• Title/Summary/Keyword: 경험적 소비특성

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An Empirical Study on the User Experience Model of Music Streaming Service (음악 스트리밍 서비스 사용자 경험 모델에 관한 실증 연구)

  • Lee, Jeonga;Kim, Hyung Jin;Lee, Ho Geun
    • Informatization Policy
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    • v.30 no.3
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    • pp.92-121
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    • 2023
  • As music streaming services (MSS) involve various interactions with users during the music consumption process, it is important to understand the user experience and manage the service accordingly. This study developed a user experience model for MSS by theoretically linking the quality characteristics considered important by music service users with the structure of user experience. PLS analysis was then performed using survey data to test the model. As a result, functionality (search, browsing, and personalized recommendation), UI usability, content quality (currentness, sufficiency, relevance), and monetary cost were found to be key experience factors that determine the experience consequence, i.e., user satisfaction. In addition, in a supplementary analysis comparing domestic and global services, differences in user experience were found between the two groups in terms of functionality and content quality. The user experience model of MSS proposed in this study serves as a new foundation for theory-based research in this field and provides meaningful implications for the competitive landscape among music streaming service platforms and for their competitive strategies.

An Investigation into the College Students' Awareness of 'Library and Information' in the Library and Information Science (문헌정보학의 '문헌정보'에 대한 대학생 인식 조사)

  • Kang, Mi-Hee
    • Journal of Korean Library and Information Science Society
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    • v.45 no.3
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    • pp.297-319
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    • 2014
  • This research started from bringing up a problem about special situation of the library and information science, which is not easy to investigate its academic characteristics, although it has settled down as a powerful science studying related phenomena as well as education required for the whole process from production of information to consumption of it. Therefore, the purpose of this research is to questingly investigate whether the personal specialty and the experience of taking courses affect recognition of the term 'library and information', and if so, through which channel it influences. In this background, data were collected from 328 students of Chonnam National University for this research, and the following are the analysis results: first, as for the personal characteristics, differences were not generated according to gender and age, but according to scholastic year the results were different; second, as for the experience of taking courses, there were not differences according to whether or not of the experience, but the results varied according to the number and type of the experience; and third, most of the respondents surveyed understood the meaning of a term 'library and information' as the conception of covering the information contained in literature and information of it, regardless of the personal characteristics and the experience of taking courses. Through these results, it can be identified that the term 'library and information' meant in the library and information science is generally understood as expansion of range, rather than chemical combination of literature and information, it is a terminology with various meanings sometimes understood differently according to the special personal experiences, and it also needs scientific investigation of it.

Consumption Status and Experience of Adverse Effects of High-caffeine Energy Drink among High School Students (청소년의 고카페인 에너지음료 섭취 실태 및 부작용 경험)

  • Oh, Yun-Jung
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.35-43
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    • 2019
  • This study was conducted in order to identify consumption and experience of adverse effects of high-caffeine energy drink among high school students. This study was a descriptive survey including 245 students in D city. Data were analyzed using descriptive statistics and ${\chi}^2$ test. In the results, 79.5% of the students had previous experience of energy drink consumption. 50.6% of students were experienced adverse effects, mainly palpitation. Among the general characteristics, there was a significant difference according to the experience of high-caffeine energy drink consumption depending on monthly allowance(p=.019) and drinking(p=.033), and a significant difference from adverse effects depending on gender(p=.001) and health condition(p=.006). Also, there was a significant difference according to the experience of adverse effects depending on drinking reason(p=.040) and drinking time(p=.005). After, policy measures are needed to limit the sale of high-caffeine energy drinks and continuous health education is needed to foster the ability of students to control themselves.

