• Title/Summary/Keyword: One-to-one Marketing

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A Study on the Effect of Selection Attribute of Cruise Service on Tourism Satisfaction and Behavioral Intention (크루즈 서비스 선택속성이 관광만족과 행동의도에 미치는 영향에 관한 연구)

  • Pak, Myongsop;Kang, Yongjoon;Cho, Sungwoo
    • Journal of Korea Port Economic Association
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    • v.28 no.3
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    • pp.193-214
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    • 2012
  • The interest on cruise service has been increased due to the economic development and income growth all over the world during last several decades. However, cruise industry in Korea is located in the initiating stage and the service is just focused on costal cruise service. This study investigates relationship between influencing factors of the selection attributes of cruise service on tourism satisfaction and behavioral intention. Additionally, the study aims to provide information to establish customer-oriented marketing strategies for cruise tour service. Literature review is conducted to find out the factors in order to meet the future users preference and expectations. The data was collected on-board customers of "One Night Cruise" on Panstar Line. The result of the study shows that a certain number of factors are statistically significant on the cruise tour intention of potential customers. It shows that there is significant difference related to the using purpose and the usage attitude. Managers in the cruise company are able to utilize the practical implications of the present study when the cruise service launches in Korea. This study exists limitations that samples are not sufficient and the research can not be generalized due to the inadequate samples of target company.

A Study on Time Synchronization Protocol to Cover Efficient Power Management in Ubiquitous Sensor Network (유비쿼터스 센서 네트워크를 위한 효율적인 시간 동기화 프로토콜 연구)

  • Shin, Moon-Sun;Jeong, Kyeong-Ja;Lee, Myong-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.3
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    • pp.896-905
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    • 2010
  • The sensor networks can be used attractively for various application areas. Time synchronization is important for any Ubiquitous Sensor Networks (USN) systems. USN makes extensive use of synchronized time in many contexts for data fusion. However existing time synchronization protocols are available only for homogeneous sensor nodes of USN. It needs to be extended or redesigned in order to apply to the USN with heterogeneous sensor nodes. Because heterogeneous sensor nodes have different clock sources with the SinkNode of USN, it is impossible to be synchronized global time. In addition, energy efficiency is one of the most significant factors to influence the design of sensor networks, as sensor nodes are limited in power, computational capacity, and memory. In this paper, we propose specific time synchronization based on master-slave topology for the global time synchronization of USN with heterogeneous sensor nodes. The time synchronization master nodes are always able to be synchronized with the SinkNode. Then time synchronization master nodes enable time synchronization slave nodes to be synchronized sleep periods. The proposed master-slave time synchronization for heterogeneous sensor nodes of USN is also helpful for power saving by maintaining maximum sleep time.

The Analysis on the Research Trends Related to Shoes Industry in Korea -Focused on the Theses Presented between 2008 and 2017- (신발 분야 관련 국내 연구 동향 분석 -2008~2017년에 발표된 논문을 중심으로-)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.218-226
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    • 2019
  • As the shoes industry has been strengthened due to the contemporary fashion industry becoming segmented more and more, it is necessary to provide the basic data for the shoes industry through more in-depth research on the relevant fields. Accordingly, this study investigated the research trends related to shoes in Korea on the aspect of the publication methods, research contents and research methodologies for identifying the existing research status. In accordance with the analysis, the researches had been published since 2015 and presented by one author or two co-authors. The authors of researches were mostly affiliated to the colleges. Thus, it was identified that the professional research should be implemented in cooperation with the industry. For the research contents, the researches related to the shoes industry focused on the 21st century in the period field and marketing and design in the theme field. Then, it is required to investigate the converged interdisciplinary themes in wider areas in more diverse periods. Next, the case study accounted for the highest ratio in the methodology. Moreover, the methodology applied per theme showed the significant difference. Accordingly, the researches need to be conducted through more diverse viewpoints and methodologies. In case of the difference per research type, the significant difference was found only in the research approaches. Furthermore, the specific methodology was preferred per theme regardless of the research types. Then, it was found that the methodology played the significant role in the researches on the shoes industry.

