• Title/Summary/Keyword: Website involvement

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A Study on the factors of SNS information influencing consumers' purchasing intention: focusing on Chinese Weibo (SNS 정보 요인이 소비자 구매의도에 미치는 영향에 대한 연구 : 중국 웨이보를 중심으로)

  • Lee, Ook;Li, Jian-Bin;Jee, Myung-Keun;Ahn, Jong-Chang
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.7
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    • pp.92-101
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    • 2017
  • The SNS website can take full advantage of the characteristics of users to conduct e-commerce. The e-commerce website's organizing ability will be greatly strengthened by SNS and creates greater value for consumers. This article examined the Chinese largest SNS (Weibo) users as research objects, and combined the development status of SNS in China. This article focuses on the influence to consumer's purchase intention in three aspects: number of comments, consumer involvement level, and consumer appealing method and examines how the interaction of the number of comments and consumer appealing method affects the purchase intention. An investigation was conducted on 400 users of SNS and using valid questionnaires to perform reliability analysis, validity analysis, independent sample t-test, and double factor variance analysis using SPSS21. The research results indicated that the number of comments and rational appealing method had significant effect on the purchase intention. The mediating or controlling the purchase involvement level will disturb the influence of the number of comments but will have no effect on the information appealing method.

The Effect of Personal Characteristics and User Involvement on Knowledge Sharing in the Knowledge-Exchange Website Context (지식교환 웹사이트에서 개인특성과 사용자 관여가 지식공유행위에 미치는 영향)

  • Sung, Ki-Moon;Kim, Tae-Kyung;Jahng, Jung-Joo;Ahn, Joong-Ho
    • The Journal of Society for e-Business Studies
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    • v.14 no.4
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    • pp.229-253
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    • 2009
  • The effect of knowledge sharing and its importance have been reported in the information systems literature. However, little has been learned about the impact of knowledgeexchange web sites. This study explores relationships between individual characteristics such as personal innovativeness in the domain of information technology (PIIT), computer selfefficacy (CSE), and computer anxiety (CA), user involvement (UI), and knowledge sharing in a knowledge.exchange website. In order to examine our research model, we adopted a survey research design based on the Structural Equation Modeling method. By analyzing 241 samples collected, we conclude that UI and CA are valuable to discuss in terms of their theoretical and practical implications. This study not only extends the research on personal innovativeness and knowledge sharing, but also suggests a need for focused research efforts to investigate real practices on knowledge sharing. This study initiates this kind of efforts to make a relevant tie between design of knowledge sharing applications and the success case in the commercial field to encourage users to share their knowledge.

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Investigating the Moderating Impact of Hedonism on Online Consumer Behavior (탐색쾌악주의대망상소비자행위적조절작용(探索快乐主义对网上消费者行为的调节作用))

  • Mazaheri, Ebrahim;Richard, Marie-Odile;Laroche, Michel
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.123-134
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    • 2010
  • Considering the benefits for both consumers and suppliers, firms are taking advantage of the Internet as a medium to communicate with and sell products to their consumers. This trend makes the online shopping environment a growing field for both researchers and practitioners. This paper contributes by testing a model of online consumer behavior with websites varying in levels of hedonism. Unlike past studies, we included all three types of emotions (arousal, pleasure, and dominance) and flow into the model. In this study, we assumed that website interfaces, such as background colors, music, and fonts impact the three types of emotions at the initial exposure to the site (Mazaheri, Richard, and Laroche, 2011). In turn, these emotions influence flow and consumers' perceptions of the site atmospherics-perception of site informativeness, effectiveness, and entertainment. This assumption is consistent with Zajonc (1980) who argued that affective reactions are independent of perceptual and cognitive operations and can influence responses. We, then, propose that the perceptions of site atmospherics along with flow, influence customers' attitudes toward the website and toward the product, site involvement, and purchase intentions. In addition, we studied the moderating impact of the level of hedonism of websites on all the relationship in the model. Thus, the path coefficients were compared between "high" and "low" hedonic websites. We used 39 real websites from 12 product categories (8 services and 4 physical goods) to test the model. Among them, 20 were perceived as high hedonic and 19 as low hedonic by the respondents. The result of EQS 6.1 support the overall model: $\chi^2$=1787 (df=504), CFI=.994; RMSEA=.031. All the hypotheses were significant. In addition, the results of multi-groups analyses reveal several non-invariant structural paths between high and low hedonic website groups. The findings supported the model regarding the influence of the three types of emotions on customers' perceptions of site atmospherics, flow, and other customer behavior variables. It was found that pleasure strongly influenced site attitudes and perceptions of site entertainment. Arousal positively impacted the other two types of emotions, perceptions of site informativeness, and site involvement. Additionally, the influence of arousal on flow was found to be highly significant. The results suggested a strong association between dominance and customers' perceptions of site effectiveness. Dominance was also found to be associated with site attitudes and flow. Moreover, the findings suggested that site involvement and attitudes toward the product are the most important antecedents of purchase intentions. Site informativeness and flow also significantly influenced purchase intentions. The results of multi-group analysis supported the moderating impacts of hedonism of the websites. Compared to low (high) hedonic sites, the impacts of utilitarian (hedonic) attributes on other variables were stronger in high (low) hedonic websites. Among the three types of emotions, dominance (controlling feelings) effects were stronger in high hedonic sites and pleasure effects were stronger in low hedonic sites. Moreover, the impact of site informativeness was stronger for high hedonic websites compared to their low-hedonic counterparts. On the other hand, the influence of effectiveness of information on perceptions of site informativeness and the impact of site involvement on product attitudes were stronger for low hedonic websites than for high hedonic ones.

