• Title/Summary/Keyword: consumers' behavior

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The Qualitative Study on the Customer Experience of Shopping Centers - Focused on Comparison between Internal and External Experience Elements on the Fashion Brand Stores - (대형 쇼핑센터에서의 소비자 체험에 관한 탐색적 연구 - 패션브랜드 매장 내·외부에서의 체험요소 비교를 중심으로 -)

  • Kim, Jeong Hee;Lee, Jin Hwa
    • Korean Journal of Human Ecology
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    • v.23 no.1
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    • pp.101-122
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    • 2014
  • In this study, the Pine & Gilmore(1998) and Schmitt(1999, 2003), based on previous studies. Recent trends in large department stores and distribution outlets, discount stores and large retail centers, such as the consumer's experience is divided into internal and external fashion brand stores navigation study. Fashion Brand Stores are defined as the inside of the fashion brand store of the form that sells only the products of a fashion company's brand. Meanwhile, shopping center is defined as all the places at the inside and out of the shopping center excluding the inside of the fashion brand store. Likewise, definitions are clarified as such for use. As for the research method for this study, semi-structured focus group interviews were used since they could provide many more data compared to in-depth interviews. Accordingly, data was collected while carrying out free discussions while two to three subjects listened to each other's opinion regarding the key words raised by the interviewer and while thinking about their experience at the inside and outside of the fashion brand stores. As for the subjects, female consumers between the ages of 20 and 50 were targeted, and the interviews conducted with four, seven, four and three women in their 20s, 30s, 40s and 50s, were used, respectively. Likewise, there were a total of 18 subjects. Exploratory Study of Customer Experience area was classified into integration of significance and categorization. In particular, the contents were classified into elements of experience inside the fashion brand stores and fashion brand stores outsider experience in the shopping center elements and the elements of the common experience of fashion stores and shopping centers based on the results concerning the key contents identified in-depth from the customer aspect. The key experience elements at the inside of fashion brand stores were identified as VMD experience, emotional experience, and experience of the service provided by sales representatives. As for the key experience elements at the shopping center which is at the outside of the fashion brand store, they included service scape experience, cultural event experience, playful behavior experience. Meanwhile, elements of common experience included educational experience and exclusivity experience and human respect experience, which demonstrated some difference in terms of the contents.

A Study on Brand Identity Revitalization for Aging Brand (노후화된 브랜드의 브랜드 아이덴티티 재활성화(Revitalization)를 위한 연구)

  • Koo, Yoo-Ri
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.335-350
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    • 2006
  • Due to the development in industrial technology, changes in consumer behavior and aggravating competition within the industry, it is growing only harder every day to build up a strong brand power. Besides, a brand is supposed to age as time goes by, following a brand life cycle, as it is not a solid, immutable asset but something of a living creature. Therefore, self-renovation and revitalization efforts are needed, in order to incessantly confirm the self existence through the relationship with the consumer. In sum, revitalization operation is needed to renew a brand that has grown trite in the passage of time or due to the change in market condition, so as to bring it back anew to the consumers. This study did not stop at measuring the effect of a design renewal as a short-term assignment, but focused on the long-term brand management following the brand life cycle and aimed to define the effective timing and method of revitalization by comprehending the analysis results of consumer consciousness by analyzing the successful cases of brand revitalization and selecting the research analysis targets. As a result, this study proved that a properly-timed brand revitalization efforts in order to cope in advance with predictable changes in environment, can significantly prevent any drop of brand equity from occurring and then extend the brand life cycle. Also, this study could find that a brand revitalization is not a mere concept of a strategy for a short-term sales increase, but should be a long-term strategy to manage a brand, which must be practiced continuously in the time when the brand life cycle curve starts to fall. This research could also confirm that a superficial design renewal, which changes only the packaging of a brand, peformed in short-term haste, is not of help at all.

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The Effect of the Watching Behavior in Multiplex Screening Interruption : In Centering of Chuncheon CGV Closing (멀티플렉스 상영관 운영 중단에 따른 관람 행태 영향 : 춘천 CGV 휴관을 중심으로)

  • Seo, Jeong-Soo
    • Cartoon and Animation Studies
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    • s.21
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    • pp.71-84
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    • 2010
  • The current distribution structure in Korea film industry is in the multiplex chain. As a result, most small or medium-sized theaters have been excluded from the market, and all the multiplex chain have gradually been formed into the vertical integration structure. The strike by multiplex theaters in Chuncheon who did not screen for one month led to the problem of the vertical integration, which resulted in many effects. Particularly, it caused considerable effect on the cultural desire and instigated movie-goers to turn to illegal content. This study surveys the process in which Korean multiplex theaters in vertical integration structure took over the Korean film market, and consequently, small theaters collapsed, and the theaters in vertical integration structure kick out small theaters in horizontal integration structure, and conducts a survey on the effect of the one-month strike by Chuncheon CGV from September 27 to October 30, 2008 in Chuncheon where said processes had completed so as to determine the effect of and impact of the problem of the vertical integration, monopoly structure. When major consumers of the film industry, i.e., people in their 20s, see their access to newly released films limited due to closing of multiplex theaters, they feel the impulse to access illegal contents. If they miss viewing the newly released films, they prefer to view illegal contents or films on recording media rather than visiting theaters showing those films. They are also influenced by timing of film release. Specifically, methods of illegal access to newly released films, permanent accessibility to them via recording media, and timing of film release influence their viewing patterns.

