• Title/Summary/Keyword: purchase experience

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Study on the relationship between the flow experience art purchase intention when navigating World Wide Web (WWW 항해시의 Flow 경험과 구매의도와의 관계 연구)

  • 김병철
    • Proceedings of the Technology Innovation Conference
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    • 1999.12a
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    • pp.296-327
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    • 1999
  • Nowadays, there is a huge need of an extensive study to understand features and behavior modes of consumers who have an indefinite potential of purchase and to make EC a bullish market, Recently, the flow construct has been proposed as important for understanding consumer behavior on the cyber space. The purpose of this study is threefold. To investigate (1) the effect of the flow experience when navigating Internet shopping-mall sites and Internet on purchase intention and relational factors of this (2) the difference in the flow experiences between during the time of navigating Internet and during the time of navigating Internet shopping-mall sites. (3) the difference in purchase intention and relational factors of this between an experiential flow and a purposeful flow. The results show that (1) increase of the purchase intention on EC (or relational factors of this) in proportion to the degree of cognition of users' flow experience (2) By the separate motive of searching Internet shopping-mall sites, the flow experiences during the time of navigating Internet lead to different results (3) Although the difference in the purchase intention on EC between subjects is nonsignificant, it suggests that we need to focus on the fact that the correlation between the purchase intention on EC and the purposeful flow experience on Internet shopping-mall sites is greater than any other correlation. In the end of this study, The theoretical and practical implications of the study, limitations of the study, and future research implications are discussed.

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The Influence of the Consumers Value and Experience Quality on the Effects of Scarcity Message Types (소비가치와 경험적 제품평가가 희소성 메시지 효과에 미치는 영향)

  • Kim, In-E;Kang, Yeo-Sun;Choi, Mi-Young
    • The Research Journal of the Costume Culture
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    • v.19 no.6
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    • pp.1133-1149
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    • 2011
  • The major aim of this study was to find out that the relation between consumers value and experience quality toward purchase intention in addition to the influence of the consumers value and experience quality on the effects of scarcity message types collaboration using limited edition in global SPA brand. As a result of an empirical analysis, it shows that consumers value and experience quality are co-related to the intention of purchase, especially, brand familiarity and reputation influenced scarcity valuation in the affirmative and both emotional value and epistemic value influenced the intention of purchase under scarcity message. The moderating effect of consumers value and experience quality however, turns out to be not significant although its effect is directionally supported that is purchase intention was high when scarcity message is shown. Moreover, emotional epistemic group was influenced by scarcity message so we found that consumers value is changed to emotional with subjective. This result indicates that we need the scarcity message type reflecting the characteristics of consumers value and experience quality to increase customer's purchase intention.

A Study on the Relationships Among Metaverse Experience, the Benefit Sought, and Purchase Behavior of Avatar Fashion Items (메타버스 체험과 아바타 패션아이템 추구혜택 및 구매행동과의 관계 연구)

  • Kyoungha Ji;Hanna Kim
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.36-49
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    • 2023
  • This study investigated effects of metaverse experience on avatar fashion item benefit sought and the impact of fashion item benefit sought on fashion item purchase behavior. An online survey was carried out in the last year targeting male and female consumers aged 15 to 39 years who had purchased avatar fashion items from 'Zepeto'. A total of 363 responses were analyzed in this study. Results are as follows. First, four factors of metaverse experience were derived: 'entertainment experience', 'escape experience', 'adventure experience', and 'relationship experience'. Four factors of avatar fashion item benefit sought were derived: 'trend/brand sought', 'situation suitability sought', 'individuality sought', and 'ideal appearance sought'. Second, all four factors of metaverse experience were found to significantly affect the benefit of trend/brand sought. It was found that entertainment, adventure, and relationship experiences, excluding escape experiences, had significant effects on situational suitability sought. In addition, it was confirmed that entertainment and adventure experiences had significant effects on individuality sought and ideal appearance, respectively. Third, it was found that the trend/brand sought had a significant effect on metaverse usage time and purchase amount and that the situational suitability sought influenced the number of avatar fashion items purchased.

