• Title/Summary/Keyword: Service Purchase Intention

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The Acceptance of Customer Reviews in Taobao (타오바오 쇼핑몰 이용자의 구매후기 수용에 관한 연구)

  • Hao, Qi-Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of the Korea Convergence Society
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    • v.6 no.4
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    • pp.205-212
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    • 2015
  • This paper aims to investigate key factors affecting customer adoption of the online review from the three perspectives such as customer review characteristics, reviewer characteristics, and customer characteristics. We collected data on customers who have experience in purchasing products in Taobao. The major findings are as follows. First, the customer review amount and vividness are not directly related to customer adoption of the online review. Second, the trust of reviewer and perceived similarity have positive effects on customer adoption of the online review. Third, the prior knowledge and product involvement increase customer adoption of the online review. Finally, customers' purchase intention is greatly determined by customer adoption of the online review. This paper presents the importance of the management of customer reviews and management method for the stakeholders of shopping mall to advancing Chinese market.

Implementation of IFTTT-based Server for Controlling Internet Devices (사물인터넷 디바이스의 제어를 위한 IFTTT기반의 서버 구현)

  • Kim, Dong-min;Lim, Ji-yong;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.544-546
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    • 2018
  • Things Internet technology is rapidly becoming a reality in many parts of our lives through various product services. As the perception of Internet services for things has become more common and the intention to purchase Internet devices has begun to increase, various Internet devices have appeared and the need for a server to control them has been emphasized. In addition, IFTTT, a representative Internet automation service platform, is continuously diversifying related services such as home appliances, light bulbs, and smart homes, and has a variety of Internet information such as weather information and news, which can be utilized through IFTTT. And MQTT, which is designed for use in low-power, low-bandwidth environments. This paper implements a server for controlling and managing Internet devices and related services based on IFTTT and MQTT.

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A study on the effects of digital content marketing in OTT (Over The Top) service platform: focusing on indirect advertising types (OTT(Over The Top) 서비스 플랫폼에서 디지털 콘텐츠마케팅 효과 연구: 간접광고 유형을 중심으로)

  • Kim, Tae-Yang
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.4
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    • pp.155-164
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    • 2020
  • This study measured the effect of PPL(Product Placement: PPL) in OTT(Over The Top) to search a new advertising revenue model according to the change of viewers' video content consumption patterns. On the first, by two research steps, the experiment was carried out using an eye-tracker and then a survey as the second step was administered asking subjects about their attitude about advertising messages, attitude about brand, and intention to purchase the brands used in the experiments. Specifically, the PPL materials used in the experiments were classified with three parts. This study has the meaning as approaching to the PPL research with new methodology by quantitatively access through the eye tracking of the subjects beyond the conventional qualitative measure that depends only on the memory of them. This research aims to find the possibility of indirect advertising as a new revenue model in the OTT environment.

A Study of the Beauty Brand Experience Case Using Metaverse (메타버스를 이용한 뷰티 브랜드 경험 사례에 대한 고찰)

  • Kim, Na-Yeong;Kim, Gyu-Ri
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.185-190
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    • 2022
  • Since COVID-19, digital transformation has been taking place in the entire industry, and Metaverse is attracting attention as an untect service. Therefore, this study aims to find out about brand experience marketing cases using metaverse targeting beauty brands. This study reviewed previous studies related to metaverse marketing and beauty brand marketing. SK-II, Christian Dior used VR technology to provide users with contents and experience of brand products, and L'Oreal, Sephora, Laneige used AR technology to provide virtual makeup applications. It's believed that this experience marketing will have a positive effect on customers' purchase intention and its importance will increase further to target Z Generation. It's expected that this study can be used as related data in the metaverse and experience marketing of beauty brands, and research on metaverse marketing should be continued in the beauty field.

An Investigation on the Impact of Psychological Factor on the Adoption of Mobile Device: Based on the Preferences of iPhone in China (모바일 기기 수용에 대한 심리적 요인에 대한 고찰: 중국 내 아이폰 선호를 중심으로)

  • Seonyoung Shim
    • Information Systems Review
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    • v.18 no.3
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    • pp.31-50
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    • 2016
  • This study investigates the impact of social-face sensitivity of smartphones on the adoption of iPhone in China. Social-face sensitivity is divided into three dimensions, namely, other-directed sensitivity, self-directed sensitivity, and formality-directed sensitivity. We surveyed 218 university students in China through an online survey site. The results showed that formality-directed and other-directed sensitivity have significant impacts on iPhone preferences. Self-directed sensitivity was not significant. We investigated two moderate variables, namely, financial ability and brand sensitivity. Both variables showed significantly moderate impacts on the intention to purchase iPhone. The impact of social-face sensitivity on iPhone preferences implies that the iPhone has dual characteristics to the Chinese, namely, as utility and luxury goods. This finding offers managerial implications for Apple and other mobile service companies in terms of production and marketing strategies.

