• Title/Summary/Keyword: 구매 영향력

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Investigating the Factors Influencing the Use of Live Commerce in the Un-tact Era: Focusing on Multidimensional Interactivity, Presence, and Review Credibility (언택트 시대 라이브 커머스 이용 활성화 영향요인 고찰: 다차원적 상호작용성, 현장감, 리뷰 신뢰도를 중심으로)

  • Lee, Ae Ri
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.269-286
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    • 2021
  • As the un-tact and on-tact consumption culture has proliferated due to the impact of COVID-19, 'live commerce', a form of shopping while communicating with customers through real-time streaming broadcasting, is emerging in the commerce and distribution industry. Live commerce provides an environment where customers can get the convenience of online shopping and enjoy un-tact shopping more realistically while communicating with the broadcaster in real time, as if purchasing directly from an offline store. Therefore, purchases using live commerce are expected to increase further. In this study, based on the characteristics of live commerce, the main factors influencing the increase in purchase intention through live commerce were derived and their influences were verified. In particular, this study examined these factors in multiple dimensions with focusing on strong interactivity, realistic presence, and providing detailed reviews with high credibility for products as the features of live commerce. This research collected sample data from actual users of live commerce and empirically analyzed the significance of the factors influencing the purchase increase of live commerce, thereby providing implications for knowledge management in a newly changed commerce environment in the un-tact era.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Study on Application of Big Data in Packaging (패키징(Packaging) 분야에서의 빅데이터(Big data) 적용방안 연구)

  • Kang, WookGeon;Ko, Euisuk;Shim, Woncheol;Lee, Hakrae;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.23 no.3
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    • pp.201-209
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    • 2017
  • The Big Data, the element of the Fourth Industrial Revolution, is drawing attention as the 4th Industrial Revolution is mentioned in the 2016 World Economic Forum. Big Data is being used in various fields because it predicts the near future and can create new business. However, utilization and research in the field of packaging are lacking. Today packaging has been demanded marketing elements that effect on consumer choice. Big data is actively used in marketing. In the marketing field, big data can be used to analyze sales information and consumer reactions to produce meaningful results. Therefore, this study proposed a method of applying big data in the field of packaging focusing on marketing. In this study suggest that try to utilize the private data and community data to analyze interaction between consumers and products. Using social big data will enable to understand the preferred packaging and consumer perceptions and emotions in the same product line. It can also be used to analyze the effects of packaging among various components of the product. Packaging is one of the many components of the product. Therefore, it is not easy to understand the impact of a single packaging element. However, this study presents the possibility of using Big Data to analyze the perceptions and feelings of consumers about packaging.

The Effect of Perceived Value, Satisfaction and Self-Congruity on the Revisit Intention and the Word-of-Mouth Intention (스키장 방문자들의 가치, 만족, 자아일치성이 재방문의도와 구전의도에 미치는 영향)

  • Hong, Sung-Kwon;Kim, Jae-Hyun;Jang, Ho-Chan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.40 no.2
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    • pp.74-85
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    • 2012
  • As competition increases, ski resort managers need to search for ways to attract previous visitors or to gain new visitors through word-of-mouth. This study examined the impact of skiers' perceived value, satisfaction and self-congruity on the revisit intention and the positive word-af-mouth intention. Total respondents were also segmented into a promotion-focus and prevention-focus individuals then later examined the differences in the effect of independent variables between groups in order to suggest a managerial direction that will enhance business competency of ski resorts. Results from regression analysis showed that all independent variables utilized in this study were good predictors of two dependent variables. Specially, satisfaction was a highly significant predictor. Promotion and prevention-focused individuals were also differed in evaluating the importance of independent variables for their revisit and word-of-mouth intention. It means that self-regulatory focus is an effective variable for segmentation. More specifically, satisfaction was the only variable influencing the revisit intention for promotion-focused individuals; whereas both satisfaction and self-congruity had significant effects on the revisit intention for prevention-focused individuals. All independent variables had significant effects on the word-of-mouth intention, except self-congruity for promotion-focused individuals. This research suggests several managerial implications on the findings based on the analysis and the characteristics of the visitors.

