Journal of Wellbeing Management and Applied Psychology
/
v.5
no.2
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pp.11-14
/
2022
Purpose: The purpose of this study is to investigate the structural causal relationship between the SNS marketing attributes of luxury brands on brand awareness, brand involvement, and brand attachment. Research design, data and methodology: To this end, a survey was conducted on 427 users of large Internet communities and SNS. The results of the empirical analysis are summarized as follows. Results: First, among SNS marketing attributes, information, reliability, and update had a significant positive (+) influence on purchase intention. Second, among SNS marketing attributes, informativity, interaction, playability, and update had a significant positive (+) influence on brand recognition. Reliability, interaction, and update had a significant positive (+) effect on brand involvement. In addition, in brand attachment, playability and up-to-dateness had a significant positive (+) influence. Conclusions: Looking at the causal relationship between brand attitudes, there was a significant positive influence on brand involvement, and a significant positive influence on brand involvement, but the effect of brand awareness on brand attachment was not significant.
The Journal of Economics, Marketing and Management
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v.11
no.3
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pp.67-79
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2023
Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.
Journal of the Korean Applied Science and Technology
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v.41
no.2
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pp.436-446
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2024
This study contemplates the effect of social media advertising attributes on consumers' purchasing decisions in cosmetic products. It will serve as basic data for SNS's advertising strategy and marketing that promotes cosmetics sales. This study conducted a survey and went through the analysis process of SPSS v.25.0 statistical program. Frequency analysis, exploratory factor analysis, descriptive statistical analysis, correlation analysis, and regression analysis were conducted to analyze that informativity, reliability, entertainment, interactivity, and disturbance among SNS advertising attributes were used as effective advertising strategies, which had a positive effect on consumers' purchasing decisions. Therefore, in the cosmetics industry, it is necessary to seek strategies to actively utilize marketing in the social media space to promote consumers' purchase needs and to activate purchases.
Kim, Du-Jeong;Lee, Hye-Won;Jung, Joo-Hyun;Yong, Hwa-young
Journal of the Korea Academia-Industrial cooperation Society
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v.16
no.12
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pp.8691-8699
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2015
With the technology of our time growing sophisticated everyday, softwares advance rapidly in accordance. Reflecting this trend, researches on Usability of S/W GUI(Graphical User Interface) is actively taking place. However, despite the active researches on such topic, Usability study of S/W GUI for weapon system remains insufficient. For such reason, this paper intends to focus on drawing evaluation factors as well as priority of design factors for Usability of S/W GUI for weapon system. For an accurate and reliable result, Usability evaluation attributes & design factors were assessed by professionals. Moreover, by incorporating AHP(Analytical Hierarchy Process) and Matrix analysis, each evaluation attributes' level of importance and relation between design factors & usability attributes were assessed to draw final design priority. As a result, the importance of Informativity, Accessibility, and Visibility were derived as 0.127, 0.121, 0.108, and selected to be the foremost priority for evaluating. This research could be utilized as foundation for usability evaluation of S/W GUI on weapon system.
The objectives of this study are to provide the food market of internet shopping malls with effective marketing data, to provide basic data for the development of related fields of the study, and ultimately to increase the satisfaction of food consumers of internet shopping malls. To achieve the object of this research, a cluster analysis of the research subjects was carried out based on the following 5 factors of food purchasing attribute that had been deduced by a factor analysis by the types of food purchasers: quality characteristics, informativity, convenience, price and diversity. According to the result of the cluster analysis, the research subjects were classified into the 2 clusters of diversity and informativity. The deduced 2 clusters, together with age and occupation among general characteristics, were used as independent variables to find out food purchasing behaviors and satisfaction at internet shopping malls. The results are as follows: Regarding the frequency of food purchasing experiences at internet shopping malls according to occupation, the highest frequency was shown by those involved in service, sales and self-employed businesses; whereas regarding the frequency according to age, those in their 30s and 40s showed the highest frequency. The total amount of money spent on food purchasing for 1 year at internet shopping malls was shown to increase as age increased. The frequency of the purchasing experiences of agricultural products and fish products was shown to be higher as age increased. However, overall purchase satisfaction was highest among those in their 30s, while lowest among those in their 40s. Regarding satisfaction by the types of food purchased via internet shopping malls, satisfaction was relatively higher with common foods and functional foods, while lower with fish products. Taken together, it was concluded that purchasing behaviors at internet food shopping malls, such as the frequency of purchasing experiences and purchase amount, varied depending on age rather than purchasing attribute. Accordingly, in order to vitalize internet food shopping malls, it would be necessary to provide customized food shopping information for individual age groups.
