• Title/Summary/Keyword: 경험적 소비특성

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Effects of consumption Propensity to spend on shopping live broadcast of in Chinese Women on selection attributes of beauty products

  • Ying, Qiaomeng;Kim, Kyeong-Ran
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.149-156
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    • 2022
  • This research focuses on women in their 20s and 30s who have experience in consuming beauty products in the live broadcast of beauty products in China to find out the effects of consumers' consumption propensity on beauty product selection attributes. The data analysis is performed from April 29 to May 25, 2021 by using SPSSWIN 21.0 program for frequency analysis, factor analysis, reliability appraisal, technical statistical analysis, correlation analysis and multiple regression analysis. And the results of the study are as follows: According to the survey, the general characteristics are 20~25 years old, university, and the consumer price is between 500,000 and 1 million won. In terms of consumption propensity that the intrinsic pursuit of consumption, the impulsive consumption, the external pursuit of consumption were on a high average score which was 3.76, 3.63, 3.56 respectively, and in terms of the selection attributes of beauty products that the product intrinsic attributes, and the external attributes of products were on a high average score which was 3.91, 3.69 respectively. The external/internal attributes of beauty product selection attributes are all related to consumption propensity. According to the survey, the external pursuit of consumption, internal pursuit of consumption, and impulsive consumption of the propensity to consume all have a meaningful influence on the external/internal attributes of products. This result proves that the consumption tendency of beauty live broadcast consumers has a huge impact on the selection attributes of beauty products. In this regard, according to the consumption tendencies of Chinese women, the necessity of differentiated live-streaming marketing strategies for beauty products based on the characteristics of beauty product brands, categories, and designs has been proposed.

Recycled Clothes and Its Characters Impact on Consumers' Consumption (재활용 의류와 그 특성이 소비자의 소비에 미치는 영향)

  • He, Luyao;Pan, Young Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.159-167
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    • 2021
  • The increasingly severe environmental problems such as resource depletion and ecological damage, and consumers' concern for sustainable fashion, make the fashion industry chain develop towards green energy saving. The purpose of this study is to explore the attitude and consumption psychology of specific groups towards sustainable fashion consumption, as well as their specific views and attitudes towards recycled textiles or fabrics for re-manufacturing clothing. This paper attempts to understand how the characteristics of recycled clothing affect consumer. Based on the review of relevant literature, a series of determinants affecting consumer behavior is determined, and the characteristics of recycled products, such as expression value and social value, are determined. An online questionnaire was designed based on this conceptual framework, and 226 valid, complete answers were received. The results show that the emphasis on social value and environmental protection consciousness can effectively affect consumers' decision-making. These findings were helpful to the research of whole green environmental protection and ecological clothing recycling industry system, promote the sustainable development of the clothing industry.

Building Contingency Paradigm Model based on Paradoxical Attitude Study (역설적 태도 연구에 기반한 상황적 패러다임 모델 구축)

  • Lee, Won-Jun;Chong, Sang-Soo
    • The Journal of the Korea Contents Association
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    • v.10 no.2
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    • pp.412-420
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    • 2010
  • With increased complexity of product and market, the phenomenon that a consumer get paradoxical attitude toward marketing object has been increased. And this phenomenon eventually affects the relationship between consumer and product. In this study we tried to find more paradoxical phenomenon and understand consumer behavior confronting these situations when they buy agro-product based on ground theory methodology. According to the results, consumer's expectation and purchase experience can promote quality paradox experience during confronting various marketing activities such as price, product, promotion, place. Also these experience can cause quality paradox related interaction and communication even though there could be differences in their experience according to demographic characteristics, personal preference, and risk perception. Consumer will develop multiple strategies against quality paradox to manage the uncomfortable paradox experiences.

