and found that self-service retail stores exert a significant impact on perceived self-efficacy. Informed by the research on customer acceptance of self-service technologies in retail, promoting further development of self-service retail technologies can effectively aid companies in generating profit while offering more convenience to customers.

Impact of Customer Experience and Customer Engagement on Satisfaction and Loyalty: A Case Study in Indonesia

  • ZAID, Sudirman;PATWAYATI, Patwayati
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.4
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    • pp.983-992
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    • 2021
  • This study aims to examine the impact of customer experience and customer engagement on customer satisfaction and customer loyalty in e-retailing in Indonesia. This study uses data from 512 respondents in six e-retailing namely; Bukalapak, Tokopedia, Lazada, Blibli, Shopee and Zalora which are often used by students at the Department of Management, Faculty of Economics and Business, Halu Oleo University of Indonesia. The structural model developed in this study was tested using Partial Least Squared (PLS). The results of the study found that there was a reciprocal relationship between customer experience and customer engagement. The results also found that customer experience and customer engagement have a positive and significant effect on customer satisfaction and customer loyalty. Customer satisfaction have a positive and significant effect on customer loyalty. In this study it was also found that customer experience has an indirect effect on customer satisfaction and customer loyalty through customer engagement, and customer engagement also has an indirect effect on customer satisfaction and customer loyalty through customer engagement. This study was focused on relationship between customer experience, customer engagement, satisfaction and loyalty. Therefore, future research is expected to be able to test the determinant factors of customer experience and customer engagement.

Demographic Characteristics and Small Business Success: Evidence from Indonesia

  • CHANIAGO, Harmon
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.12
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    • pp.399-409
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    • 2021
  • The demographic characteristics of a leader are important for small businesses during the COVID-19 pandemic. Several researchers have proven that demographic characteristics affect business success. Unfortunately, business success has only been analyzed from a financial perspective and has not been compared to the owner's interests perspective. This study examines business success from both perspectives. This study aims to analyze the demographic characteristics of small entrepreneurs and their impact on business success. Demographics consist of age, experience, education, and gender. Meanwhile, business success is seen from two perspectives: financial performance and the owner's interest. The study used an explanatory survey method. The number of samples is 155 entrepreneurs who are also the leaders of their businesses. The research was conducted in Bandung City, Indonesia, in 2021. The data was processed using descriptive statistics and multiple regression. The study results found that age only affects financial performance. Experience is proven to affect financial performance and the interests of the owner. Gender only affects the interests of the owner. This study concludes that in difficult times such as the COVID-19 pandemic, having young leaders who are experienced will make it easier to achieve business success.

Estimating the Economic Value of Boat Fishing Experience Activity Using Travel Cost Method: Focused on Jeju Island's Chagwido (여행비용법에 의한 선상낚시 체험활동의 경제적 가치 추정 : 제주 차귀도를 대상으로)

  • Kang, Seok-Kyu
    • The Journal of Fisheries Business Administration
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    • v.47 no.2
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    • pp.33-41
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    • 2016
  • The purpose of this study is to estimate the economic value of boat fishing experience marine tourism activity in Jeju Island's Chagwido. The economic value is estimated as consumer surplus using count data models including the truncated Poisson model and the truncated negative binominal distribution model. This study collects the effective 504 questionnaires from boat fishing experience tourists in Jeju Island's Chagwido. The truncated negative binominal distribution model was statistically more suitable and valid than other models. The truncated negative binominal distribution model was applied to estimate consumer surplus as economic value from boat fishing experience tourism activity in Jeju Island's Chagwido. A consumer surplus value per trip was estimated as about 209,900 won. The annual economic value from boat fishing experience tourism activity was estimated as 273,700 won in Jeju Island's Chagwido. Consequently, boat fishing experience marine tourism activity has a very large economic value in Jeju Island.