This study presented the need to research into 'emotional response' and 'willingness to use apps', perceived by consumers using food delivery apps amidst the spread of smartphones and surge in use of food delivery apps. This study was also intended to present 'service quality' of food delivery apps, along with 'arousal' and 'pleasure' which represented the 2 types of emotional dimension of Pleasure-Arousal-Dominance(PAD), as variables that could strengthen the willingness to use food delivery apps and examine their roles. On the basis of results of such analysis, we intended to provide basic data necessary for development and operation of food delivery app contents. For subjects and spatial scope of this study, we selected domestic male and female residents nationwide who were aged 20 or older and had experience of using food delivery apps over the last 3 months. Among the subjects of this study, we surveyed foodservice consumers who had experienced of ordering food via food delivery apps such as Baedal Minjok, Yogiyo, and Baedaltong. Based on results of this study, it was found that design and sympathy related to food delivery app service quality had a positive effect on arousal while design and reliability had a positive effect on pleasure. Both informativity and mobility of food delivery app service quality were found to have a positive effect on the willingness to use apps. The pleasure from PAD had a positive effect on willingness to use apps, while arousal did not have any effect on willingness to use apps. The results of this study suggested that design and reliability, informativity, mobility were very important factors in inducing foodservice consumers to use food delivery apps continuously.
This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.
The purpose of this study was to find out how the importance and satisfaction of social commerce selection factors perceived by social commerce users differ, and how social commerce selection factors affect repurchase intention. A survey was conducted for 17 days from September 1st to September 17th, 2021, and 316 copies were used for empirical analysis. As a result of the analysis, the selection factors of social commerce were divided into six factors: safety, convenience, economy, informativity, collectivity, and SNS relevance. IPA results were in the order of convenience in the first quadrant, relevance and informativity in the second quadrant SNS, collectivity in the third quadrant, stability in the fourth quadrant, and economy. In the relationship between social commerce selection factors and repurchase intention, convenience, economy, safety, and information among social commerce selection factors were found to have a significant influence on repurchase intention. As a result of this study, it was confirmed that if existing social commerce was important at an affordable price, convenience is more important for non-face-to-face commerce in the COVID-19 situation. It is considered important to have a system that can continuously identify and preemptively respond to users' shopping trends through IPA.
The purpose of this study is to empirically clarify the relationship between the aesthetic experience of visitors and the effect of online exhibitions at museums on the degree of viewing an offline exhibition. For this reason, the attributes of online exhibitions are composed of accessibility, interaction, informativeness, playfulness, etc., and the aesthetic experience is composed of four factors: emotional, communicative, cognitive, and perceptual areas. A survey was conducted to analyze the effect on viewing intention. The results of multiple regression analysis of the questionnaire results revealed that first, the online exhibition service had a partially significant positive(+) effect on the aesthetic experience. It was analyzed that informativity had the greatest effect on the emotional domain of aesthetic experience, playfulness had the greatest impact on the communication and perceptual domains, and access had the greatest impact on the cognitive domain. Second, it was found that online exhibitions had a partially significant positive (+) effect on offline exhibition viewing intention in the order of playfulness, interactivity, and informativity. Third, it was found that aesthetic experiences had a significant positive (+) effect on offline exhibition viewing intention in the order of cognitive, emotional, communication, and perception. In addition, it was confirmed that the aesthetic experience partially mediated the intention to view online and offline exhibitions. We hope that this study will serve as an opportunity to spark academic discussion along with practical implications for inducing online exhibition users to offline exhibitions.
Due to restrictions on offline activities caused by COVID-19, the use of mobile applications is increasing along with interest in online shopping, which are non-face-to-face commerce. Accordingly, mobile applications and various industries are combined, and the number of cases of using mobile applications in the fashion industry is increasing. In this study, the effect of e-service quality of fashion mobile applications on user's flow, user satisfaction, and service loyalty was examined. To conduct this study, a survey of 274 people who experienced the 'ABLY' fashion mobile application was used for analysis to verify the hypothesis. As a result of the analysis, it was found that informativity and responsiveness among the e-service quality of fashion mobile applications had a positive (+) effect on flow. And it has been confirmed that informativity, reliability, and responsiveness affect user satisfaction. In addition, flow has a positive (+) (+) effect on user satisfaction, and user satisfaction has a positive (+) effect on service loyalty. However, among the e-service quality of fashion mobile applications, reliability did not have a positive (+) effect on flow. And ease of use did not have a positive (+) effect on both flow and user satisfaction. Finally, it was confirmed that flow did not directly affect service loyalty. Through this study, we intend to contribute to the establishment of marketing strategies for fashion mobile application users, who are increasing with the development of mobile technology, and provide practical implications for the post-COVID-19 era.
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