A Study on the amusement Experience of Mobile Music Play in the MZ Generation (MZ세대의 모바일 음악재생에 대한 유희적 경험 연구)

  • Lee, Ji-Su;Choe, Jong-Hoon
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.177-183
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    • 2021
  • Unlike the value-oriented tendency of the older generation, the MZ generation, which is emerging as a new consumer, values individual happiness and satisfaction by recognizing consumption as a kind of play, and clearly reveals its playful characteristics compared to other generations. Therefore, this study identified users' needs for interaction elements that can give a playful stimulus to the music player UI, a key function of the music streaming app, one of the universal play activities of the MZ generation. Through previous studies, the concept and characteristics of microinteraction and gamification that can be used as play elements and the relationship between play and art as well as playful characteristics of the MZ generation were summarized. In addition, the current status was identified through case analysis of the existing music app's music player UI and user interviews were conducted through contextual inquiry methods. Afterwards, I was able to identify the positive need to apply playful elements to the music player UI through analysis of user behavior patterns, and based on this, I discovered the possibility of providing an immersive music listening experience through playful interaction.

Impact on customer loyalty, store experience (매장에서 체험이 고객충성도에 미치는 영향)

  • Kim, Mi-Ji;Kim, Kang
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.373-376
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    • 2011
  • 본 논문에서는 체험마케팅 중에도 감성 마케팅과 관련한 매장 내 환경이나 소비자 관점에 관한 연구는 그리 많지 않은 편이며, 특히 매장에서 경험하는 감각적 요소들이 소비자들의 소비감정과 어떻게 관련되고 소비자 행동 특성에 어떠한 영향을 미치는지에 관한 조사결과 감각, 감성, 관계/행동, 충성도 등을 분석한 결과 제안모델이 매장에서 체험이 고객충성도에 미치는 영향이 우수함을 제안하였다.

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저항가열 및 전자빔 증발원을 이용한 물질의 증발 특성

  • Jeong, Jae-In;Yang, Ji-Hun;Park, Hye-Seon;Jeong, Jae-Hun;Song, Min-A
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.08a
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    • pp.130-131
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    • 2011
  • 박막의 제조는 많은 연구의 가장 기초가 되는 시편을 만드는 과정으로 현대의 과학기술에서 매우 중요한 공정 중의 하나이다. 그러나 이러한 박막의 제조는 제조하는 사람의 숙련도나 장치에 의존하며 경우에 따라서는 원하는 특성의 박막을 제조하는 것이 매우 어려운 작업이 되기도 한다. 따라서 경험이 없는 연구자의 경우는 때때로 까다로움과 번거로움을 느끼게 되며, 안정된 공정을 찾기까지 많은 시간을 소비 하게 된다. 특히 부적절한 증발방법의 선정에 따른 실험 결과는 경제적인 손실을 초래할 뿐만 아니라 실험하는 사람을 좌절시키는 가장 큰 요인이 되어왔다. 진공증착에 의한 박막의 제조는 증발법과 스퍼터링, 이온플레이팅 등의 방법이 있으며 이중 증발을 이용한 박막의 제조에는 저항가열 증발, 전자빔 가열 증발, 유도가열 증발 등의 방법으로 구분하고 있다. 저항가열 증발원은 가격이 저렴하다는 장점은 있으나 증발원이 손쉽게 파손되거나 증발량이 일정하지 않아 박막의 정밀 제어가 어려울 뿐만 아니라 때에 따라서는 1 ${\mu}m$ 이상의 후막 형성에도 어려움이 있는 등 많은 제약이 있다. 따라서 적절한 증발원의 선정이 실험의 효율성을 좌우하는 경우가 많다. 적절한 증발원의 선정과 효율적인 실험을 위해 증발원 제조회사에서는 증발원의 선정과 증발 조건과 관련된 자료를 카탈로그 형태로 발행하고 있다. 그러나 그러한 자료만으로는 객관적인 정보를 얻기에 충분하지 못한 경우가 많으며, 어떤 경우에는 저자 등의 경험과 일치하지 않는 정보도 포함하고 있었다. 전자빔 증발원은 냉각이 되는 Crucible에 물질을 담고 고전압의 전자빔으로 물질을 가열시켜 증발시키는 증발원으로 1960년대 이후 박막 제조 실험에 이용되기 시작하였다. 전자빔은 고순도의 피막 제조가 가능하고 증발물질의 교체가 쉬우며 고속 증발이 가능함은 물론 다층막의 제조가 용이하고 증발물질의 제조비용이 저렴하다는 장점이 있다. 이러한 장점 때문에 1970년대 이후에는 전자빔을 이용한 박막제조가 폭 넓게 이루어졌고 이때를 즈음하여 전자빔을 이용한 물질의 증발 특성이 논문으로 발표되기도 하였다. 본 연구에서는 증발에 관한 저자들의 경험을 바탕으로 저항가열과 전자빔을 이용하여 증발실험을 진행한 물질계를 중심으로 각 물질의 증발특성과 가장 효율적인 Liner 등에 대해 기술하였다. 특히, 각종 물질의 증발 특성을 체계화함은 물론 효율적인 증발 방법을 객관적인 Data와 함께 제공하여 효과적인 박막 제조 실험에 도움이 되고자 하였다.

