• Title/Summary/Keyword: 구매자 특성

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A Study on Relationships Between Characteristics of Online Game Item and Game Users (온라인 게임 아이템 특성과 이용자 특성의 관계 분석)

  • Wi, Jong Hyun;Kim, Eunbi
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.113-122
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    • 2019
  • The study classifies online game users with two groups, which are users who purchase functional items and emotional items. This research used statistic tool, STATA MP, trying unpaired t-test to find relationships between two groups on payment intention and characteristics. The result shows that the users with functional items prefer community-oriented mind and interaction with other users while users with emotional items intend to consider item's design and superiority with higher purchasing satisfaction. The result of this study seems to give some implications to game companies when improving its purchasing system with charged items.

Exploring the Selective Properties of buyer of Taekwon gymnastics for competition (대회용 태권체조 구매자의 선택속성 탐색)

  • Cho, Hee-Joo;Kim, Il-Gwang
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.355-363
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    • 2021
  • The purpose of this research is to explore the selection attributes that the director of a taekwondo gym places importance on when purchasing a work of taekwon gymnastics for the competition. We conducted in-depth interviews with 6 participants using qualitative case study techniques, and analyzed data using Creswell's (2015) spiral analysis method. The data analysis results show music, trainees, characteristics of the work, criteria for evaluating the competition, producer competence, and price factors. As a result of the research, music should be produced around diverse and differentiated genres and music preferred by the trainees, and the appropriate theme should be selected considering the expressiveness and level of the trainees. The work should be considered creative works that harmonize the movement ratio of Taekwondo movements and dance, and the length of the work should be adjusted according to the purpose of the buyer, and the construction of the work should be based on the regulations of the competition. The manufacturer should ensure smooth communication with the buyer, including coaching ability and experience at the convention site. Prices will be affordable and affordable, and prices will need to be calculated based on special prices or mentoring periods for a small number of buyers.

Exploring Factors of Consumer's Impulsive Buying Behavior in Mobile Social Commerce (모바일 소셜커머스 이용자의 충동구매에 영향을 미치는 요인)

  • Moon, Jung-Keun;Kwak, Na-Yeon;Lee, Choong C.
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.113-125
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    • 2019
  • Mobile social commerce is one of the fastest growing distribution channels in recent years. Therefore, it is important to understand customer's buying behavior in mobile social commerce in order to continuously grow in the competitive mobile social commerce market. To achieve the purpose of this study is to investigate how impulsive buying behaviors are applied in mobile shopping and how factors affect impulse purchasing in online shopping. In order to verify the hypothesis, we surveyed the customers who have experiences of using mobile social commerce and analyzed 280 valid data by Smart PLS 3.0. As a result, it was confirmed that consumers' innovation and purchasing experience influenced impulse purchase in mobile social commerce, and scarcity messages among information attributes affect impulse buying. Through this study, impulsive buying behavior which is a frequently analyzed variable in an online shopping context will be extended to the mobile shopping context. and it will provide practical implications for customer strategy establishment in mobile social commerce market.

Factors on the Intention to Purchase Charged Items in Mobile Social Network Game (모바일 소셜 네트워크 게임의 아이템 구매의도에 영향을 주는 요인)

  • Kim, Jae Min;Lee, Young Joo;Lee, Hye Won
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.165-178
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    • 2014
  • Recently, the social network game (SNG) industry is expanding at a fast pace by the increase in the charged item sales. The objective of the present study is to explore factors influencing user intention to purchase charged items. Based on the literature review, flow has been introduced as an influential factor of the intention to purchase and individual influence, social relationship, and social influence as factors of flow. Enjoyment and self-competence are assumed to be measurement constructs for individual influence, social interaction and self-presentation for social relationship, social norm and perceived critical mass for social influence. Empirical analysis show that enjoyment and self-presentation has significant influence on users' flow while self-competence and social interaction has not. Also social norms and perceived critical mass directly influence intention to purchase items. Theoretical and practical implications are discussed by this results.

Relationship between Psychological Characteristics of YouTube Viewers and Purchase Intention after Watching Videos: Effect of Product Type (유튜브 시청자의 심리적 특성과 영상 시청 후 구매 의도의 관계 : 제품 유형의 영향)

  • Go, Sa-Rang;Lee, Seul-Ah
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.273-283
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    • 2022
  • This study focused on the psychological characteristics of viewers watching the video, the effect of the variables of the viewer's self-control and impulsiveness level on the purchase intention was examined. In addition, the relationship between viewers' psychological characteristics and product types was also examined, reflecting that the factors that viewers consider in the purchase decision-making process may vary depending on the product type. As a result of conducting a survey of a total of 214 people, it was confirmed that the group with a low level of self-control or high impulsiveness had a higher purchase intention after watching YouTube videos on specific products than the group without. In addition, it was confirmed that the effect was same when utilitarian product purchase situation is given.

Video Fingerprinting System through Zero-based Code Modulation Technique (제로기반 코드 변조 기법을 통한 비디오 핑거프린팅 시스템)

  • Choi Sun Young;Lee Hae-Yeoun;Kang In Koo;Lee Heung-Kyu
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.443-450
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    • 2005
  • Digital fingerprinting is a contents-protection technique, where customer information is inserted into digital contents. Fingerprinted contents undergo various attacks. Especially, attackers can remove easily the inserted fingerprint by collusion attacks, because digital fingerprinting inserts slightly different codes according to the customers. Among collusion attacks, averaging attack is a simple, fast, and efficient attack. In this paper, we propose a video fingerprinting system that is robust to the averaging attack. In order to achieve code efficiency and robustness against the averaging attack, we adopt anti-collusion code (fingerprint code) from GD-PBIBD theory. When the number of users is increased, the size of fingerprint code also grows. Thus, this paper addresses a zero-based code modulation technique to embed and detect this fingerprint code efficiently. We implemented a blind video fingerprinting system based on our proposed technique and performed experiments on various colluding cases. Based on the results, we could detect most of colluders. In the worst case, our scheme could trace at least one colluder successfully.