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Analysis of Gender Role Behaviors in Accordance with Visual Expression of Disney Animation: Focusing on Female Characters of Mulan, Tangled, Moana, and Frozen 2 (디즈니 애니메이션의 시각적 표현에 따른 성 역할 행동 분석: 뮬란, 라푼젤, 모아나, 겨울왕국2 여성 캐릭터를 중심으로)

  • Jung, Yi Seul;Kim, Eun Jeung
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.107-117
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    • 2020
  • Animation films form a substantial part of pop culture and depict the sociocultural changes and values of the time in which they are made through visual expression of story and characters. In the process of appreciating animation films and accepting the characters, the audience learns the gender role behaviors that appear in the works as socially acceptable representations of men and women. This study illustrates whether the expression of gender role and behaviors of characters from animation films have changed over time or not by analyzing the costume and gestures of the female protagonists in 'Mulan', 'Tangled', 'Moana', and 'Frozen 2'. These films are considered to reflect the modern female identity on their story and characters. The study confirms that the stereotypical gestures and behaviors of women are still used today to portray the female protagonists in the animation films contrary to the story composition and various aspects of characters which escaped the formal stereotype. It is important for children and adolescents, the main consumers of animation, to learn and know how to consume media properly. Thus, this study seeks to illuminate the importance of research on animation literacy eduction for children and adolescents by examining the visual expressions and their implications in various animation films.

The Effects of the Attractiveness of an Internet Shopping Mall and Flow on Affective Commitment

  • Kang, Sung-Ju;Kim, Jae-Yeong;Park, Young-Kyun
    • Journal of Distribution Science
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    • v.9 no.4
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    • pp.29-42
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    • 2011
  • With the many advantages of the internet, online shopping has become one of the fastest growing types of retail businesses. However, internet-based firms are much more firmly required to retain existing customers rather than secure new ones, and to make them revisit the site by strengthening trust and loyalty, thereby improving profits and outrivaling competitors. Commitment is an essential part of successful long-term relationships between buyers and sellers. Although commitments by both parties in an exchange can provide the foundation for the development of relational social norms, disproportionate commitments can lead to opportunism by the less committed partner. Moreover, flow, which is characterized by intense concentration and enjoyment, was found to be significantly linked with exploratory use behavior, which in turn was linked to the extent of computer use. The level of flow was, itself, determined by the individual's sense of being in control, and the level of challenge perceived in maneuvering a website. Website attractiveness goes hand in hand with the attractiveness of an internet shopping mall, and it can be conceptualized as the persuasive effectiveness of a message by the use of familiarity, favor, similarity, etc. It occurs when information receivers try to achieve self-satisfaction when they actually or emotionally identify themselves with an information source. This study investigates the relationship between the perceived system characteristics of an internet shopping mall and the loyalty of online consumers, and it examines how perceived website attractiveness and flow play mediating roles between the perceived system characteristics of an internet shopping mall and the affective commitment in the context of a clothes internet shopping mall. For these purposes, a structural model comprising several variables was developed. That model was tested with an analysis of moment structure (AMOS) using data from respondents who had purchased clothing through the internet during the past three months. In this model, the perceived system characteristics of an internet shopping mall, such as familiarity, reputation, uniqueness, positive emotions, self-efficacy, and interactivity, were proposed to affect the website's attractiveness and flow, and lead to a higher affective commitment over time. Thus, the perceived website attractiveness and flow were proposed as core mediating variables between perceived system characteristics and affective commitment. The results of a reliability test using Cronbach's Alpha, and a confirmatory factor analysis warranted using unidimensionality for the measures for each construct. In addition, the nomological validity of the measures was warranted from the results of a correlation analysis. The results of empirical analyses indicated that systematic attributes resulting in website attractiveness and user's characteristics, thereby triggering customers' flow, play a crucial role in inducing customers' affective commitment, and a user's characteristics are twice as important as systematic attributes in this study. Moreover, familiarity, reputation, and uniqueness all have a significant effect on website attractiveness, and the research showed that uniqueness took the first place, and that familiarity and reputation followed in order of magnitude. The fact that reputation was not the most important factor that affects the attractiveness of an internet shopping mall, with uniqueness or familiarity having a greater impact, suggests much deeper implications. Finally, positive emotion, self-efficacy, and interactivity all have a significant effect on customers' flow. In particular, the fact that positive emotion, compared to self-efficacy or interactivity, has much more impact on flow is very suggestive.