Contents Analysis of the Tennis Wear Design on Female Professional Tennis Players in Sport Industry (스포츠 산업에서 여성 프로 테니스 선수들이 착용한 테니스 웨어 디자인의 내용분석연구)

  • Kim, Jang-Hyeon;Lee, Ji-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.186-196
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    • 2018
  • Sports has become one way to improve our own health and to enjoy life by changing the lifestyle of modern-day people. Sports athletes not only give pleasure to the public, but also play a role in elevating a nation's reputation through sports. Tennis is popular with the public, and women players receive tennis wear from various sports companies to promote the designs to the public. This study considers the design-related characteristics of women's tennis wear through content analysis of design elements from the tennis wear in four major tournaments over the most recent five years. This is important in order to provide basic data on design directions for tennis wear in the future. The results of this study are as follows. First, the silhouette plays a role in enhancing activity by considering the physical movement of tennis players who are very active. Second, color emphasizes the rules and clarity of traditional tennis tournaments, and reflects a diversified trend in tennis wear by considering smooth game play by players and combining popular colors in the year. Third, patterns and decorations on material are used as a means to emphasize the esthetics of tennis wear, and tape plays an auxiliary role in emphasizing the physical beauty of women or preventing physical movement causing injury. In addition, sponsor logos are generally located at the center of the chest of tennis wear tops by mixing letters and images. This can be interpreted as a part of the marketing strategy to enhance clarity of the sponsor's brand.

A Study on the Subjectivity of the Restaurant O2O Service Operation Behavior according to the Corona Pandemic (코로나 팬데믹에 따른 레스토랑O2O서비스 운영 행태에 관한 주관성 연구)

  • Jeon, Mi-Hyang;Kim, Ho-Seok
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.340-350
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    • 2021
  • This study was conducted by utilizing the Q research method, which is one of the qualitative analysis methods that can approach the in-depth and essential meaning of consumers' restaurant O2O service operation behavior. The purpose of this study is to classify the behavior of restaurant O2O services by type, to find out the characteristics of variables, and to suggest future improvement directions. An exploratory study was conducted using the Q-methodology to analyze the subjective perception of the restaurant O2O service behavior. To this end, positive and negative statement cards were prepared, P samples were selected, and Q-sort, which was subjected to classification, was analyzed using the PC QUANL program and Q factor analysis. As a result of the analysis, it was classified into three single types. Type 1 【(N= 7: Restaurant O2O Service Convenience Syndrome Type】, Type 2 【(N= 7): Restaurant O2O Service Benefit Pursuit Type】, Type 3 【(N= 6): Restaurant O2O Service Convenience Type】 The name of the factor was set as [Type], and it was found that each type has different characteristics. Through this analysis, the marketing strategy according to each factor detected is presented, and the point of supplementing the restaurant's O2O service and the direction of future operation. services in future studies.

The Effects of spatial features on visitor attitudes at exhibition hall (전시홀 공간특성이 참관객 태도에 미치는 영향)

  • Duan, Mingming;Kim, Young Sun;Kim, Bong Seok
    • Korea Science and Art Forum
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    • v.29
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    • pp.89-100
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    • 2017
  • This research aims to identify spatial features of exhibition hall for trade fair and establish a theoretical model on the effects of these features on the visitor attitudes. Also, it seeks to make suggestions on the service for exhibition environment or marketing activities through empirical analysis. The survey for this research was conducted for one week from Oct. 28 to Nov. 5, 2016 at COEX in Seoul. The 320 questionnaires were distributed to the visitors of the survey period, and all of the questionnaires were returned. Excluding those considered meaningless due to a small number of answered questions, a total of 303 samples were used for empirical analysis. The empirical analysis was conducted through SPSS 24.0. The results showed that each element of spatial features of the exhibition hall has significant effects on the visitor intuitive attitude. On the other hand, only Aesthetic and Convenience of spatial features of the exhibition hall has significant effects on the visitor conative attitude As above, this research conducted empirical researches on the effects of spatial features on visitor attitudes at exhibition hall to provide guidelines for establishing strategic management schemes of exhibition space that provide more convenient and pleasant environment. Also, this research aims to suggest development directions for organizer to provide quality service and environment, turning them into comfortable spaces that communicate with the visitors.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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The influence of perceived usefulness and perceived ease of use of experience store on satisfaction and loyalty (체험매장의 지각된 용이성과 유용성이 만족과 충성도에 미치는 영향)

