• Title/Summary/Keyword: Tourism Purchasing Stage

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Analysing the Relationship among Tourism Omnichannel Selecting Factor, Satisfaction and Purchasing Intention on the Tourism Purchasing Stage (관광구매단계에서의 관광옴니채널 선택요인, 만족도, 구매의도 등에 관한 영향관계 분석)

  • Park, Hyun-Jee;Park, Jung-Hwan;Lee, Joung-Sil;Kim, Young-Ha;Oh, Am-Suk;Park, Bong-Gyu
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.173-182
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    • 2017
  • On the tourism purchasing stage, this study is focused on analyzing the relationship among tourism omnichannel selecting factor, satisfaction and purchasing intention considering the moderator effects of tourism experience and perceived risk. Based upon antecedent studies and literature about tourism omnichannel, We presented the study model and hypotheses. For the accurate analysis, we did field survey with 400 respondents. The results are as follows. First, the positive relationship are found between channel selecting factors during purchasing and tourism omnichannel satisfaction. Secondly there is a positive relationship between tourism omni-channel satisfaction and tourism purchasing intention. Thirdly tourism experience is proved as a positive moderating effect between channel selecting factors during purchasing and tourism omni-channel satisfaction. But the moderating effect of perceived risk is negative between them.

A Study on the Status Quo and the Improvements of Blue Tourism Websites in the Context of Electronic Commerce (해양관광 사이트의 전자상거래 지원지능에 대한 실태 및 개선방안)

  • 김진백
    • The Journal of Fisheries Business Administration
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    • v.35 no.1
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    • pp.57-85
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    • 2004
  • To develop an blue tourism website(BTW) for electronic commerce(EC), information requirements of BTW are defined firstly. We defined information requirements of BTW from two aspects, i.e., front office and back office. Information requirements for front office were derived by consumer purchasing decision process. And information requirements for back office were derived by tourism value chain. Total 29 functions are identified as critical EC related functions of BTW. Among them, 25 functions were investigated into BTW. BTWs were searched by search engines - Yahoo and Empas - to Korean websites. There are 12 specialized BTWs, except one cyber museum website. For 12 websites, 25 functions were probed. By the results, in need recognition stage of blue tourism, only weather information was provided in most websites. In information search stage of blue tourism, package recommendation and various contents were provided in most websites. In consumption stage of blue tourism, traffic information were provided in most websites. And in after - sales service stage of blue tourism, bulletin board function was implemented in most websites. The rest of the functions were scarcely implemented. On the whole, it was concluded that most EC related functions of BTW in Korea were not implemented properly. To improve the status quo, it is expected in the dimension of individual website, that marketing planning, customized service, intelligent service, reinforcing purchasing assistance functions, customer relationship management, and escrow service etc. need to be implemented. And it is expected in the dimension of blue tourism industry, that standardizing product catalog, security assistance policy, information sharing by industrial database, finding referral model of BTW, elevating information mind, revising related laws etc. are needed.

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.