Journal of the Korea Fashion and Costume Design Association
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v.18
no.2
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pp.93-100
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2016
This paper aimed to provide the basic data on consumers' purchasing tendency required to start and operate online shopping malls on internet. The survey selected the female college students from 19 to 24 years old majoring fabric and fashion design in colleges in Gyeonggi-do. Total 283 questionnaires were selected for statistical analysis. The analysis results are presented below. The first online shopping was during the middle school times showing the highest responses as 63.54%, followed by high school times, college times and elementary school times in that sequence. Most female college students(97.88%) purchased goods from online shopping malls. The purposes of search in online shopping malls were 'need to purchase goods(47.18%)', 'habit/hobbies(27.57%)', 'need to collect data on goods(20.27%)' and 'to relieve stresses(4.98%)'. About 50% of respondents selected 'I visit mainly several online shopping malls. If there is no goods that I try to find, I search other sites and purchase what I want to buy(46.57%).' For the goods purchased from online shopping malls, everyday wears showed the highest ratio, 85.92%. About the time to purchase goods related to trends, most respondents selected 'purchase whenever it is necessary without respect to trends(87%).' Main considerations when the respondents purchased the goods from online shopping malls were 'design(64.98%)', 'price(18.41%)', 'quality(11.20%)', 'company recognition(2.53%)', 'color(1.44%)', and 'materials (1.44%)' in that sequence. 64.62% of respondents had the experience of returning goods after purchasing from online shopping malls. The reason why the respondents returned goods after purchasing from online shopping malls was mainly 'because of size(52.17%)', the response with the highest ratio. 42.24% responded that they experienced damage by washing the goods purchased from online shopping malls. It was found that the respondents didn't think about the country of manufacturing when purchasing goods from online shopping malls.
Though customer delight is becoming one of the most important marketing key words, research in a retail setting is limited. With the dramatic growth of online retail shopping, this study explored customer delight experiences in online shopping malls by identifying the delight elements and analyzing the elements by online purchase steps. A total of 124 delight experiences collected from an unstructured questionnaire were content-analyzed. Delight elements in online shopping were categorized into service, product, price, delivery, package, and shopping mall operation in that order. Service related elements including free gifts and letters, recovery efforts for service failure, kind employees, and easy return were most frequently observed. Delights were experienced at the product receiving point, the prior-to-purchase point, the order-to-delivery point, and the post-purchase point in that order. The results revealed that customer delights in online shopping were experienced in various purchase steps by various marketing elements. Based on the results the study provided research propositions exploring the effects of expectation vs surprise, monetary vs non-monetary/emotional benefits/rewards, and core marketing elements vs augmented services on delight experiences.
The purpose of this study is to examine the compensatory role of instrumental (e.g., product information) and aesthetic (e.g., website background) online cues presented within apparel websites where touch is unavailable. The moderating role of two need for touch (NFT) dimensions (i.e., autotelic and instrumental NFT) between online cues and consumer responses was also investigated. Results demonstrate that personal differences in autotelic and instrumental NFT moderate the relationship between online cues and affective responses. It was found that consumers high in autotelic NFT (i.e., who need to touch for fun) seek more instrumental cues to compensate for lack of touch when shopping apparel products online. Surprisingly, consumers high in instrumental NFT (i.e., who need to touch for product evaluation) use aesthetic as well as instrumental cues to supplement the absence of touch. In contrast, for the low NFT groups, only aesthetic online cues showed significant effects on consumer arousal. Further analysis shows that instrumental NFT is negatively related to purchase intention while autotelic NFT has a positive effect on purchase intention. This implies that need for hedonic-oriented touch is no longer a barrier for online apparel shopping. However, the instrumental NFT seems a significant obstacle for the adoption of online apparel purchasing.