Effects of SNS Social Capital on Trust and Purchase Intention of Food Products: Focused on the Moderating Effects of Perceived Risk and SNS Receiver Characteristics (SNS 사회적 자본이 외식상품 신뢰와 구매의도에 미치는 영향: 지각된 위험과 SNS 수신자 특성의 조절효과를 중심으로)

  • Lee, Hyoung-Ju;Han, Ji-Soo
    • Culinary science and hospitality research
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    • v.22 no.7
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    • pp.131-147
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    • 2016
  • The purpose of this study was to verify the effects of two types of social capital on trust and purchase intention of food products. In addition, the moderating roles of perceived risk and SNS receiver characteristics were also examined. The survey for this study was conducted from the 17th to the 30th of June, 2016 through SNS using the convenience sampling method. A total of 230 responses were collected, of which 200 were used for analysis, after excluding responses containing missing data. Multiple regression and moderated regression were conducted to verify the hypotheses. The results from this study are as follows. First, it was found that social capital (bridging social capital and bonding social capital) had an effect on trust of food product. Second, perceived risk of food product was found to moderate the relationship between social capital (bridging social capital and bonding social capital) and trust. Third, trust of food product significantly impacted purchase intention. Fourth, SNS receiver characteristics of food product were found to moderate the relationship between trust and intention;, and trust of food product was found to mediate the relationship between bridging social capital and purchase intention.

Research on Factors Effecting on Learners' Satisfaction and Purchasing Intention of Educational Applications (학습자의 교육용 어플리케이션 활용 만족요인과 구매의도에 영향을 미치는 요인 연구)

  • Jang, Eun-Ji;Park, Yong-Suk;Lim, Keol
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.471-483
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    • 2012
  • The demand of using educational applications for 'smart' devices has recently increased. Accordingly, this study analyzed the satisfaction of educational applications and the factors which affect to purchase intention suggesting optimal development and use for the future. Based on searching for the theoretical background, the research model for the study was set: Appropriateness, interactivity, amusement and ubiquity were designated as independent variables, consumer satisfaction as parameter variable, and purchase intention as dependent variable. Through conducting structural equation modeling with the variables, the results showed that appropriateness, amusement and ubiquity had significant impacts on consumer satisfaction and purchase intention of educational applications. The results were expected to give suggestions as presenting guideline for educational application, improving mobile learning and vitalizing mobile contents.

Recognition of Forest Certification by Consumption Propensity and Socio-Economic Characteristics of Wood Cabinet Consumers (목재수납장 구매자의 소비성향 및 사회·경제적 특성에 따른 산림인증 인식도 조사)

  • Shin, Hye-Jin;Kim, Eui-Gyeong;Kim, Dong-Hyeon;Kim, Hyeon-Guen
    • Journal of agriculture & life science
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    • v.45 no.6
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    • pp.57-63
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    • 2011
  • This study was performed to figure out the recognition on forest certification by consumption propensity and socio-economic characteristics of wood cabinet consumers. The mean score of recognition on SFM and FSC showed comparatively low, 2.25 and 2.20(5-point likert scale), from the analysis result on 88 valid questionnaires of 90. The respondents rate of eco and non eco-friendly group formed 80.7% and 18.2%, there is a significant gap between two groups on total questionnaires. The percentage of respondents recognizing on SFM and FSC was about 31% (eco-friendly), 5.6%(non eco-friendly, SFM) and 2.8%(non eco-friendly, FSC) within each group. It showed that the socio-economic characteristics on eco-friendly respondents were higher than the others about more 1.3 times in the married rate, average age and monthly householding income.

Mobile Shopping Platform Development based on Model Attracting for Improvement of Clothes Purchase Satisfaction (의류 구입 만족도 향상을 위한 모델 참여형 모바일 쇼핑 플랫폼 개발)

  • Park, Sung-Jin;Kim, Si-Hyung;Kim, Sung-Soo;Kim, Nam-Gyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.403-404
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    • 2018
  • 최근 모바일 환경의 발달은 손안의 쇼핑을 완벽히 구현하고 있다. 특히, SNS 및 패션커머스의 발전으로 소비자는 자신이 원하는 의류를 간편하게 구매할 수 있다. 하지만, 모델 착용샷, 설명, 사진 및 댓글 등을 통해 판단하고 구입하기 때문에, 의류 특성상 직접 입어보고 판단해야 하는 실 소비자는 만족도가 떨어지고 판매자 입장에서는 반품이 증가하는 현상이 나타나고 있다. 본 논문에서는 소비자의 만족도를 최대한 높일 수 있는 2가지 요소를 감안한 모바일 쇼핑몰을 소개하고자 한다. 첫째, 소비자 체형과 유사한 모델 착용샷을 제공함으로써 구매 당시 소비자의 구매 만족도를 높인다. 둘째, 의류를 구매한 소비자가 자신이 착용한 사진을 쇼핑몰에 올림으로써 모델로써 활동할 수 있는 기능을 제공함으로써 커머스 SNS가 구축되도록 유도한다. 이를 위해 착용샷을 올리는 회원들을 위한 수수료 구조를 효율화하고 판매사, 소비자, 모델들이 활동하는 플랫폼을 구성한다.

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