Applying Gamification and Assessing its Effectiveness in a Tourism Context: Behavioural and Psychological Outcomes of the TripAdvisor's Gamification Users

  • Sigala, Marianna
    • Asia pacific journal of information systems
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    • v.25 no.1
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    • pp.179-210
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    • 2015
  • Despite the increasing adoption of gamification and its huge potential in tourism, research in gamification is still limited. As preliminary findings show that the effectiveness of gamification depends on the context of its application and the players' use of the gamified app, this paper fills in these gaps: by exploring and analysing the application of gamification in a specific e-commerce tourism context; and assessing the gamification's effectiveness by measuring the players' gamification usage and the latter's behavioural and psychological outcomes. The gamified TripAdvisor website and its Facebook enabled gamification app are used as the specific context of the study. Findings from a survey conducted on TripAdvisor users provide useful practical and theoretical implications to gamification designers and researchers alike on how game mechanics can be designed for enhancing the users' motivation, flow, task involvement and engagement with the 'play' tasks, and so, increasing the gamification's effectiveness.

The Effects of Apparel Product Presentation on Consumer Responses in U.S. Online Retailing (의류 상품 전시와 상품에 대한 관여도가 미국 온라인 소비자에 미치는 영향)

  • Yoo, Jungmin;Lennon, Sharron
    • The Journal of Society for e-Business Studies
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    • v.19 no.2
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    • pp.31-51
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    • 2014
  • This study examined the effect of product presentation on consumers' affective/cognitive states and purchase intention. The design of the study was a one factor(product presentation: garment presented flat vs. garment presented on models without faces vs. garment presented on models with faces) between-subject design with a moderator (involvement: high vs. low). A sample of 429 female college students participated in this online experiment. The results show the effectiveness of using a realistic human model on apparel websites. Also, consumers who are highly involved with clothing generally exhibit more positive responses than those who are less involved. Overall, these findings provide empirical support for the Stimulus-Organism-Response model and the Elaboration Likelihood Model, and contribute useful knowledge regarding website design for online apparel retailers.

Effects of the Flow of an Internet Shopping Mall upon Revisit Intention and Purchase Intention

  • Lee, Kwang-Keun;Ahn, Seong-Ho;Kim, Hyung-Deok;Youn, Myoung-Kil
    • Asian Journal of Business Environment
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    • v.4 no.4
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    • pp.27-38
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    • 2014
  • Purpose - The study aims to investigate empirically the effects of the flow of an Internet shopping mall upon consumers' revisit intention and purchase intention. Research design, data, and methodology - The subjects comprised customers of Internet shopping malls. SPSS 19.0 for Windows was used to verify the models and hypotheses. Frequency, factors, reliability, and regression analysis were used. Results - This study classified flow behavior factors of Internet shopping malls into four categories-skills, convenience, design, and mutual reaction-to investigate their influence on flow. Skills and convenience had a greater influence than mutual reaction and design. The flow was most influenced by convenience, followed by skills. Conclusions - First, the subjects comprised those who had made purchases at least once at an Internet shopping mall. Second, the study applied the common flow attributes of past researchers to the Internet shopping mall environment, to gauge customers' e-commerce involvement. Third, skill, convenience, and shopping mall display design affirmatively influenced the computer-mediated environment from the Internet marketing control implications perspective regarding the contents of the marketer's website.