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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Research on Practical Shopping Value and Consumer Attitudes on PB Products According to Perceived Quality (실용적 쇼핑가치와 지각된 품질에 따른 PB제품에 대한 소비자태도에 관한 연구)

  • Kim, Eun-Hee
    • Journal of Distribution Science
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    • v.10 no.10
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    • pp.35-43
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    • 2012
  • Purpose - The current analysis has been done in order to verify the difference between consumer attitudes on the distributor's PB products in terms of practical shopping value and attitudes about the product according to its perceived quality. Research design, data, and methodology - The target respondents of this study were those who have bought PB products at large-scale discount stores within the past six months. We asked homemakers, office workers, and students who live in Seoul or Daejon to respond to a questionnaire by filling out self-evaluations, and collected the completed questionnaires. To test the hypothesis, a t-test was carried out by group for 25 percent of the high and low rankings, including a quarter of the total respondents, to verify attitudes toward products and brands, purchase satisfaction, and re-purchase intention according to the practical shopping value and recognized quality of PB products. A variance analysis was conducted to see if there were differences among groups in terms of practical shopping value and perceived quality. Scheffe's back testing was used to identify differences between groups. Results - The result of the investigation of consumer attitudes according to practical shopping value is as follows. First, it was verified that consumer attitudes about PB products increase as practical shopping value increases. Second, there was no significant. Third, it was verified that repurchase intentions for PB products get higher as the practical shopping value of the consumer increases. The following is the result of the investigation of consumer attitudes according to the perceived quality of PB products. First, it was verified that the product attitude improves as the perceived quality of PB products increases. Second, the research confirmed that the brand attitude improves as the perceived quality of PB products increases. Third, consumer satisfaction is higher when the perceived quality of PB products is high. Fourth, this study verified that repurchase intentions for PB products are higher as the perceived quality of the product increases. Finally, the results of identifying differences between groups for perceived quality and shopping value are as follows. It was identified that there were differences in shopping value according to the characteristics of the groups. However, perceived quality does not change according to the characteristics of groups. Conclusions - These results have practical implications for the marketing strategy of PB products in order to satisfy consumer demands and provide a differentiated service by the distributor. In addition, it is suggested that a communication strategy may be necessary to increase brand loyalty and ensure the continual growth and value creation of PB products as symbolic products for distributors.

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A Study on Consumer Eating out Purchases in Accordance with the Food Lifestyle - Focusing on the Moderating Effects of Consumer Culture - (식생활 라이프스타일에 따른 외식소비자의 구매의도에 관한 영향 연구 - 소비문화를 조절변수로 -)

  • Yang, Dong-Hwi
    • Culinary science and hospitality research
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    • v.22 no.5
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    • pp.13-24
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    • 2016
  • This research was conducted over four weeks from February 1, 2016 until Februay 29. Results were as follows. First, the effects of dietary lifestyle on the purchase intention of consumers was significant and postive, while food flavors (B=0.019 (p<.001)) and convenience (B=0.055 (p<.001)) had a significant and negative effect. To determine the coefficient to measure the adequacy of the model was explained 64.9% of variation in 0.649 premise, the model with F=187.244 (p<.001) to verify the significance level. Second, the moderating effects of consumer culture on the proposed realtionship was examined in 3 stages. The Stage 1 model found a significant effect (0.649, F=18.244 (p<0.01)). The Stage 2 model increased predictive power with the addition of "consumer culture" and was also significant(65.1% and F=142.119 (p<0.01)). The Stage 3 model increased the explanatory power due to the addition of 'lifestyle and found a significant moderating effect of 'Eating consumer culture' (65.9%, so for F=84.469 (p<0.01)).

The Strategic Direction for Product and Service Content Development according to Generation Cohorts and Consumption Values : A comparison of Korea and China (한중 50대와 20대의 소비가치 비교연구를 통한 제품 및 서비스 콘텐츠 개발 방향 탐색)

  • Kwon, Junhyun;Han, Semi;Kim, Sook-Eung;Kim, Eunhye
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.1-13
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    • 2018
  • Senior business has been paid attention due to rapid global aging and baby boomers turning 60. However, senior business is not successful as expected because of a lack of understanding of consumers and small size of Korean domestic market. Understanding of senior consumers and overseas markets and providing attractive product and service contents needs to overcome the current challenges. Therefore, this study explores and compares consumers of different generation and different countries. We employ consumption value theory and analyze which consumption values are perceived strongly by each four group(Korean consumers in their 20s, Korean their consumers in 50s, Chinese consumers in their 20s, and Chinese consumers in their 50s). We conducted online survey to compare consumption values among samples of consumers in two countries: Korea and China. There are forty survey instruments in twelve consumption values. The results can be used to develop a strategy for planning, developing, distributing, and promoting product and service contents which consumers, in particular baby boomers, have a strong intention to purchase it.

A Path Analytic Exploration of Consumer Information Search in Online Clothing Purchases (온라인 의복구매를 위한 소비자 정보탐색의 경로분석적 탐구)

  • Kim, Eun-Young;Knight, Dee K.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.12
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    • pp.1721-1732
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    • 2007
  • This study identified types of information source, and explored a path model for consumer information search by shopping attributes in the context of online decision making. Participants completed self-administered questionnaires during regularly scheduled classes. A total of 219 usable questionnaires were obtained from respondents who enroll at universities in the southwestern region of the United States. For data analysis, factor analysis and path model estimation were used. Consumer information source was classified into three types for online clothing purchases: Online source, Offline retail source, and Mass media. Consumers were more likely to rely on offline retail source for online clothing purchases, than other sources. In consumer information search by shopping attributes, online sources were more likely to be related to transaction-related attributes(e.g., incentive service), whereas offline retail source(e.g., displays in stores, manufacturer's catalogs and pamphlets) were more likely to be related to product and market related attributes(e.g., aesthetics, price) when purchasing clothing online. Also, the path model emphasizes the effect of shopping attributes on traditional retailer search behavior, leading to online purchase intention for clothing. This study supports consumer information search by attributes, and discusses a managerial implication of multi-channel retailing for apparel.