• Title/Summary/Keyword: internet marketing knowledge and internet marketing experience

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A Study on the Factors Influencing SMEs' internet marketing Adoption (중소기업 인터넷마케팅 도입 영향요인에 관한 연구)

  • Won, Dongjun;Jo, Hyungrae
    • Journal of Digital Contents Society
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    • v.15 no.6
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    • pp.683-699
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    • 2014
  • This study examines the key factors which influence the strategic consideration and intention of adoption of internet marketing of small-and-medium sized companies, based on theoretical consideration of innovation diffusion theory and previous studies related. The result of analysis shows that the degree of market competitiveness, customer dependency, the level of internet marketing knowledge and experience have significant effects on both of strategic consideration and adoption intention for internet marketing. Also, learning commitment has negative influence on strategic consideration only, while environmental dynamism does on adoption intention. Comprehensively, the findings implies that firms consider selection of internet marketing to reduce the severity of competitiveness and that firms which has more knowledge or experience about internet marketing seems to consider selection of internet marketing through the perception of the effects of internet marketing or possible access to internet marketing. Based on the findings that the level of internet marketing knowledge and experience have much significant effects on both of strategic consideration.

An Analysis of the Message on Internet Fashion Brand's Community - Focused on Brand Reneevon - (패션 브랜드의 인터넷 커뮤니티 메시지 유형 분석 - 브랜드 레니본을 중심으로 -)

  • Son, Hee-Jung;Yu, Ji-Hun
    • The Research Journal of the Costume Culture
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    • v.17 no.5
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    • pp.791-806
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    • 2009
  • Internet brand community's message makes significant contributions for fashion industry. Therefore, if we understand and implement the characteristics of the message on the Internet brand's community, it can be useful for future marketing strategy. This study was to classified the internet community and to examine messages with regard to direction, write motive and prior knowledge. The messages were taken from February, 20th, to August, 7th in 2008. Content analysis method was used for this study. The results were as follows: First, Fashion brand community divided into user initiative type and enterprise establishing type. Second, User initiative type had positive direction message more than enterprise establishing type had. Third, User initiative type had large volumes of information searching or sharing related message, but enterprise establishing type had large quantities of personal experience related message about write motive. Fourth, There was no difference numerical prior knowledge between user initiative type and enterprise establishing type, and then both had a high rate of prior knowledge.

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Exploring the Influence of Pop-Up Store Experiences on Consumer Word-of-Mouth Intentions: The Mediating Role of Brand Charisma

  • Yitong Jiang;Md. Mukitul Hoque;Bok-Jae Park
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.246-259
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    • 2023
  • This study explores the evolving landscape of consumer experiences in the context of pop-up stores, considering the shifts from product economy to service economy and now the experience economy. It investigates the factors influencing consumer word-of-mouth intentions by examining the interplay of pop-up store experiences, brand equity, brand charisma, and verbal intent. Using Schmitt's strategic experience modules and the Aaker brand equity model, the study employs quantitative methods and data analysis to uncover the relationships among these variables. Surprisingly, it finds limited associations between the aspects of the pop-up store experience and brand equity. However, it highlights the direct impact of brand equity on brand charisma, which subsequently influences consumers' intentions to share brand-related information. This research contributes to our understanding of word-of-mouth marketing for pop-up stores, filling a knowledge gap and offering valuable insights for academics and businesses navigating the evolving marketing landscape. It also emphasizes the significance of brand charisma in the context of transient in-store experiences and evolving consumer preferences.

The Effect of the Consumer's Perceived Risk on the Level of Information Search (제품유형에 따른 소비자의 구매위험지각이 정보탐색수준에 미치는 영향 - 지식수준의 조절역할을 중심으로 -)

  • Shin, Bong-Sup;Park, Ju-Young
    • Journal of Global Scholars of Marketing Science
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    • v.16 no.3
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    • pp.143-167
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    • 2006
  • Despite the popularity of e-commerce, the understanding of preferred product types for information searches and purchase on the internet are not sufficient. This paper studies the effect of risk perception on information search behavior through online only, offline only, and on-offline together. Specially, this study classifies product types into search goods, experience goods, and credence goods. The study attempts to determine how the relationship between the perceived risk and the information search is influenced by the product knowledge level. The results show that the higher the risk perceptions about experience goods and credence goods, the more the consumer searches information through online and offline together when the consumer's knowledge level is low. When the consumer's knowledge level is high, however, the higher the risk perception regarding search goods, the more the consumer searches information through online only.