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An Exploratory Study on Korean 20's Consuming Behaviors in Luxuries and Imitations (우리나라 20대 소비자의 명품 및 명품모방품 소비행태에 관한 탐색적 연구)

  • Koh, In Kon
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.2
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    • pp.77-84
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    • 2015
  • According to a recent survey, the sales amount of luxuries and imitations is getting larger. Especially young consumers in 2,30's have a strong desire to own luxuries, so I tried to build a theoretical base on the 20's consuming trend. Meanwhile, targeting university students who represent consumers in 20's, I investigated the recognition of luxuries, shopping experience, main shopping items, monthly spending money, and future purchase intention. I also investigated shopping experience of imitation, main shopping items, purchase reasons, and future purchase intention. I tried to suggest lots of academic and practical implications in marketing strategy building of luxury brand, aiming young consumers in 20's. On the social-psychological view point, young generation have relatively weak sense of control or self-efficacy. So, they are easily submerged in conspicuous consumption by the atmosphere around. As a result of empirical research, I found that Korean students recognized luxuries as excellent in quality, or the world famous brand. In particular, statistically significant gender difference was shown in the luxuries characteristics as the high-quality brand for male students and the world famous brand for female students. Most respondents have experience buying luxuries. And more monthly spending money, more experience they have. Respondents' purchased items were in order of fashion goods, clothing, watches/jewelry, cosmetics/perfume. And the statistically significant differences between gender and monthly spending money were shown. Not many respondents purchased luxuries imitations, and main purchased items were fashion goods. Most of purchase motives are price over quality and economy reason. The phenomena that the respondents of relatively high levels of monthly spending money had lots of luxuries imitations shopping experiences is interesting. Female students showed higher purchase intention for luxuries and imitations than male students. There was no statistically significant difference in grade level, but was found something interesting in monthly spending money. As monthly spending money increased, the purchase intention of luxuries increased, but the purchase intention of luxuries imitations decreased. However, non-linear trend was shown in the specific allowance level. This is replicate of the luxuries imitations purchase experience. Following studies will be needed for the exact interpretation for this. This study is an exploratory and descriptive, but can provide lots of fruitful academic and practical implications in formulating luxuries marketing strategies.

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An Analysis of Competitive Structure among Entertainment Industries, focusing on Consumption Motives (관람동기를 기준으로 한 엔터테인먼트 산업간 경쟁구조 분석에 관한 연구)