The Effect of Mental Simulation on Evaluation of Innovative New Product (멘탈 시뮬레이션이 혁신적 신제품 평가 및 시용, 구매의도에 미치는 영향: 제품유형을 중심으로)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Yu, Jae-Moon;Oh, Dae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.935-949
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    • 2014
  • Today, companies are facing business environments that are changing rapidly compared to the business environments of the past. These rapid changes can be observed in areas such as technology and market structure. To compete in rapidly changing business environments, companies are consistently releasing new innovative products to meet consumers' satisfaction. However, compared to the products that have already been successful in the past, innovative products have higher uncertainty in terms of meeting consumer's technical and emotional needs. Therefore, marketers of the companies put lots of efforts to reduce the risks of new innovative products' failure. In this study, we conducted 2(process simulation / outcome simulation) ${\times}2$ (hedonic / utilitarian) experiment to analyze the effect of mental simulation and product type on innovative new product evaluation. The results of this study are following. In process simulation, evaluation of utilitarian innovative new product was higher, but hedonic innovation showed higher evaluation in the outcome simulation. Based on research result, we recommend proper application of mental simulation.

Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency - (디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로-)

  • Jung, Sang Hee;Chung, Byoung Gyu
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.23-39
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    • 2020
  • The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.

A Theoretical Study on Situational Influences in Clothing Purchase Behavior (의복구매에 관련된 상황적 영향력에 대한 이론적 연구)

  • Park, Eun Joo;Rhee, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.17 no.2
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    • pp.219-231
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    • 1993
  • According to the literatures of marketing, psychology, and other related areas, the situational influences on consumers' decision-making process have been significant, thus increased explanatory power of consume behavior when introduced in a research as one of the independent variables. Considering the characteristics of clothing as a consumer goods, situational influences on clothing purchase behavior were expected to be significant. As the theoretical backgrounds of situational influences on clothing purchase behavior, this study was to propose the definition of sitution in Clothing & Textiles department, and to suggest the types of situational variables affecting clothing purchase process in consideration of the results of consumer behavior research and the research related to clothing. The results of this study suggested that the definition of situation, subjective situation or objective situation, should be adjusted to the purpose of research, and that the types of situations affecting clothing purchase process might be defined into three types; wearing situation, communication situation, and purchasing situation. It was also suggested that the empirical studies would be necessary to verify the results, and the conceptual framework for the types of situations and the personality characteristics related to the clothing purchase situation should be identified.

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Management Strategies and Future Prospects of Global Airline Industry: Challenges from Middle Eastern Airlines and Countermeasures of Global Airlines and Future Prospects of Low Cost Carriers(LCCs) (글로벌 항공사 경영전략 트렌드: 중동의 도전과 글로벌 항공사들의 대응전략 및 저가항공사 (LCC) 경영전략 사례 연구)