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Telepresence in Video Game Streaming: Understanding Viewers' Perception of Personal Internet Broadcasting

  • Kyubin Cho;Choong C. Lee;Haejung Yun
    • Asia pacific journal of information systems
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    • v.32 no.3
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    • pp.684-705
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    • 2022
  • A new trend has been emerging in recent years, with video game live streaming becoming a meeting ground for gamers, as well as a marketing strategy for game developers. In line with this trend, the emergence of the "Let's Play" culture has significantly changed the manner in which people enjoyed video games. In order to academically explore this new experience, this study seeks to answer the following research questions: (1) Does engaging in video game streaming offer the same feeling as playing the game? (2) If so, what are the factors that affect the feeling of telepresence from viewers' perspective? and (3) How does the feeling of telepresence affect viewers' learning experience of the streamed game? We generated and empirically tested a comprehensive research model based on the telepresence and consumer learning theories. The research findings revealed that the authenticity and pleasantness of the streamer and the interaction of viewers positively affect telepresence, which in turn is positively associated with the gained knowledge and a positive attitude toward the streamed game. Based on the research findings, various practical implications are discussed for game developers as well as platform providers.

A Study on Factors that Affect the Selection of Multichannel in the Apparel Retail -Based on the Characteristics of Marketing and Customer- (패션소매유통 멀티채널 채택에 영향을 미치는 요인에 관한 연구 -마케팅 특성과 소비자 특성을 중심으로-)

  • Kim, Ju-Hee;Lee, Jin-Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.7
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    • pp.801-815
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    • 2011
  • This study examines the characteristics of marketing and customer that influence the selection of multichannel (preference/frequency of use) in the fashion retail. The subjects of this study are men and women live in Seoul/Gyeonggi province and Busan/Gyeongsangnam-do in their 20s-40s who have shopping experiences in fashion items of more than 2 shopping channels among offline stores, catalogs, and the internet. The survey period was from March to May 2010 and 411 forms were used in this survey. The data were analyzed by a reliability analysis (Cronbach's ${\alpha}$), a factor analysis, t-test and one-way ANOVA. The main results of this study are summarized as follows. First, marketing characteristics, which effect the selection of multichannel (preference/frequency of use), consist of sales promotion, service, price, merchandise, and distribution. Those have a significant influence (***p${\leq}$.001) on choosing multichannel of fashion retail. Price has a significant impact on the preference of multichannel and merchandise affect for frequency of use in multichannel shopping. Second, customer characteristics have a significant influence (***p${\leq}$.001) on the monthly average purchasing amount, shopping hours, shopping frequency, brand knowledge, and price sensitivity. Particularly, monthly average purchasing amount & shopping frequency have meaningful differences in the frequency of using multichannel; in addition, shopping hours were affected by preference & frequency of use. Price sensitivity has a greater influence on the frequency of using multichannel and brand knowledge has a greater effect on multichannel preference. Customer's information searching characteristics have main 3 factors through the use of marketing information, personal information and experience information. Application of experience information is the main factor in preference and frequency of using multichannel shopping. The customer demographic characteristics of age (*p${\leq}$.05, **p${\leq}$.01) and gender (*p${\leq}$.05) show a difference for selecting multichannel. There is no difference for marital status, average household income per month, and job.

A Study on Sales Activity Method throughout Customer Relationship Management (고객관계관리를 통한 소상공인의 매출증대에 관한 연구)

  • Park, Jae-Yong
    • Management & Information Systems Review
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    • v.23
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    • pp.1-23
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    • 2007
  • Small and Medium Business Associate has supporting small and medium business and private business for establishment business and sales increasing with various policy since 2005. Arousing the interesting on customer relationship management, small and medium business and private business have recognized the necessity of the concept and introduction the CRM. This study suggested the effectiveness of the CRM throughout real cases of the CRM for small and medium business managers in order to rising sales in such an environment. The case of this study tried to figure it out to accomplish manager's ends of small and medium business to get successful business results based on innovative volition and mind trying to change. The owner who has experience 12 years in meat sales was analyzed the results of aptitude test that the business is highly appropriate to him in personality and aptitude. As also saw the strength and opportunity of SWOT analysis, he has an excellent talent for friendship, knowledge of searching Internet and organizing information, and learning ability. This study provided a marketing policy, ideas of customer services and system remodeling to improve relationship with customer, and a division diagnosis of business activities. The owner has an excellent friendship, so that this study suggest to remodel interior inside store clearly and sanitary displaying on products, to introduce aggressive and concentrated marketing strategies, and to recognize the important of public relation.