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'Media Influence' Discourses Articulated for Crowd Control in Colonial Korea (식민지 '미디어 효과론'의 구성 대중 통제 기술로서 미디어 '영향 담론')

  • Yoo, Sunyoung
    • Korean journal of communication and information
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    • v.77
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    • pp.137-163
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    • 2016
  • In the early 1900, photography, magic lantern and cinema were simultaneously introduced and experienced until the mid-1910s as mysterious and magical symbol of modern science and technology. The technology of vision, cinema in particular demonstrated its commercially expandable potentials through serial films in the mid-1910s, silent cinema in the 1920s and talkies in 1930s. I argue that a metaphor 'like a movie' which was would be spoken out by peoples as a cliche ever since the late 1910s whenever they encountered something uncanny, mysterious, and looking wholly new phenomena informs how cinematic technology worked in colonial society at the turning point to the early 20th century. Mass in colonial society accepted cinema and other visual technologies not only as an advanced science of the times but as texts of modernity that is the reason why cinema had so quickly taken cultural hegemony over the colony. Until the mid-1920s, discourse on cinema focused not on cinema itself, rather more on the theatre matters such as hygiene, facilities for public use, disturbance, quarrels and fights, theft, and etc. Since the mid-1920s and especially in wartime 1930s, discourses about negative influences and effects of cinema on behavior, mind and spirit of masses, bodily health, morality and crime were articulated and delivered by Japanese authorities and agencies like as police, newspapers and magazines, and collaborate Korean intellectuals. Theories and research reports stemming from disciplines of psychology, sociology, and mass-psychology that emphasized vulnerability and susceptibility of the crowd and mass consumers who would be exposed to visual images, spectacles and strong toxic stimulus in everyday lives. Those negative discourse on influences and effects of cinema was intimately associated with fear of the crowd and mass as well as new technology which does not allow clear understanding about how it works in future. The fact that cinema as a technology of vision could be used as an apparatus of ideology and propaganda stirred up doubts and pessimistic perspectives on cinema influence. Discourse on visual technology cinema constructed under colonial governance is doomed to be technology of mass control for empire's own sake.

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A Study on Selection Attributes of Traditional Liquor by Life-style of Eating-out Consumers (외식소비자의 라이프스타일에 따른 전통주 선택속성에 관한 연구)

  • Kwon, Yong-Ju;Lee, Jae-Hoon;Song, Heung-Gyu
    • Culinary science and hospitality research
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    • v.18 no.3
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    • pp.90-107
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    • 2012
  • This research has been conducted to discover the consumer's behavior in the purchase and consumption of korean alcoholic beverages. The intent of these works are to contribute to the growth of the traditional alcoholic beverages markets by giving necessary data for the marketing strategies and the development of favorite beverage to meet the consumer's tastes. The surveys have been conducted against a group of people ranging from their 20's to 60's randomly picked from seoul. The duration of the surveys was from August 1st to September 30th, 2010. We also examined the relationship between the selection attributes of traditional liquor and purchase satisfaction by consumer's life-styles. SPSS 18.0 statistical package was used to process data. Frequency analysis, factor analysis, a reliability test, K-means cluster analysis, one-way ANOVA and multiple regression were executed. As a result, through factor analysis and cluster analysis, authors identified 6 factors in the selection attributes of traditional liquor(characteristics, taste & fragrance, popularity, design, harmony, interest), 4 consumer groups(expert, fan, beginner, indifference), 4 consuming lifestyles(social oriented consuming style, maniac consuming style, pursuit of knowledge consuming style, outsider consuming style). Among the selection attributes of traditional liquor, taste & fragrance and popularity had effects on purchase satisfaction.

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A Study on Apparel Products Performance Effecting the International Marketing Strategies (국제 경쟁력과 의류산업의 대응에 관한 연구)