The Effect of Cosmetics Purchasing Experience through Live Commerce on Purchasing Satisfaction and Continuous Purchase Intention (라이브 커머스를 통한 화장품 구매경험이 구매만족도와 지속적 구매의도에 미치는 영향)

  • Yuan, Meng;Kim, In-Ok;Jeon, Jong-Chan
    • Journal of the Korean Applied Science and Technology
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    • v.38 no.3
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    • pp.638-650
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    • 2021
  • This study collected data from 301 men and women in their teens and 50s living in Seoul and Gyeonggi Province to analyze the impact of gender, age, and experience in purchasing cosmetics through live commerce on purchasing satisfaction and continuous purchase intention. As a result, the purchasing experience through live commerce was classified as 'practical value', 'entertainment value' and 'trusted value', and purchase satisfaction and continuing purchase intention were presented in a single dimension. Depending on gender and age, the experience of purchasing cosmetics through live commerce has had a positive impact on purchasing satisfaction and continuous purchase intention. Depending on gender and age, purchase satisfaction affects continuous purchase intention. The results of this study are expected to be the basis for establishing marketing strategies that utilize live commerce by gender and age in the cosmetics industry.

The Effects of Live Commerce's Experience Economy Factors on Consumer's Flow, Attitude, and Purchase Intention

  • Na-eun Jung;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.5
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    • pp.55-66
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    • 2024
  • The purpose of this study was to identify the experience factors (4Es) of live commerce that provide differentiated value for consumers based on Pine & Gilmore's experience economy and analyze the relationships between experience factors, flow, attitude, and purchase intention. This study conducted an online survey to collect live commerce user responses and employed a path analysis to test the research hypotheses, using Smart PLS 4.0. The results of the study were as follows: 1) all experience factors had significant effects on flow, 2) both entertainment experience and educational experience had significant effects on attitude, while esthetic experience and escapist experience did not have significant effects on attitude, 3) flow had a significant effect on attitude and purchase intention respectively, and 4) attitude had a significant effect on purchase intention. The findings of the study are expected to provide the implications for further research and marketing strategies grounded on the understanding of the experience factors in live commerce.

Comparison of Experienced and Inexperienced Consumers' Utilisation of Extrinsic Cues in Product Evaluation: Evidence from the Korean Fine Arts Market

  • Kim, Yoonjeun;Park, Kiwan;Kim, Yaeri;Chung, Youngmok
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.105-127
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    • 2015
  • This study compares experienced and inexperienced consumers' patterns in cue utilisation in product evaluations in the arts market. Borrowing the notion of high- and low-scope cues introduced by the cue-diagnosticity framework, we differentiate between the two most readily discernible extrinsic cues in the fine arts market - an art gallery's brand reputation (a high-scope cue) and certificates of authenticity (a low-scope cue). These two cues are different in nature; the former is more abstract, intangible, and rich in content, so is more difficult to interpret than the latter. Given the differences in experienced and inexperienced consumers' information processing styles, we hypothesise that experienced arts consumers form perceived credibility of and purchase intentions towards artworks based on high-scope cues, whereas inexperienced consumers do so based on low-scope cues. To test our hypothesis, we conducted a consumer intercept study at Korea's two most representative art fairs. The survey participants were categorised into either experienced or inexperienced consumers based on their prior purchase experience, and their responses to a set of attribute combinations about two artworks created by the same artist were collected. The results indicate that experienced participants show higher purchase intentions when an art gallery's reputation is very high, whereas inexperienced participants show higher purchase intentions when artworks are accompanied by certificates of authenticity. This congruency effect between prior experience and cue type is mediated by the perceived credibility of the artworks. The findings suggest a correspondence between a consumer's prior experience and the types of extrinsic cues that are important in product evaluations. To the best of our knowledge, this study is the first attempt ever to investigate the role of prior experience in determining when to use high- or low-scope cues. It also provides a useful frame of reference to advise marketers on the effective sales approach based on a client's prior purchase experience.

