• Title/Summary/Keyword: New Technology Evaluation

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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A Study on Development of New Products by Old Chicken Meat (노폐계(老廢鷄)를 이용(利用)한 육제품(肉製品) 개발(開發)에 관한 연구(硏究))

  • Han, Sung Wook;Lee, Kyu Seung;Chang, Kyu Sup;Jeon, Chang Kie
    • Korean Journal of Agricultural Science
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    • v.7 no.2
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    • pp.87-102
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    • 1980
  • In order to investigate the utilization probability of two years old laying hen for W.L. and R.I.R. breeds, carcass weight and percentage were examined and dried old chicken meat products were manufactured for experiments. The results obtained are as follows. 1. Average living body weight were 1,635.40g for the W.L. breeds and 2,289.29g for the R.I.R. breeds and percentage carcass and lean meat for the W.L. were 58.73% and 43.95%, for the R.I.R. 60.34%, 41.98%, respectively. 2. In constitution percentage of carcass on different parts for W.L. and R.I.R. breeds, head were 4.13% and 3.94%, wing 9.97% and 8.62%, breast 32.54% and 20.94%, back 11.35% and 9.75%, thigh 30.75% and 31.34%, hypordermic fat 11.37% and 17.34%, respectively. 3. In constitution percentage of lean meat on different parts for W.L. and R.I.R. breeds, head were 4.03% and 3.95%, wing 9.47% and 9.79%, breast 39.37% and 38.14%, back 11.24% and 9.40%, thigh 36.16% and 38.74%, respectively. 4. In chemical composition of old chicken meat for W.L. breed, moisture was 68.18%, crude protein 22.80%, crude fat 2.70%, extract 5.15% and crude ash 1.18% and for R.I.R. breed, moisture was 68.04%, crude protein 22.18%, crude fat 3.13%, extract 5.45% and crude ash 1.21%. 5. Weight loss in steaming for W.L. at $121^{\circ}C$ for 30min., 60min., and 90min. were 54.91, 56.43 and 58.42%, respectively, and for R.I.R. were 45.23, 47.68 and 49.68%, respectively. 6. The yield of old chicken meat product per a hen were 253.01g for W.L. and 368.64g for R.I.R., the ratio for fresh meat weight and for carcass weight were 35.47% and 26.34% for W.L. breed and 38.25 and 26.83% for R.I.R. breed. 7. In chemical composition of old chicken meat product for W.L., moisture was 16.69%, crude protein 66.16%, crude fat 12.81%, crude ash 4.35%, and R.I.R., moisture 16.11%, crude protein 65.95%, crude fat 13.78% and crude ash 4.57%. 8. To investigate the physical properties which was main factor affecting the product quality, tensile strength, tear strength and elongation rate were measured. The adhesive force of the product made under pressure of $70kg/cm^2$ was similar to those of chipo which was the control product. 9. When measured the color of each protein product, lightness of the product pressed at $70kg/cm^2$ was better than that at $35kg/cm^2$, and the lightness of breast muscle product at $70kg/cm^2$ and chipo was not significant as 16.7% and 16.4%, respectively. Dominant wavelength of product pressed at $70kg/cm^2$ was very similar to chipo which was yellowish orange. 10. In the results of sensory evaluation test containing taste, color, chewing texture and oder of the meat product, when index of chipo as control product was 100, index of breast meat product was higher than that as 118.4, but miscellaneous product was 99.7 and thigh product was 96.2. 11. Summing up the results written above, the meat product utilizing two years old laying hen was compared favorably with its similar food such as chipo on the point of nutrition and physical properties as high protein food, therefore, it was thought that industrialization must be highly appropriate.

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