• Title/Summary/Keyword: Shopping experience values

Search Result 46, Processing Time 0.022 seconds

Effective Advertising Direction in the post-COVID-19 Era (포스트 코로나 시대의 효과적인 광고 방향에 관한 연구)

  • Lee, Jei-Young;Zheng, Zhao
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.7
    • /
    • pp.89-101
    • /
    • 2022
  • COVID-19 is significantly changing consumers' demand and habits. In order to understand consumer characteristics and find effective advertising directions in the post-COVID-19 era, this study set young consumers who are more sensitive to market changes and technological transformation from a subjective perspective of advertising audiences. Through the Q methodology, the advertising development model in the post-COVID-19 era was derived exploratively by examining their cognitive status of advertisements in the post-COVID-19 era. The model consists of three types of advertisements: "demand mining online ads" that value consumer demand and adapt to online shopping paths, "added value creation experiential ads" that value derived value and consumer experiences, and "practical and sentimental value creative ads" based on pragmatism and emotional values. In addition, this study also suggested for the sustainable practice of advertising in the post-COVID-19 era in various aspects, such as "seeking multidimensional values," "expanding consumer experience," and "mining and leading demand.

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
    • /
    • v.9 no.3
    • /
    • pp.5-14
    • /
    • 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.

  • PDF

Impacts of Perceived Innovativeness of Convenience Store on Consumer Brand Engagement and Store Loyalty (편의점의 혁신성이 인지적 인게지먼트와 정서적 인게이지먼트, 그리고 점포충성도에 미치는 영향)

  • LEE, Young-Eun;LEE, Yong-Ki
    • The Korean Journal of Franchise Management
    • /
    • v.13 no.1
    • /
    • pp.35-46
    • /
    • 2022
  • Purpose: With the rapid changes in the technical development and the trend of consumption trend, the convenience store industry is facing an unprecedented competitive situation in the consumption environment where the boundary between online and offline is broken due to the stagnation of offline distribution channels and the spread of online shopping. The biggest innovation strategy of the major convenience store brands in recent years are introducing the O2O (Online to Offline) platform and presenting new products and services beyond the boundaries of online and offline to transform themselves into Omni Channel stores. The study is designed to analyze the effect of innovativeness of convenience store as a stimulus in O2O platform which customers perceive on store loyalty, the final response to external stimuli, through customer engagement with convenience store brands. Specifically, the innovativeness of convenience stores was divided into types of core activities in corporate marketing and focused on innovations in services, products(proposals), promotions and experiences. Research design, data, and methodology: Various hypotheses have been developed to achieve this research purpose. The data were collected from 1,128 questionnaires the age between 15 and 60 who had experience using retail store apps and delivery apps and were analyzed using SPSS 22.0 and SmartPLS 3.3.7 program. Measurement model analysis was carried out to assess convergent and discriminant validity. Also, common method bias was tested using the values of VIF (variance inflation factor). The hypotheses were tested using structural equation modeling with SmartPLS 3.3.7 program. Results: First, service innovation has a positive effect on cognitive engagement. Second, product, promotion and experience innovation have a positive effect on cognitive and affective engagement. Third, cognitive influences affective engagement. Finally, both cognitive and affective engagement affect store loyalty, but affective engagement has a stronger effect on store loyalty than cognitive engagement. Conclusions: All four types of innovation and cognitive engagement have a positive effect on emotional engagement, which has a stronger effect on store loyalty than cognitive engagement. Thus, while innovation can build loyalty through emotional engagement, innovation strategies must be designed and pursued with caution in terms of impact through cognitive engagement may not achieve the planned goals.

The Study on the On-line Sales Fitness of Small-sized Companies' Product Categories by the Integration of SEC and FCB Framework (SEC와 FCB골격 의 통합적 접근방법을 통한 중소기업 제품군의 인터넷 판매 적합성에 대한 연구)

  • Park, Seong-Yong
    • Journal of Global Scholars of Marketing Science
    • /
    • v.16 no.3
    • /
    • pp.169-189
    • /
    • 2006
  • The product categories that can be sold on-line are expanding. It is interesting to see which product categories have more sales possibilities on internet. Small-sized firms' products have low distribution coverage, low brand recognition, bigger dispersion in the perception on the values which consist of quality vs. price, and higher possibilities of perceived purchase risks. Since on-line shopping is supposed to provide opportunities to small-sized firms that have low distribution and brand power, it is quite necessary to evaluate the fitness of on-line sales for small-sized firms' product categories. There are virtually no research studies on the on-line sales for small-sized firms' product categories. In this study, based on the integration of SEC, FCB, and related concepts, we develop new theoretical framework and test the fitness of on-line sales for small-sized firms' product categories by conducting empirical analysis. The empirical results on 17 product categories show that SEC, FCB, purchase risks, brand factors are somewhat related. Unlike previous studies, since the fitness of SEC and on-line sales are not clearly shown, we need to consider those problems within inter-related multiple frameworks. That is, it is necessary to evaluate the fitness of on-line sales after defining the product categories within the integrated multiple frameworks rather than within the single framework.

  • PDF

Application of diversity of recommender system accordingtouserpreferencechange (사용자 선호도 변화에 따른 추천시스템의 다양성 적용)

  • Na, Hyeyeon;Nam, Kihwan
    • Journal of Intelligence and Information Systems
    • /
    • v.26 no.4
    • /
    • pp.67-86
    • /
    • 2020
  • Recommender Systems have been huge influence users and business more and more. Recently the importance of E-commerce has been reached rapid growth greatly in world-wide COVID-19 pandemic. Recommender system is the center of E-commerce lively. Top ranked E-commerce managers mentioned that recommender systems have a major influence on customer's purchase such as about 50% of Netflix, Amazon sales from their recommender systems. Most algorithms have been focused on improving accuracy of recommender system regardless of novelty, diversity, serendipity etc. Recommender systems with only high accuracy cannot satisfy business long-term profit because of generating sales polarization. In addition, customers do not experience enjoyment of shopping from only focusing accuracy recommender system because customer's preference is changed constantly. Therefore, recommender systems with various values need to be developed for user's high satisfaction. Reranking is the most useful methodology to realize diversity of recommender system. In this paper, diversity of recommender system is represented through constructing high similarity with users who have different preference using each user's purchased item's category algorithm. It is distinguished from past research approach which is changing the algorithm of recommender system without user's diversity preference level. We tried to discover user's diversity preference level and observed the results how the effect was different according to user's diversity preference level. In addition, graph-based recommender system was used to show diversity through user's network, not collaborative filtering. In this paper, Amazon Grocery and Gourmet Food data was used because the low-involvement product, such as habitual product, foods, low-priced goods etc., had high probability to show customer's diversity. First, a bipartite graph with users and items simultaneously is constructed to make graph-based recommender system. However, each users and items unipartite graph also need to be established to show diversity of recommender system. The weight of each unipartite graph has played crucial role changing Jaccard Distance of item's category. We can observe two important results from the user's unipartite network. First, the user's diversity preference level is observed from the network and second, dissimilar users can be discovered in the user's network. Through the research process, diversity of recommender system is presented highly with small accuracy loss and optimalization for higher accuracy is possible controlling diversity ratio. This paper has three important theoretical points. First, this research expands recommender system research for user's satisfaction with various values. Second, the graph-based recommender system is developed newly. Third, the evaluation indicator of diversity is made for diversity. In addition, recommender systems are useful for corporate profit practically and this paper has contribution on business closely. Above all, business long-term profit can be improved using recommender system with diversity and the recommender system can provide right service according to user's diversity level. Lastly, the corporate selling low-involvement products have great effect based on the results.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.