  • Lee, Eung-Seok;Ham, Seok-Jeong
    • 한국항공운항학회:학술대회논문집
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    • 2016.05a
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    • pp.249-254
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    • 2016
  • 저비용항공사들은 전세계적인 항공수요 증가 등으로 약진을 하기도 했지만, 2000년대 초반부터 세계 항공산업은 테러위험, 유가급등, 오일머니를 등에 업은 중동 항공사들의 급성장, 그리고 2008년부터 시작된 세계경제위기로 미국과 유럽, 일본 등 메이저 항공사들은 일단 최소한의 생존가능 임계규모를 갖추고자 뼈를 깎는 구조조정을 수반한 인수합병, 대외악재에 대한 대응능력 제고, 새로운 보조수익원 개발을 통해 위기를 헤쳐나갔다. 그러나 2013년 11월 단행된 중동 항공사들(Emirates, Qatar, Etihad)의 역사상 유례없는, 한화 약 170조원 규모의 항공기 구매계약에 미국과 유럽은 물론이고 아시아 메이저 항공업계까지 다시 한번 커다란 위기감에 휩싸이게 되었다. 이러한 상황하에서도 효율적 경영의 선구적 역할을 미국의 Southwest, 유럽의 LCC Ryan Air, 아시아의 LCC Air Asia 등 LCC산업은 극심한 경기침체를 겪으면서도 해당 산업의 규모는 지속적 성장을 거듭할 전망이다. 결론적으로, 이러한 상황에서, 비록 미국과 유럽 항공사들이 대규모 구조조정을 겪고 2012년 이후부터 점차 회복기미를 보이고 있긴 하지만, 중동 항공사들의 영향력에 대응하기 위해 향후에도 추가적인 구조조정은 물론 인수/합병 등 생존을 위한 메이저 항공사들 간의 빅딜이 이어질 전망이며, 일본처럼 내수시장이 넓지 않은 한국도 중국 등 성장잠재력이 높은 국가들과의 항공자유화 등을 적극적으로 추진하여 보다 넓은 시장을 확보하지 못한다면 머지않아 수익성에 큰 타격을 입을 수밖에 없다는 결론에 도달하였다.

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A Study on the Family Decision Making and Choice Behavior of Family Dining out From a Family Life Cycle Perspective : Family Restaurant Study (가족 생활주기에 따른 가족외식 구매결정 과정에서 가족 구성원의 영향력과 외식선택 속성에 관한 연구 -패밀리 레스토랑을 중심으로-)

  • Chae, Sin-Seok;Lee, Eun-Su;Choe, Seung-Man
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.17 no.1
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    • pp.1-20
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    • 2006
  • The family life cycle is a useful indicator of consumer behavior, as well as the family life cycle concept utilizes a combination of demographic and socioeconomic variables that best explains the changes in the construct of the family. The family decision-making research has frequently examined role relationship between husband and wife across stages and sub-decisions. The objective of this research is to measure children and parents' perceptions of the influence of the decision-making process for a family dining-out experience, and to determined the customers' choice behavior of restaurants according to isolated factors underlying the important attributes of the restaurants, and finally authors applied a market segmentation approach by capturing customers' preference of restaurant attributes in family dining-out situation and to investigated influence of the family decision making for family dining out in family life cycle. For practitioner, marketing implications are provided and recommendations for future research are also discussed.

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A Study on the Factors affecting the Purchase of Korean IT Products in Overseas Markets : On Product Valuation Criteria, Cultural Influence, and Consumer Attributes (한국 IT제품 구매에 영향을 미치는 요인에 관한 연구 : 제품 평가준거, 문화적 영향력, 소비자 특성을 중심으로)

  • Lee, Ji-Eun;Shin, Min-Soo
    • Journal of Information Technology Applications and Management
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    • v.15 no.1
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    • pp.1-20
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    • 2008
  • This study aims to identify factors affecting the purchase of Korean IT products in overseas markets. The empirical investigation on Chinese and Japanese, which are major overseas markets of Korean IT products and within Korean wave of influence, ascertains that they have had experiences in purchasing Korean IT products such as MP3, hand held phone, and digital camera. In addition, it was revealed that the country image of Korea and valuation of Korean IT products have been enhanced by Korean wave. The result of multiple regression analysis shows that the purchase of Korean IT products is dependent upon social influence, country image, product attributes, preference on Korean wave, and cultural influence. In the separated hypotheses test of China and Japan, the same factors are found to be significant variables affecting the purchase of Korean IT products but practicality, innovativeness, and norms of consumers are found to be significant only in Chinese market. These results imply what should be considered to expedite the export of Korean IT products. In particular, this study finds different factors affecting the purchase of Korean IT products in different countries.

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