Some consumers prefer online and others prefer offline. What makes them prefer online or offline? There has been a lack of theoretical development to adequately explain consumers' channel switching behavior between traditional physical stores and new virtual stores. Through consumers' purchase decision processes, this study examined the reasons why consumers changed channels depending on purchase process stages. Consumer's purchase decision process could be divided into three stages: pre-purchase stage, purchase stage, and post-purchase stage. We used the intention of channel selection as a surrogate dependent variable of channel selection. And some constructs, that is, channel function, channel benefits, customer relationship benefits, and perceived behavioral control, were selected as independent variables. In buying look-and-feel products, it was identified that consumers preferred virtual stores to physical stores at pre-purchase stage. To put it concretely, all constructs except channel benefits were more influenced to consumers at virtual stores. This result implied that information searching function, which is a main function at pre-purchase stage, was better supported by virtual stores than physical stores. In purchase stage, consumers preferred physical stores to virtual stores. Specially, all constructs influenced much more to consumers at physical stores. This result implied that although escrow service and trusted third parties were introduced, consumers felt that financial risk, performance risk, social risk, etc. still remained highly online. Finally, consumers did not prefer any channel at post-purchase stage. But three independent variables, i.e. channel function, channel benefits, and customer relationship benefits, were significantly preferred at physical stores rather than virtual stores at post-purchase stage. So we concluded that physical stores were a little more preferred to virtual stores at post-purchase stage. Through this study, it was identified that most consumers might switch channels according to purchase process stages. So, first of all, sales representatives should decide that what benefits should be given them through virtual stores at the pre-purchase stage and through physical stores at the purchase and post-purchase stages, and then devise collaborative channel strategies.
The purpose of this paper is to develop and test a conceptual model of purchase intentions, positive emotion, and e-servicescape that is defined as the online environment factors that exist during service delivery. Survey research method was used to gather data regarding consumers' perceptions of e-servicescape. Surveys were administered to 681 college students who experienced purchasing fashion products on the Internet. The results showed that e-servicescapes perceived by fashion consumers were composed of three dimensions: (1) Aesthetic appeal, (2) Ambient conditions, and (3) Layout & functionality. These dimensions of e-servicescape influenced consumers to lead positive emotions and purchase intentions. Additionally, positive emotions constituted a key variable for the purchase intention of fashion products during online exchange. The study revealed that consumers' interpretations of online environments exerted a powerful influence over positive emotion and purchase intentions. Also, it strongly endorsed the view that the purchase intentions of customers were linked to the extent to which they feel positive emotions by the e-service provider. This study provides insights into how consumers' interpretations of e-servicescape affect their subsequent positive emotions and ultimately their intentions to purchase. The findings of this study also have numerous implications for both services managers and internet developers related to fashion products.
SOLIKHAH, Efa Wakhidatus;FATMAWATI, Indah;WIDOWATI, Retno;SUYANTO, M
Journal of Distribution Science
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v.20
no.11
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pp.61-69
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2022
Purpose: Technological developments make the business competition even tighter. Digitalization makes it easier for business people in their efforts to encourage the formation of consumer buying behavior because of the availability of effective and efficient means of delivering information to be used to make purchasing decisions. The purpose of this study was to determine the effect of E-Wom and Website Attractiveness on E-Trust and Purchase Decision of online sales on Instagram with innovation acting as a moderating variable. Research design, data and methodology: This research sample is 170 Instagram users who have made online purchases from the local fashion brand. This research is quantitative explanative with data collection using questionnaires and analysis techniques using the Structural Equation Modeling (SEM) approach using AMOS. Results: The results showed that E-wom had a significant positive effect on Purchase decisions. Web Attractiveness has no significant effect on Purchase Decision. Ewom has a significant positive effect on E-trust. Web Attractiveness has a significant positive effect on E-trust. E-Trust has no significant effect on purchase decisions. Conclusions: Innovation can moderate the effect of E-trust on Purchase decisions. Purchase Decisions can be influenced by E-wom and E-trust, but not Web Attractiveness.