Determinants of Purchase Intention for IPTV-VOD Contents (IPTV에서의 유료 VOD 구매 의도에 영향을 미치는 요인)

  • Cho, Shin;Kim, Hee Sun
    • Knowledge Management Research
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    • v.16 no.3
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    • pp.41-63
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    • 2015
  • This paper investigated main determinants of purchase intention for VOD contents by employing an extended technology acceptance model. The findings showed that 'user activeness' is the critical external variable influencing five perceived belief variables, namely perceived usefulness, perceived playfulness, perceived quality, perceived complexity and perceived cost. Regarding consumer satisfaction for free VOD service, it had no direct effect but indirect effect on the purchase behavior, meaning that the satisfaction causes purchase intention for VOD contents via the cognitive attitude. Also, the moderating e!ect of use experience on the relationship between the belief variables and the purchase intention was confirmed. Users with much experience showed a higher perception for usefulness and quality, whereas users with less experience placed a higher value on the hedonic factors and costs. In contrast to previous studies on IPTV that mainly focused on determinant of IPTV subscription, this paper analyzed VOD that is a killer application of IPTV in identification of key factors for the acceptance. The findings provide IPTV operators some strategies to create customer value and improve profitability.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

Effects of Hotel Using Experience on Customers' Purchase and Behavior Intention (호텔이용 경험이 구매의사와 고객행동의도에 미치는 영향)

  • Han, Jin-Young
    • Journal of Digital Convergence
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    • v.16 no.5
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    • pp.105-113
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    • 2018
  • The purpose of this study was to find out the effects of the hotel using experience on customers' purchase and behavior intention. For this study, a total of 306 questionnaires among collected data for customers who hotel using experience at five star hotels located in Seoul from April 1, 2015 to April 30, 2015 was to ensure a valid sample. As a result of the experiments which conducted by factor analysis and regression analysis, it shows 1% level positive significant effects in purchase and continual purchase intention of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor", but it is 10% level significant effects in continual purchase intention positively effected continual purchase intention of "physical experience factor". Also, it shows 1% level positive significant effects on hotel customers' intention of reused, intention of suggestion, intention of recommendation of "emotional experiencer", "physical experience factor", "continuous experience factor", and "superior experience factor". From the study, it is expected to build hotel-customer relationship and brand level of awareness for activating customers' loyalty.

The Effect of Online Experience Marketing and Brand Loyalty of Chinese Infant Clothing Brands on Purchase Intention (중국 영유아의류 브랜드의 온라인 체험 마케팅과 브랜드 충성도가 구매의도에 미치는 영향)

  • Zhang Xuan;Ahyoung Han
    • Journal of Fashion Business
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    • v.27 no.3
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    • pp.1-18
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    • 2023
  • The online shopping industry in China has experienced rapid growth, particularly in the infant goods sector, which is considered highly promising in terms of its growth potential. This growth can be attributed to the Chinese market's increasing economic power, the implementation of new policies concerning marriage and childbirth, changes in family structure, and evolving and diverse consumer demands for infant products. While the infant clothing industry has emerged as a significant player in the Chinese market, there is still a lack of sufficient academic research on the online shopping environment specific to China's infant clothing industry. The objective of this study was to explore the influence of online experiential marketing on brand loyalty and purchase intention among Chinese consumers of children's wear. The study findings indicated that the emotional experience, action experience, and relationship experience encountered by consumers during online interactions had a positive and significant impact on brand loyalty. Both perceptual experience and cognitive experience had a positive and significant influence on consumers' willingness to make a purchase. The study also revealed that brand loyalty had a positive and significant effect on consumers' purchase intention. The perception of online experiential marketing, brand loyalty, and purchase intention varied based on individual attributes, and gender was found to moderate the relationship between online experiential marketing and brand loyalty.