  • Lee, Ji-Hyun
    • Journal of Distribution Science
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    • v.9 no.3
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    • pp.5-14
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    • 2011
  • One of the new roles of modern retail stores is to supply consumers with a memorable experience. In Korea, enhancing a store's environment so that customers remember a unique shopping experience is recognized as a sound strategy for strengthening the store's competitiveness. Motivated by this incentive, awareness of the experience-store concept is starting to increase in various categories of the retail industry. However, many experience stores, except in a few cases, have yet to derive a significant profit, explaining why Korean consumers are somewhat unfamiliar with, yet fascinated by, the experience stores that now exist in the country. Consumer satisfaction directly, and indirectly, affects a company's future profit and potential financial gain; customer satisfaction also affects loyalty. Therefore, knowing the significant factors that increase satisfaction and loyalty is essential for any company, in any field, to be able to effectively differentiate itself from the competition. Intrigued by increased competition opportunities, most Korean companies have adopted experience-store marketing strategies. When establishing the most effective processes for increasing sales and achieving a sustainable competitive advantage of a new concept, companies should consider certain factors that influence consumers' ability to accept new concepts and ideas. The Technology Acceptance Model (TAM) is a theory that models how people accept new concepts. TAM proposes the following two factors that influence a person's decisions about how, and when, he or she will use a new product: "perceived usefulness" and "perceived ease of use." Much of the existing research has suggested that a person's character also affects the process for accepting new ideas. Such personal character attributes as individual preferences, self-confidence, and a person's values, traits, and/or skills affect the process for willingly consenting to try something new. It will be meaningful to establish how the TAM theory's components, as well as personal character, affect individuals accepting the experience-store concept. To that end, as it pertains to an experience store, the first goal of the study is to examine the influence of innovative factors (perceived usefulness and perceived ease of use) on satisfaction and loyalty. The second objective is to define the moderate effect of consumers' personal characteristics on the model. The proposed model was tested on 149 respondents who were engaged in leisure sports activities and bought sports outdoor garments and equipment. According to the study's findings, the satisfaction and loyalty of an experience store can be explained by perceived usefulness and perceived ease of use, with the study's results demonstrating the stronger of the two factors being "perceived ease of use." The study failed to explain the effects of a person's character on the model. In conclusion, when the companies that operate the experience stores execute their marketing and promotion strategies, they should stress the stores' "ease of use" product components. Additionally, it can be extrapolated from the study data that since the experience-store idea is still relatively unfamiliar to Korean consumers, most customers are not yet able to evaluate, nor take a position regarding, their respective attitudes toward experience stores.

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A Study of Power Perception between Supplier and Retail Buyer of Agricultural Products (농산물공급자와 대형소매업체 바이어간의 상호 파워 인식에 대한 연구)

  • 서성무;이은정
    • Proceedings of the Korean DIstribution Association Conference
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    • 2003.02a
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    • pp.123-166
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    • 2003
  • Marketing channel is recognized as one of the society systems which have the character of functional organization. These organizations are related to each other for specialized and cooperative work. Channel members in distribution channel are striving to accomplish exchange through reciprocal action. Thus channel members exercise their power to take better position in exchange. There will be struggling between members about satisfaction and conflict during this power exercise. Now a days, buyers use more harsh power as large retail firms are increasing. This phenomenon is occurring in the distribution channel. However, there will be different phenomenon in case of agricultural products. Not like industrial product suppliers, agricultural product suppliers have various supply channels and many agricultural products are seasonal. It has also unstable amount supplies. There should be differentiated marketing in agricultural products. Relatively weaker powered suppliers have to strengthen comparative factors and also have to be technically specialized through assessed experience in order to establish strong product sales chain. Making a brand of agricultural product would be also a good idea to increase the product comparability. Channel members need to be recognized their specialized functions in order to make balanced distribution channel. There have to be conversion of concept of relation between suppliers and buyers from subordinate relationship to cooperative relationship.