  • 김찬경;최현주
    • Asia Marketing Journal
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    • v.5 no.3
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    • pp.35-59
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    • 2003
  • 본 연구는 동일 제품범주 내에서 상호 대체가능성(substitutability)을 중심으로 연구 되어 왔던 상표간의 사용상황 대체(substitution-in-use) 이론을 산업간 경쟁의 차원으로 확대하여 적용할 수 있는 가능성을 탐색하는데 그 목적이 있다. 이를 위해 소비자의 소비경험이 선택기준의 중요한 요소로 작용하는 서비스부문을 대상으로 소비자의 선택동기, 즉 소비동기의 차원에서 산업간 경쟁구조와 경쟁강도를 분석하고자 하였다. 연구의 범위는 마케팅 분야에서 비교적 소외되어 왔던 엔터테인먼트 부문, 특히 문화예술부문과 스포츠부문에 초점을 맞추었다. 연구방법으로는 이들간의 심리적 거리를 측정하여, 그 근접성의 정도에 따라 산업간 경쟁구조와 경쟁특성을 분석하였다. 분석도구는 그 동안 마케팅의 영역에서 특정 산업 내에의 상표간 경쟁구조를 연구하는데 이용되었던 심리적 거리측정도구를 이용하였다. 이에 따라 구매자의 사용목적에 따른 상표간 대체 가능성을 산업간의 심리적 근접성을 이용해 측정하고 그 거리의 크기에 따라 경쟁강도의 선택의 대체성을 분석하였다. 방법론적 측면에서는 먼저 엔터테인먼트산업, 문화예술과 공연예술산업, 그리고 스포츠 등의 소비동기 유형을 살펴본 후, 이들 중에서 중복가능성이 있는 동기유형을 선별하였다. 이에 따라 다양한 관람 엔터테인먼트산업에서 나타나고 있는 12개의 소비동기 유 형을 발견할 수 있었다. 이후 이렇게 추출된 동기유형을 대상으로 산업간 대체성을 심적 거리좌표를 이용하여 측정하고 측정된 자료를 다차원척도법(MDS)을 이용해 2차원의 공간 상에 투사하였다. 그리고 상호간의 근접성과 경쟁구조를 확인하고 분석결과에 대해 논의 하였다. 분석결과 엔터테인먼트 상품들간에는 근접성의 차원에서 서로 대체될 수 있음을 발견할 수 있었고 이는 이들이 동일한 시장을 대상으로 경쟁관계가 있음을 시사하는 것이다. 개별 관람동기 차원의 분석 결과, 관람 엔터테인먼트 소비자들은 동일한 관람동기를 서로 다른 많은 유형의 엔터테인먼트산업이나 공연예술, 문화예술상품, 쇼나 오락, 관람스포츠 등에 의해 해결하고 있음을 발견할 수 있었다. 본 연구에서 사용한 접근방법과 연구의 결과는 향후 간접적 관계에서 직접적 관계로 경쟁이 확대되는 많은 마케팅분야에 적용될 수 있을 것이다.

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A Study on the Gamification Technology Valuation Framework (게이미피케이션 기술 가치 평가 프레임워크 연구)

  • Baek, Junho;Jang, Jintae;Jeong, Jiyong;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.17-26
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    • 2018
  • As the concept of experience economy has been accelerated recently, user experience is more emphasized today, most of all. And related representative keywords are gamification. Gamification characterized by that intangible elements are produced and consumed through various interactions between providers and users and by having a structure that is difficult to generalize and objectify to economic value. Therefore, the purpose of the present study is to develop a quantitative valuation indicator of concept and standardize the valuation formula covering economic value for gamification technology and overall framework from the perspective of evaluating economic values of intangible technologies such as of knowledge, design, contents, and service of a company.

A Study on the User Experience through Analysis of Earphones Use Behavior of Generation Z (Z세대의 이어폰 사용 행태 분석을 통한 사용자 경험 연구)

  • Koo, Eun-Seo;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.317-323
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    • 2020
  • This research is based on product development that improves user experience such as design and function by analyzing the usage behavior of elements experienced by generation Z as customers and users in the process leading to disposal of earphones even before purchase. The behavior of earphones in Generation Z was analyzed through in-depth interview and surveys of the customer experience and user experience of earphones. The results of the study were common or characteristic. They are user experience based on brand dependency, sharing experiences and seeking simplified design and convenience, which is related with the lifestyle of the generation Z. This study is expected to be a fundamental study of product research and marketing strategies that will take advantage of the characteristics of Generation Z, who will be the main player of the market in the future.