전자상거래시 고객유지를 위한 인터넷 쇼핑몰 운영 방안에 관한 연구

  • Kim, Yong-Man;Sim, Gyu-Yeol
    • Journal of Global Scholars of Marketing Science
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    • v.6
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    • pp.143-166
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    • 2000
  • 본 연구는 전자상거래의 여러 유형 중에서 최근 논의의 필요성이 더욱 부각되고 있는 인터넷상의 양방향 소매업을 기업과 소비자간 전자상거래를 중심으로 하여 문헌조사를 통해 인터넷 쇼핑몰의 사이트특성 요인과 인터넷 쇼핑몰의 고객 만족, 고객신뢰, 고객관계몰입에 대해 살펴보았고, 실제 종합 인터넷 쇼핑몰에서 엔터테인먼트제품을 구매한 경험이 있는 고객들을 대상으로 하여 설문조사를 실시하여, 인터넷 쇼핑몰 사이트 특성의 각 차원이 고객만족에 미치는 영향을 연구하고자 하였다. 그 결과 제품제시를 제외한 모든 요인들 즉, 시스템 성능, 보장, 고객배려는 인터넷 쇼핑몰 고객만족에 영향을 미침을 실증분석 결과 알 수 있었다. 또한 인터넷 쇼핑몰 고객특성 중 다양성 추구성향이나 소비자혁신성은 쇼핑몰 고객의 만족에 영향을 미치지 않지만, 자기실현성과 정보지향성은 인터넷 쇼핑몰의 고객만 족을 향상시키는 유의적인 결과를 확인할 수 있었다. 그리고 인터넷 쇼핑몰의 사이트 특성 이 신뢰에 미치는 영향을 살펴본 결과 고객배려를 제외한 모든 변수가 유의적이지 않은 것 으로 나타났는데 이는 쇼핑몰의 사이트특성은 만족을 매개로 하여 인터넷 쇼핑몰에 대한 전반적인 신뢰에 영향을 주는 것으로 보는 것이 더욱 타당하다고 할 수 있을 것이다. 또한 기대한 가설과 일치하게 만족과 신뢰는 몰입에 유의적인 영향을 미치는 것으로 실증분석 결과 나타났다 이미 포화상태에 들어간 인터넷 쇼핑몰에서 진정으로 새로운 고객을 창출 하고 고객을 지속적으로 유지하고자 하는 노력은 관계마케팅의 개념을 실제 쇼핑몰에서 적 용 시켜야 할 것이며 고객만족, 고객신뢰 및 고객관계몰입은 이러한 마케팅 노력의 핵심 개념임을 실증분석결과를 통해 확인할 수 있었다.

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Effective Advertising Direction in the post-COVID-19 Era (포스트 코로나 시대의 효과적인 광고 방향에 관한 연구)

  • Lee, Jei-Young;Zheng, Zhao
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.89-101
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    • 2022
  • COVID-19 is significantly changing consumers' demand and habits. In order to understand consumer characteristics and find effective advertising directions in the post-COVID-19 era, this study set young consumers who are more sensitive to market changes and technological transformation from a subjective perspective of advertising audiences. Through the Q methodology, the advertising development model in the post-COVID-19 era was derived exploratively by examining their cognitive status of advertisements in the post-COVID-19 era. The model consists of three types of advertisements: "demand mining online ads" that value consumer demand and adapt to online shopping paths, "added value creation experiential ads" that value derived value and consumer experiences, and "practical and sentimental value creative ads" based on pragmatism and emotional values. In addition, this study also suggested for the sustainable practice of advertising in the post-COVID-19 era in various aspects, such as "seeking multidimensional values," "expanding consumer experience," and "mining and leading demand.

A Study on the Development of the Single Station Fixed Temperature Detector of Low Power Consumption for Residential Fire Prevention (주택화재 예방을 위한 저소비 전력형 단독경보형 정온식감지기 개발에 관한 연구)

  • Park, Se-Hwa;Cho, Jae-Cheol
    • Fire Science and Engineering
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    • v.24 no.6
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    • pp.61-68
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    • 2010
  • In this paper, a research and development result for the implementation of single station fixed temperature detector for residential fire prevention is described. The detector was developed for the certification in Japanese market because of very low domestic market situation. It is in the situation that there is no other regulation especially for residential detectors in Korea, Japanese case has been reviewed. Investigation of domestic legal circumstances and a comparative study for the test standard owned by KFI (Korea Institute of Fire Industry & Technology) and JFEII (Japan Fire Equipment Inspection Institute) respectively are also indicated. The detector alarms with a buzzer and an indicating LED. In the implementation ultra low power MCU(Micro Controller Unit) is applied to control the sleeping state and the monitoring state properly with low current consumption. To sense the temperature fast response thermistor is adopted in the design of fixed temperature residential detector. Automatic test function and alarm stop function are also considered in the design. The major factors which influence to current consumption are explained for the purpose of design reference. Main electronics circuit parts related to it's characteristics of the detector are described. It is explained that the measured current and experimental result of the battery discharge can be met over 10 years operation.