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The Effect of Hotel Employee's Service Orientation on Service Performance, Job Satisfaction, and Organizational Commitment (호텔기업 종업원의 서비스지향성이 서비스 성과, 직무만족과 조직몰입에 미치는 영향)

  • Park, Dae-Hwan
    • Journal of Global Scholars of Marketing Science
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    • v.17 no.4
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    • pp.1-22
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    • 2007
  • Customer satisfaction is important in an increasingly competitive and global marketplace. This implies that customer service is a critical factor for many organizations. In service encounter context, customer satisfaction is affected by employees' attitudes and behaviors. Accordingly, service firms have been focusing on selecting high quality of service employees, which resulted the ability to identify and select quality service- or customer- oriented employees to become critical for an organization's success. It was suggested that customer service orientation links to performance and subsequent organizational revenue. Moreover, it was found that service encounter failures were among the major reasons for customers' service switch. Therefore, the selection of customer service oriented employees is a key factor in establishing customer service - a potential source of sustained competitive advantage. However, the measurement of employee service orientation is more confusing than that of definitive answers. The difficulty of measuring service orientation is attributed to the use of broad versus narrow measures of personality. Advocates for the broad perspective prefer using basic personality constructs, such as the Big Five personality traits. On the contrary, the latter prefer a construct-oriented approach of personality research that provides a better measure of job performance because it requires the specification of the relationship of the personality traits with multiple dimensions of job performance. The customer service orientation was defined as "a set of basic individual predispositions and an inclination to provide service, to be courteous and to be helpful in dealing with customers and associates." Similarly, it is a fact that the Big five personality traits are predictors of customer orientation, and employee's self- and supervisor performance. They propose that basic personality traits may be too far removed from focal service behaviors to be able to predict specific service behaviors (customer orientation) and service worker performance. Also, customer orientation is defined as "an employee's tendency or predisposition to meet customer needs in an on-the-job context." This means that people who have job-relevant personality traits such as concern, empathy, and conscientiousness will be more adept at customer service than people who do not possess these traits. However, little attention has been given to the exploration of the service orientation of customer-contact employees who play a key role in creating satisfactory service encounters in the hospitality industry except for Kim, McCahon, & Miller (2003)'s study, especially in family restaurants context. Thus, the purposes of this study are to examine and validate the customer service orientation of customer-contact employees using the instrument developed by Donavan (1999) in Korean family restaurants, because the scale was developed to measure the personality traits related job behaviors. And this study explores the relationships between customer service orientation, job satisfaction, organizational commitment, and self service performance using structural equation modeling (SEM). And this study explores the relationships between customer service orientation, job satisfaction, organizational commitment, and self service performance using structural equation modeling (SEM). For these purposes the author developed several hypotheses as follows: H1: Employee's service orientation is associated with service performance. H2: Employee's service orientation is positively associated with job satisfaction. H3: Employee's service orientation is positively associated with organizational commitment. H4: Service performance is positively associated with job satisfaction. H5: Service performance is positively associated with organizational commitment. H6: Job satisfaction is negatively associated with organizational commitment. The data were collected from 278 employees in 5 deluxe hotels located in Pusan, Korea. The researcher contacted the manager of the restaurants, and managers consented to administer surveys to their employees. The survey was executed during one month period in the October of 2007. The data were analyzed with structural equation modeling with LISREL 8.7 W. The result of the overall model analysis appeared as follows: $X^2$=122.638 (p = 0.00), df=59, GFI=.936, AGFI=.901, NFI=.948, CFI=.971, RMSEA=.0625. Since the result of the overall model analysis demonstrated a good fit, we could further analyze our data. The findings can be summarized as follows: First, the greater the employee service orientation, the greater the service performance. Second, the greater the employee service orientation, the greater the job satisfaction. Third, the greater the employee service orientation, the greater the organizational commitment. Fourth, the greater the service performance, the greater the job satisfaction. Fifth, the greater the service performance, the greater the organizational commitment. Finally, the greater the job satisfaction, the greater the organizational commitment. Seventh, the greater the customer satisfaction, the greater the customer loyalty.

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