This study investigated how online information affected consumers' purchases at social commerce websites. In the online purchase process, consumers use two types of online information: user generated content(UGC) and vendor generated content(VGC). These information types may influence consumers'purchase intention differently because each information builds entity trust and content trust, which play mediation roles between online information and purchase intention. According to the analysis results, general transactional information and safe transaction information of VGC and reputation information of UGC significantly affected entity trust. But content trust was affected only from general transactional information of VGC. And entity trust significantly affected content trust as well as purchase intention. These findings imply that social commerce vendors should focus mainly on entity trust for enhancing consumers' purchase intention. To achieve this objective, in the short term perspective, they should endeavor how to enhance general transaction information and safe transaction information qualities because these information types are easily controlled and improved by vendors. In the long term perspective, they should focus on reputation formation because reputation takes long time.
The Journal of the Korea institute of electronic communication sciences
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v.19
no.1
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pp.257-266
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2024
This study explored the determinants that influence purchase intention in online shopping based on augmented reality applications. The main results are discussed focusing on hypotheses as follows. First, interactivity had a positive effect on psychological ownership. Second, interactivity had a positive effect on decision comfort. Third, psychological ownership had a positive effect on decision comfort. Fourth, psychological ownership had a positive effect on purchase intention. Fifth, decision comfort had a positive effect on purchase intention. Therefore, in online shopping based on augmented reality applications, interaction determines psychological ownership and decision comfort, and psychological ownership and decision comfort can be evaluated as key factors that promote product purchase intention in online shopping. In order to increase purchase intention in online shopping, a marketing strategy is required to increase interactivity, psychological ownership, and decision comfort through augmented reality applications.
Purpose - This study investigates shopping behaviors and effects focusing on the seniors in 50s and 60s based on their buying satisfaction in online shopping. The study investigated causal relation between effects having influence upon online shopping behavior to give theoretical base on the use of online shopping. The study gave implications of consumption attitude of silver generation as well as senior consumers in aging society. Research design, data, and methodology - The subject was senior consumers who have experienced online shopping to be sensitive to the fashion and to have active and reasonable consumption pattern and to be active and to have positive value. Results - This study investigated the mediating effect on purchase satisfaction of the 50s and the 60s upon online shopping to examine online shopping use and effects. The subject was the ones in their 50s and 60s in Gyeonggi and Chungnam who had experienced online shopping. All of hypotheses of models at PLS analysis were supported. Conclusions - Both information innovation and self-satisfaction showed positive influence upon the ease of and also access of the use. In addition, the access to the use had positive influence upon the purchase intention in retailers' online shopping.
Journal of the Korean Society of Clothing and Textiles
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v.40
no.6
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pp.1010-1024
/
2016
This study identifies the influence of on/off-line acquaintances' recommendation messages on fashion product attitude and purchase intention on the online purchase of fashion products in two-sided word of mouth situations as well as compares the difference in influence according to bond-base with equidistance. This study was conducted for one month on university students in their 20s who were believed to be active in smartphone use. Out of the collected 174 copies of the questionnaire, 162 copies were used for analysis. The questionnaire was classified into online and offline recommendation messages of an acquaintance. We present two-sided fashion product reviews made similar to the type found in an actual shopping mall web-site. As for analysis, confirmatory factory analysis, structural equation modeling, and multi-group analysis were conducted using AMOS 19.0. The analysis results are as follows. First, on/off-line acquaintances' recommendation messages had significant influences on product attitude in the situation where two-sided reviews on fashion products were presented; however, those messages did not influence purchase intention. Recommendation messages positively increased product attitude and enhanced purchase intention if acquaintances' recommendation messages were mediated between on/off-line acquaintances' recommendation messages and purchase intention. Consequently, a mediating effect on product attitude was revealed. Second, there was no difference between online acquaintances and offline acquaintances in terms of the influence of acquaintances' recommendation messages on product attitude and purchase intention, in the situation where two-sided reviews were presented on online fashion products. Therefore, no control effect according to the type of acquaintance was confirmed.
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