• 제목/요약/키워드: online words of mouth

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전자상거래 B2C 플랫폼 농산물 시장효율성 분석에 관한 연구 -소비자의 가격공정성 관점 기준으로- (A Study on the Analysis of Market Efficiency of Agricultural Products in E-Commerce B2C Platform -Based on the Consumers' Price Fairness Perceptions-)

  • 백수나;정기영;김형호
    • 한국융합학회논문지
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    • 제11권6호
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    • pp.237-248
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    • 2020
  • 본 연구의 목적은 중국 3대 전자상거래 플랫폼의 농산물 시장 효율성을 소비자 가격 공정성 인식의 관점에서 측정하고, 비효율적 브랜드의 품질과 가격 차이를 분석하여 농산물 판매 기업이 합리적인 가격 전략을 수립할 수 있도록 하기 위함이다. 본 연구에서는 전자상거래 플랫폼에서 판매되는 농산물의 특성(품질, 원산지, 맛, 안전성 수준)을 산출 지표로 하고, 제품 가격을 투입 지표로 선정하여 DEA 분석을 통해 시장의 효율성을 평가하였다. 분석 결과 효율적 브랜드의 비중은 JD몰이 가장 높고, YHD.com은 평균 시장 효율이 가장 높았으며, 동북 쌀은 3개 플랫폼에서 평균 효율성 차이가 가장 큰 것으로 나타났다. 이러한 결과는 가격 비효율성이 여전히 전자 시장에 존재한다는 것을 보여준다. 농산물 온라인 시장의 발전을 위해서는 소비자 가격공정성에 주의하고 가격과 품질의 조화를 중시해야 한다. 이 논문의 한계점은 인터넷 시장에서 소비자 경험에 의한 입소문 마케팅의 영향력에 초점을 맞추지 않았다는 점이며, 이는 향후 연구 과제이다.

투자형 크라우드펀딩에서 참여자활동성의 매개효과 분석 (An Analysis on Mediating Effect of Participant Activity in Investment Crowdfunding)

  • 김종윤;김철수
    • 한국전자거래학회지
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    • 제25권1호
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    • pp.65-82
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    • 2020
  • 스타트업들이 초기에 투자자와 일반 대중들로부터 자금조달을 받기 위해 와디즈와 같은 크라우드펀딩 플랫폼을 이용하고 있으며, 그 플랫폼에서는 댓글수, 관심도, 그리고 온라인구전과 같은 참여자활동성을 높이는 기능들이 포함되어 있다. 본 논문은 이러한 참여자활동성 기능들이 크라우드펀딩의 성공여부와 투자금액 달성률에 어떻게 매개효과를 발휘하는지를 규명하고자 한다. 이를 위해 기존 선행연구와 투자전문가 및 플랫폼 운영자의 인터뷰를 통해 개별 독립변수인 진행기간, 목표금액, 벤처기업, 투자유치경험, 지식재산권보유, 대표경력, 그리고 수상유무를 세 가지 관점인 프로젝트 특성, 기업 특성, 그리고 대표자 특성으로 구분하였다. 세 관점의 독립요인과 매개요인인 참여자활동성, 그리고 크라우드펀딩 성과를 종속변수로 한 구조방정식 모형으로 실증적인 검증을 하였다. 세 가지의 관점의 특성들이 참여자활동성에 어떻게 영향을 주는지, 참여자활동성이 크라우드펀딩 성과에 어떻게 매개효과를 미쳤는지를 분석한다. 또한, 업종(인터넷서비스, 문화/예술, 제조/유통 등)과 투자유형(주식형과 채권형)에 따라 위의 분석결과가 어떻게 다른지를 도출한다. 이를 통하여 투자형 크라우드펀딩 성과에 미치는 요인을 도출하고, 참여자 활동성을 향상시키는 방안을 마련하는데 도움이 되고자 한다.

무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석 (The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience)

  • 유철우;김용진;문정훈;최영찬
    • Asia pacific journal of information systems
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    • 제18권4호
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.