Systematic Approach to Involving the Tools of Digital Marketing as a Guarantee of the International Business Development

  • Chernenko, Oksana;Kovalchuk, Svitlana;Perevozova, Iryna;Fayvishenko, Diana;Zaburmekha, Yevgena
    • International Journal of Computer Science & Network Security
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    • v.22 no.2
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    • pp.311-317
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    • 2022
  • The research is devoted to the substantiation of the system approach to the involvement of digital marketing tools as a guarantee of international business development. It is proved that digital marketing, as a type of marketing based on the use of digital technologies allows to make a profit, to promote the brand, as well as goods and services in the market. The digital marketing toolkit system is a set of elements with existing relationships that ensure the effectiveness of the entire digital marketing, which in total is greater than its individual components. The implementation of a systems approach involves the implementation of the philosophy of digital marketing in general, its functions in the form of systems analysis, formation of strategic development goals and entry and promotion in the international market, preparation and implementation of tactical and strategic development plans.The use of such digital marketing tools as: content marketing, social media marketing, Email-marketing, targeted advertising, contextual advertising, media advertising, Search Engine Optimization, affiliate programs and the company's website is analyzed in detail.

A Study on the Effects of Domestic Medical Library Librarians' Awareness of the COVID-19 Situation on Information Services (국내 의학도서관 사서의 코로나19 상황 인식이 정보서비스에 미치는 영향에 관한 연구)

  • Kim, Tae Min;Kim, Hai Hin;Lee, Min Ji
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.3
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    • pp.303-319
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    • 2021
  • This study sought to find out the status of medical libraries in Korea that provide information services related to the Covid-19 situation, and how the librarian's perception of the Covid-19 situation, the main body of the library's information provision, affects the provision of related information services. For this purpose, we checked the website for Covid-19 information service. In order to understand the degree of awareness of Covid-19, Grunig's Situational Theory was applied to classify four types of librarians according to the degree of problem recognition, constraint recognition, and involvement recognition, and to analyze how the three perceptions affect Covid-19 related information services. As a result, only 25 out of 144 korean medical libraries provided information services related to Covid-19. The librarian, the main agent of the library's information provision, found that the problem recognition and involvement recognition in the Covid-19 situation were high, constraint recognition were low, and the level of information service was very active. And only constraint recognition has been shown to have a significant impact on providing Covid-19 related information services. Further research when future sources are available and follow-up research on how librarians' perceptions affect library operations are also proposed.

Analysis of the education objectives of the dental hygiene department from core competencies-based perspective (핵심역량 기반 관점에서의 치위생(학)과 교육목표 분석)

  • Choi, Gyu-Yil;Lee, Hyung-Suk
    • Journal of Korean society of Dental Hygiene
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    • v.12 no.5
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    • pp.1049-1058
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    • 2012
  • Objectives : It will be necessary to make statement about the competence targeted in the dental hygienic education that adopts the competence-based curriculum from the standpoint of core competence which the students need to be equipped with in the society. Methods : To achieve the education objective of Dental Hygienics, the information available on the website of the Korean Dental Association, universities and graduate schools were used, and the education objectives of the concerned universities which were posted in the websites of 82 universities from July to August, 2011 were analyzed. Results : C7 and C1 accounted for 21.1%, the highest percentage, in the core capability, while HP1 comprised 79.6% in the health improvement and disease prevention. CM1 stood at 73.7%, the highest percentage, in the community involvement(CM) area, and PC4 accounted for 90.8%, the highest percentage, in the patient care(PC) area. In the professional growth and development(PGD) area, PGD1 was the highest, followed by PGD3. In relation to the comments on the occupational types after graduation, 63.1% of respondents mentioned the dental hygienists at the school, while 33.3% did not make any comment on the dental hygienists. Conclusions It was necessary to re-establish the essential objectives of the graduates based on the competence as the accomplishments of studying and learning in the department of dental hygiene. It may be a useful method to set the competency-based education objective on the basis of the implementation ability and the level of graduates.

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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