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Some Problems of e-Learning Market in Korea (최근 우리나라 e-Learning 시장의 주요 동향 및 향후 전망)

  • Yoon, Young-Han
    • International Commerce and Information Review
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    • v.9 no.2
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    • pp.103-120
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    • 2007
  • The knowledge based economy requires more and more people to learn new knowledge and skills in a timely and effective manner. These needs and new technology such as computer and Internet are fueling a transition in e-learning. According to specialist's opinion, imagination experience studying is generalized, and learning environment that language barrier by studying, multi-language studying Machine that experience past things that disappear through simulation, and travel area, and experience future changed state disappears is forecasting to come. This is previewing finally that it may become future education that education and IT, element of entertainment is combined. Already, became story that argument for party satellite of e-Learning existence passes one season already. e-Learning is utilized already in all educations that we touch by effectiveness by corporation's competitive power improvement and implement of lifelong education in educational institutions through present e-Learning. It is obvious that when see from our viewpoint which is defining e-Learning by one industry and rear by application to education as well as one new growth power about these, e-Learning industry becomes very important means that can solve dilemma of growth real form. Only, special quality of digital industry that e-Learning is being same with other digital industry and repeat putting out a fire rapidly, and is repeating sudden change that these evolution is not gradual growth of accumulation and improvement of technology that is appearing consider need to. In the meantime, we need to observe about evolution of Information Technology. Because there is some scholars who e-Learning's concept foresees to evolve by u-Learning.(although, a person who see that these concept is not more in marketing terminology by some scholars' opinion is). This u-Learning's concept means e-Learning that take advantage of ubiquitous technology as Ubiquitous-Learning's curtailment speech. Ubiquitous, user means Information-Communication surrounding that can connect to network freely regardless of place without feeling network or computer. There is controversy about introduction time regarding these direction, but e-Learning is judged to evolve by u-Learning necessarily. Because keep in step and age that study all contents that learner wants under environment of 3A (any time, any whrer, any device) by individual order thoroughly is foreseen to come in ubiquitous learning environment that approach more festinately.

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A Study on Citizen Participation System based on Design Thinking, Design Science - Smart City case

  • SUH, Eung-Kyo
    • The Journal of Economics, Marketing and Management
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    • v.9 no.2
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    • pp.11-20
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    • 2021
  • Purpose: The importance of creativity has been emphasized in the transition from industrial society to knowledge-based society. Recently, design thinking has attracted great attention as one of the ways to increase the creativity of the organization. From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Research design, data and methodology: From the perspective of solving urban problems through collaboration between technology and citizens, the active participation of citizens is indispensable for realizing smart cities. Results: Therefore, the purpose of this research was to design a citizen-participation type system and contents using a specific space to realize a smart city. This system utilizes the concept of space as a tool to promote innovation activities with the participation of citizens and makes it easy for users of space to participate based on urban problems derived from living labs and the internal structure and user flow line have been designed. Conclusions: It was been also used voice recognition, artificial intelligence, the Internet of Things, and big data as important technologies for experiencing smart cities. The system and content were designed with an emphasis on allowing citizens to directly recognize and experience smart city technology, especially through space-based information visualization and multi-faceted stimulus elements.

The Effects of Conflict Resolution Strategies on Relationship Learning and Performance (갈등해결전략이 관계학습과 성과에 미치는 영향)

  • Noh, Won-Hee;Song, Young-Wook
    • Journal of Distribution Research
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    • v.17 no.3
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    • pp.93-113
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    • 2012
  • Early conflict research in channel and organization area have focused on the definition of conflict construct, its cause, consequence and identified conflict resolution management. Recent studies about conflict, however, have explored new assumption of complexity, a multidimensional conflict construct, contextual conflict management strategies, positive and negative conflict/consequence, and the conflict resolution strategy. Although many literatures exists on channel conflict resolution, little research has been done about relationship learning and performance from conflict resolution perspective. This study explores how channel members can achieve a relationship learning, as a conflict resolution mechanism, which enhance co-created value in marketing channel relationship. Therefore we propose that conflict resolution strategies(collaborating behavior and avoiding behavior) influence channel performance(effectiveness and efficiency) through relationship learning processes(learning via information exchange, joint interpretation and coordination, relationship-specific knowledge memory), in view of buyer-seller relationship. The research model is shown at

    . A total of twelve hypotheses were established through prior studies dealing with conflict and relationship marketing theory. Then we drove conceptual research model. For the purpose of empirical testing, we managed to obtain the list of suppliers of 24 retailers from 5 retailer formats, such as department store, discount store, convenience store, TV home-shopping and internet shopping mall. They were asked to respond to the survey via face-to-face interview conducted by a professional research company. During the one month period of June 2009, we were able to collect data form 490 suppliers. The respondent were restricted to direct dealing authorities and manager with at least three months of dealing experience with retailers. Structural equation modeling on the basis of the results of survey were done to analyze. As a result, eight among twelve hypotheses were supported. The analysis result indicated that collaborating behavior had positive effect on three forms of relationship learning, but avoiding behavior has negative effect on only information exchange. Joint interpretation and coordination, relationship-specific knowledge memory had positive effect on relationship performances, but information exchange had no effect on performances. The results support our basic thesis that the use of conflict resolution strategies have different effect on developing relationship learning, which leads to channel performances. In particular, collaborating behavior is positively related to relationship learning, and avoidance behavior is negatively related to information exchange. Relationship learning is partially contributed to channel performance.

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