경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场) (The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market)

  • Jia, Weiwei;Kim, Sae-Bum
    • 마케팅과학연구
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    • 제20권2호
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    • pp.219-230
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    • 2010
  • 数字内容在给公司带来机遇和挑战的同时也极大的改变了我们的生活. 创意企业整合视频, 图片, 文本和数据进行数字化过的音频, 开发新产品或服务, 创作数字经验推广自己的品牌. 大多数有关数字内容的文献是关于基本概念或者营销的发展. 其实, 比起普通产品或服务的传统价值链, 数字内容产业似乎有更多的潜在价值. 因为相当多的数字内容是免费的, 价格, 作为信息的质量或价值的指标, 不是必须被感知的(Rowley 2008). 很显然, 当前数字内容的主题是 "价值" 和关于消费者对数字内容的感知价值的研究. 本文讨论了体验价值在消费者评估数字内容时的优势. 本文在对数字内容 "价值" 的理解方面有两个不同但是相关的贡献. 第一, 基于数字内容与普通产品和服务的比较, 本文提出了两个关键特点使得体验战略适合数字内容: 无形和接近于零的再造成本. 最重要的是, 基于对公司的理想化的价值和客户的感知价值之间的差异的讨论, 本文强调了数字内容的价格和定价与普通产品和服务的不同. 无形的结果是, 价格可能并不反映顾客感知价值. 另外, 数字内容的成本处在发展阶段可能非常高但再造会大幅缩水. 而且, 由于前面提到的价值鸿沟, 这个价格政策改变因不同的数字内容而不同. 例如, 平价战略通常用于电影和音乐(Magiera 2001;Netherby 2002), 而有持续的需求的数字内容如在线游戏和杀毒软件的问题牵涉到一个更复杂的效用和极具竞争力的价格水平. 数字内容企业必须探索各种各样的策略来克服这个缺口. 对于广告, 形象, 口碑等常用的市场战略和他们对顾客感知价值的影响的研究变得至关重要. 中国数字内容产业正变得越来越国际化, 并引起了具有各自竞争优势的国家和地区的关注. 2008-2009中国数字内容产业年度发展报告(CCIDConsulting 2009)表明, 在国内需求和政府政策的大力支持下, 中国数字内容产业在2008年保持了大约30%的快速增长, 表明了这个产业在明显的初期扩张阶段. 在中国, 需要更新的杀毒软件和其他软件程序使用季度定价政策. 用户可以免费下载试用版, 用6个月或一年. 如果他们更久的使用, 连续的付款方式是必要的. 他们在试用阶段检测数字内容的优良度, 决定是否要付继续使用. 对于中国的音乐和电影工业的发展战略, 体验最初没有被广泛的应用, 虽然其他国家的公司注意到体验的重要性并探索了相关的战略(如客户在下载前有好几秒可以免费听听音乐). 由于上述原因, 杀毒软件在中国可以代表数字内容产业而且在中国杀毒市场探索了体验价值在顾客的数字内容感知价值中的优势. 为了提高调查数据的可靠性, 该研究集中在那些有使用杀毒软件经验的人群. 实证结果显示, 体验价值对顾客对数字内容的感知价值有积极的影响. 换句话说, 因为数字内容是无形的, 再造成本几乎为零, 客户的评估是根据他们的体验. 另外, 形象和口碑不产生积极的影响, 只对体验价值有影响. 这就是说, 数字内容价值链不同于普通产品或服务. 体验价值有显著的优势并调节形象和口碑对感知价值的作用. 这个研究结果有助于了解为什麽在发展中国家存在免费的数字内容下载. 客户只有通过体验它才可以感知数字内容的价值. 这也是为什么政府如此扶持发展数字内容. 其他发展中国家在起步阶段的数字内容企业可以借鉴这里的建议. 另外, 基于体验战略的优势, 公司应该更努力投资于客户的体验. 由于数字内容的特点和价值鸿沟的存在, 顾客只有经历了他们真正想要的才能感知更多的无形的数字内容的价值. 而且, 因为再造成本近乎为零, 公司可以使用体验战略, 以提高客户对数字内容的理解.