• Title/Summary/Keyword: MZ 세대

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An Exploratory Study on Consumer Behavior of Digital Banking Deposits: Focusing on Bank Loyal Customers (디지털 뱅킹 정기예금의 소비자 행동 실태에 관한 탐색적 연구 -은행 충성고객을 중심으로-)

  • Inkwan Cho;Soo Kyung Park;Bong Gyou Lee
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.130-145
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    • 2023
  • The digital transformation of finance is accelerating, and digital banking has already become a major banking channel. Banks have traditionally placed importance on CRM(Customer Relationship Management) and have tried to retain their loyal customers, who contribute significantly to the bank, such as long-term transactions, holding accounts with a certain balance or more, and holding loans. In this situation, this study exploratorily analyzed the consumer behavior of digital banking deposits in a major bank of Korea(1,145 samples). Statistical analysis was performed using SPSS. The main findings of the study are summarized as follows. It was found that there were differences of consumer behavior in digital banking deposits by generation, and the MZ generation used digital banking more on holidays than other generations. As a result of analyzing the behavior of existing loyal customers and regular customers of digital banking deposit, there was a significant difference in both the amount and period of the deposit. It was confirmed that the existing loyal customers of the bank also engage in consumer behavior that contributes to the bank in digital banking. In addition, the interaction between the customer type and the date of sign up for the deposit period, which is the goal setting of financial consumers, it was found that there was a significant effect. This study empirically analyzed the consumer behavior of digital banking in a situation where decrease of bank branches and encounters with digital banking. The major concepts of the consumer behavior theory are Loyal Customer, Goal Pursuit, and Habit, which were confirmed in an example of digital banking. The results of this study can suggest practical implications for existing banks and Internet-only banks, including the importance of customer management in digital banking.

Study on the Factors Affecting the Intention to Participate in the Boycott: Focusing on the Mediating Effect of Anger and the Moderating Effect of Online and SNS News Usage (불매운동 참여의도에 영향을 미치는 요인에 관한 연구: 분노의 매개효과와 온라인 및 SNS 뉴스이용의 조절효과를 중심으로)

  • Lee, Jang-Suk;Kim, Ye-In
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.436-447
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    • 2021
  • The boycott of Japanese products triggered by Japan's economic retaliation has heated up the Republic of Korea. This study examined the factors affecting the boycott participation intention in 217 college students and ordinary people in their 20s and 30s. The results of the study showed that perceived egregiousness, self-efficacy, and subjective norm had a positive effect on boycott participation intention, and perceived egregiousness had an indirect effect on boycott participation intention through anger. In addition, these overall impacts were moderated by online and SNS news usage. This study is significant in providing academic and practical implications for understanding boycott phenomena by verifying various influencing factors on consumer boycott intentions and comprehensively reviewing the mediating effect of anger and the moderating effect of online and SNS news usage.

Video-conference fatigue of college students (MZ세대의 화상회의 피로감)

  • Lee, Eunji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.589-594
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    • 2022
  • In an acceleration of 'untact' society during the COVID-19 pandemic, video conferencing platforms have been provided to connect the isolated and to overcome the limit of having interpersonal relationships. While these services brought a great deal of benefits, they also increased the number of people who suffer from additional fatigue from video conferencing. This study, thus, aimed to identify the factors of using video conferencing services and further to examine the relationship between the factors and the users' overall fatigue. Through focus-group interviews and survey, four main factors of fatigue (restriction from untact communication, difficulty of use, background set-ups, discomfort from excessive attention) were identified. This study also found the positive relationships of restriction from untact communication and background set-ups on the users' overall fatigue. The results does not only provide implication on defining new fatigue factors from young generations but also help practitioners and service providers to improve the deficits of services that the real users currently experience.

Effects of Entrepreneurial Competencies on Entrepreneurial Satisfaction and Life Satisfaction: Moderator Effect of Person-Job Fit (창업가역량이 창업만족도와 삶의 만족도에 미치는 영향: 직무적합도의 조절효과 검증)

  • Lee, Sung Ho;Nam, Jung Min
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.16 no.4
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    • pp.85-99
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    • 2021
  • Due to the continuous unemployment problem, the number of jobs is gradually decreasing, and entrepreneurship is emerging as an alternative. This is because, despite the government operating various start-up support programs to build a start-up-friendly culture, young entrepreneurs cannot endure the valley of death and disappear. Therefore, through this study, we intend to provide implications by analyzing the impact on Entrepreneurial satisfaction, which is essential for continuously running a business, and life satisfaction, which can act as a social awareness. This study was conducted with 573 non-wage workers who belonged to the founders among the participants of the 'College Graduation Occupational Migration Path Survey(GOMS)' survey provided by the Korea Employment Information Service. In order to analyze the relationship between entrepreneurial competency and job fit, Entrepreneurial satisfaction, and life satisfaction, the analysis was conducted using the SPSS 23.0 program. The main research results are summarized as follows. First, entrepreneurial competency has a positive effect on Entrepreneurial satisfaction and life satisfaction. Second, job fit indicates a moderating role in the relationship between entrepreneurial competency and Entrepreneurial satisfaction. Third, start-up satisfaction appears to have a partial mediating role in the relationship between entrepreneurial competency and life satisfaction. Fourth, as a result of analyzing the difference between groups according to the type of start-up(single/partnership), the group that worked together showed higher Entrepreneurial satisfaction and life satisfaction. The main implications of this study are: First, in order to increase the Entrepreneurial satisfaction and life satisfaction of university graduates who are the subject of the study, it will be necessary to design a program that can diagnose and enhance the entrepreneurial competency of students at the university level. Second, entrepreneurial competency is a basic intrinsic factor that founders must have, and it should act as an important evaluation factor when selecting founders for support programs from start-up support organizations as well as founders. Third, it is necessary to maintain mutual trust by documenting problems (positions, wages, management rights, distribution of profits, etc.) that may occur in joint ventures with objective data. Fourth, it is necessary to establish an environment in which the MZ generation, armed with the challenging spirit and creativity, can continue to take on challenges even if they fail.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Development of Card News as an Educational Material for the Proper Use of Plant-Based Milk Alternatives Reflecting Adult Consumption Characteristics through Focus Group Interview (성인 소비자 대상 Focus Group Interview를 반영한 식물성 대체우유의 바른 이용을 위한 카드뉴스 교육자료 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.53-72
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    • 2023
  • This study aimed to develop educational material on the proper use of plant-based milk alternatives in the form of a card news, based on a focus group interview(FGI) with adult consumers. The FGI participants were individuals who had directly purchased cow's milk, soy milk, or other plant-based milk alternatives within the past three months and consumed them at least once a month. The study consisted of 17 adults between the ages of 19 and 63 years who met these criteria(9 males and 8 females). It was identified what participants were curious about, interested in, and needed information regarding the proper use of plant-based milk alternatives through FGI. A 10-page card news was developed that was highly usable, taking into account the FGI results and the latest literature. In conclusion, this study developed a card news aimed at promoting the proper use of plant-based milk alternatives, which can be easily disseminated online in line with the trends in food consumption and digitization. The results of this study suggest that the continuous development and distribution of educational materials that reflect food consumption trends and maximize their usability should be provided for dietary life education, such as school subjects or out-of-school programs.