  • 김문숙
    • Journal of the Korean Home Economics Association
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    • v.32 no.5
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    • pp.165-182
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    • 1994
  • Korea's clothing industry which has been country's leading export industry and basic strategical industry is now faced with many difficulties both domestically and internationally. Domestically it is faced with continuing shortage of manpower in both production line and management high labour cost causing increase in price putting more weight on behavior of consumers resulting in change of industrial environment and continuing structural problems of industry itself. Internationally it is faced with strengthening of import regulations and protectionism of developed countries and rapid emergence of underdeveloped countries as leading exporting nations. In reality export plays the most essential role in our economy and is especially sensitive to the external environmental factors. Already economic bloc phonomenon can be seen everywhere and is continuing to accelerate in place such as E. U in Europ, North & South America as NAFTA, and South East Asian contries which recent tendency of economic unity effort is present. These countries of such economic blocs are imposing heavy custom duties reinforcing provision of country origin and acting out strict inspection regulations in order to protect the interest of their own industry. Therefore it is vital to manufacture excellent quality goods For these reasons study in this area has brought attention in Korea as well as worldwide in the recent years. Apparel industry which requires professional technology and ability is the most competitive international business. In order to challenge the international market the high level of intelligence is most required to produce high quality goods. The purpose of this study is to analyze the relationship between functions and roles of marketing and to approach problems in more efficient manner. Apparel industry is composed of various programs such as design pattern making merchandising and textile science. To succeed in the business is to give the highest satisfaction to the targeted market. Hence this study will example the factors that determine the Cost Quality and Performance of apparel products. The study will involve following steps; firstly establish relationship between the quality concept and productivity of apparel products Secondly inquire in to marketing strategy laying stress on apparel production related factors focusing on merchandising marketing production and operations Thirdly prospect 21st century apparel industry focusing on garment production and trade and also other countries structural improvement Fourthly establish the new dimension of competitive factors by grasping the actual circumstance of Korea's apparel industry in the international market. The research method will include; First reality approach method by analysing the present state of industry Second literal analysis such as marketing comparisons between leading apparel exporting countries.

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Effects on the Students' Eating Behavior by Education of Food and Nutrition Section in Middle School (중학교 식생활단원교육이 학생들의 식행동에 미치는 영향)

  • Lee, Joon-Ho
    • Proceedings of the Korean Society of Community Living Science Conference
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    • 2009.09a
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    • pp.81-81
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    • 2009
  • 중학교 식생활 단원 교육은 신체적 성장이 왕성한 청소년기에 접어진 학생들이 올바른 식생활을 하여 건강 유지 및 정상적인 성장발달을 하는데에 꼭 필요한 내용이다. 그리하여 본 연구에서는 학생들이 식생활단원 교육을 통해 교육내용의 활용정도나 전반적인 식생활 태도에 미치는 영향을 조사하고자 대전지역에 소재하는 4개 중학교 3학년 학생을 대상으로 2008년 12월 5일~16일까지 설문지조사를 실시하였다. 조사대상자의 성별은 여학생이 48.9%, 남학생이 51.1%이고 학생들의 부모의 연령은 40-49세가 각각 81.4%, 86.7%를 차지하고 부모의 직업에서 아버지는 사무직(34.4%)이 가장 많고 어머니는 가정주부가 44.5%로 가장 많았다. 부모의 학력은 대부분 고졸이상이며 가족형태는 핵가족이 90.5%이고 부모의 한 달 총수입은 500만 원 이상이 32.6%로 가장 많았다. 식생활단원 교육 후에 식생활에 대한 관심정도는 '관심이 생긴 편이다'(36.4%), '그저 그렇다'(33.8%)가 많았고 남 여 학생의 경향이 비슷하였다. 교육 후 가장 변화된 점은 '간단한 조리를 할 수 있게 되었다' 가 38.6%로 가장 높은 반면 '아무 변화가 없다'도 34.4%나 되었다. 식생활 태도에서는 5점 likert 점수에서 '식사시간이 규칙적이다'(3.36), '골고루 섭취한다'(3.39), '식사준비를 돕는다'(3.07)에서 보통 이상의 점수로 양호한데, 한편 '내가 먹은 음식의 영양분과 열량에 관해 알고 있다'가 2.57로 잘 모르는 편이고 '다이어트 보조음식이나 약을 먹는다'가 1.48로 그렇지 않은 편이었다. 식생활단원의 활용도에서는 5점 likert 점수에서 '성분과 유통기한을 확인한다'(3.93), '간단한 음식을 직접 만들 수 있다'(3.80)가 높은 점수이었고, 남학생이 여학생보다 '성분과 유통기한 확인한다'(P<.01), '조리기구는 안전하고 위생적으로 사용할 수 있다'(P<.05)에서 유의적으로 높았다. 이 활용도에 대한 학생들의 가정환경과의 상관성에서는 부모의 학력이 고졸 이상에서 중졸이하보다 유의적으로 높았고(P<.001), 부모의 직업의 경우, 아버지가 무직인 경우, 어머니가 가정주부인 경우에 직업을 가진 부모의 학생들에 비하여 유의적으로 활용도가 낮았다(P<.01). 부모의 한 달 총수입과의 상관성에서는 400~500만원 미만의 경우에 다른수준보다 유의적으로 활용도가 높았다(P<.05). 따라서 식생활단원 교육에 의해 변화가 없는 학생들도 상당히 많아 교육방법의 개선이 필요하며 그 활용도가 가정환경과 상관성이 있음을 파악할 수 있었다.

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A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.