An exploratory Study on Audience Experiences and Interpretations of Movercial - focused on comparative analysis with PPL (무버셜의 수용자 경험과 해석에 관한 탐색적 연구 - PPL과의 비교연구를 중심으로)

  • 이현우;김형석
    • Archives of design research
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    • v.17 no.3
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    • pp.303-312
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    • 2004
  • The purpose of this study is to activate the study on movercial. To accomplish of this, the objectives of this study are two-fold. First, this study attempts to find out how movercial are interpreted and experienced compared to product placement; and secondly, to delineate experience and interpretation in terms of the themes of movie centrality and consumption-specific relevance. This study attempted qualitative approach comparing to the criteria consisted of the themes of movie centrality and consumption-specific relevance to gain in-depth understanding of how movercial which is popped up and regarded as a newly creative format in the diffusion of internet culture and mobile communication environment is experienced and interpreted. For this aim, the moviegoer informants were classified into frequent and infrequent based on the classification method of previous product placement study of Delorme & Reid(1999) and Focus Group Interviews and In-depth Interviews were executed for understanding of how are experienced. Major implications of this study were as follows. First, prior experience of brand exposure from movercial enhanced familiarity for advertising in real-life. Second, movercial can be used to influential tools for purchasing decision with advertising and product placement. Third, informants experienced uncomfortable feeling of change and discomfort against the format of hybrid commercial message such as movercial and PPL which is penetrating into the culture and art at large.

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An Analysis of Consumers′ Preference on the Brand Rice (브랜드 쌀에 대한 소비자 선호요인 분석)

  • 이순석;이상덕;김용희
    • Food Science and Preservation
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    • v.10 no.3
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    • pp.376-380
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    • 2003
  • This aims is to estimate the consumers' preference on the brand rice using factor analysis, completed research on the consumption of brand rice revealed that the household supply in the Seoul area is increasing. An analysis whether housewives' preference in chosing the brand of rice was developed through the consumption experience and re-purchase intention investigation for the brand rice. Also the paper analyzed the consumers' preference using the logit and probit model. Number of respondents who participated in the study(95 %) totaled 1000 and the sampling method utilized was the multistage stratification and assignment abstraction. Results showed that the preference of housewives' depends on age, education and level of income. Such that as age, education, income level increase so thus their preference for brand rices also increase. Also the re-purchasing of brand rice is high when housewives have a higher educational attainment and prefers to go to work. Conclusively, the long-term sale view for brand rice is closely related to the economic conditions of a household. Hence, with the economic growth, there is a possibility that consumption of brand rice would increase compared to the ordinary rice. We can propose the following political intent from analysis of these results. First, There is a need for continuous public information as reinforcement for brand rice. Second, Marketing operation reinforcement could also be done for customer class security etc.

A Study on Fair Trade Perception and Purchase Behavior of University Students (대학생의 공정무역에 대한 인식과 구매행동 유형에 관한 연구)

  • Choi, Ara;Koo, Hye-Gyoung
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.304-315
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    • 2019
  • The purpose of this study is to identify factors affecting the purchase of Fair Trade products and to segment consumer which were typed according to the fair trade consumption competency, attitude and ethical consciousness of the University students. As a result, there are 4 type consumers, general type, indifferent type, individualism type, and fair trade practice type. Factors that directly affect the purchase experience of Fair Trade products are knowledge, willingness and interest in fair trade. In the end, education should be provided through fair education and ethical consumption through systematic education, and outside of school, social effort should be accompanied by the media and various contents to enable college students to promote their knowledge and interest in fair trade. In order to activate the fair trade market, it will be necessary to improve the quality to secure the market value as a commodity and to increase the price acceptance of the consumer.

The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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