• Title/Summary/Keyword: 동일시

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The Effect of CSR Activity on Customer's Behavioral Intention in Insurance Industry (보험산업에서의 기업의 사회적책임(CSR) 활동이 고객행동의도에 미치는 영향에 관한 연구)

  • Hong, SoonRan;Bae, JeongHo;Park, HyeonSuk
    • Journal of Service Research and Studies
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    • v.10 no.1
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    • pp.33-53
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    • 2020
  • The purpose of this study is to empirically examine the causal relationship of CSR activities, customer trust and CCID, customer behavior intention(B.I) in the relationship between CSR activities and customer behavior intention(B.I) in the insurance industry, thereby enable top management of insurance company to take it in their consideration that CSR activity help link to customer behavioral intention by customer trust in them and CCID. To achieve the purpose of the study, the hypothesis was established based on preceding research and theoretical background regarding CSR, trust, CCID, behavioral intention(B.I). And this study conducted AMOS statistical analysis based on effective 526 survey data collected from insurance customers across country through online research company. The result of this empirical study is as follows. First, insurance company's CSR activity has a positive impact on customer's trust and CCID, but it did not have a direct significant effect on the customer's behavioral intention(B.I). Second, both customer's trust and CCID have a positive and significant effect on customer's behavioral intention. Third, we have also found that both Trust and CCID played a mediating role between CSR activity and B,I. Fourth, it was found that authenticity did not moderate the enfluence relationship between CSR activity and Trust, CCID. The result of this study shows that insurance company's active CSR activity increase customer trust, thereby create a sense of unity between the customer and the company, In addition, it shows that when CSR activities are mediated by customer trust and CCID, it could lead to customer behavioral intention(B.I) such as repurchasing and positive word-of-mouth activities. to others. The result of this study will contribute to the future research on CSR literature and the marketing strategy of insurance companies.

A Study on the Influence of Positive Psychological Capital on the Organizational Identification and the Loafing Behaviors with Job Satisfaction as a Mediator (긍정심리자본이 직무만족을 매개로 조직동일시와 태만행동에 미치는 영향에 관한 연구)

  • Han, Na-Young
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.2
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    • pp.107-122
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    • 2017
  • This Study is to Analyze the Positive Psychological Capital(self-efficacy, optimism, hope, resilience) on the Organizational Identification and the Loafing Behaviors with Job Satisfaction as a Mediator. By doing this, it is also to Comprehensively Understand how Positive Psychological Capital Affects the Organizational Identification and the Loafing Behaviors. An Empirical Analysis has been Conducted through the Covariance Structural Equation Model Targeting the Financial Industry in Busan. The Results of this Empirical Analysis are as Follows. Firstly, Self-Efficacy, Optimism, hope, and Resilience Among the Positive Psychological Capitals are Found to have a Positive(+) Significant Effect on Job Satisfaction, of Which hope is Found to have the Greatest Effect on it. On the other Hand, Optimism is Found not to have a Significant Effect on Job Satisfaction. Secondly, job Satisfaction is Found to have a Positive(+) Significant on the Organizational Identification. Thirdly, job Satisfaction is found to have a negative(-) significant on the loafing behaviors. Fourthly, the results of investigating the mediating effect of job satisfaction in the relation of positive psychological capital, organizational identification, and loafing behaviors show that all have a mediating effect except for the mediating effect of job satisfaction in the relation of hope and loafing behaviors. Finally, the summary, suggestions, limit, and the direction for future researches are presented.

Effect of Image, Trust and Responsiveness of Social Welfare Organizations on Continuing Sponsorship of Private Donors: Focusing on Mediation Effect of Organizational Identification and Moderation Effect of their Financial Status (사회복지조직에 대한 이미지, 신뢰성, 반응성이 개인 기부자의 후원지속성에 미치는 영향: 조직동일시의 매개효과와 경제형편의 조절효과를 중심으로)

  • Lee, Won-June
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.258-270
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    • 2015
  • The study aims at verifying the effect of the image, trust and responsiveness to social welfare organizations on continuing the sponsorship of private donors, the mediating effect of the organizational identification and the moderating effect of their financial status. As a result of causal analysis of the variables by structural equation models, regardless of donors' financial status, social welfare organizations' image, trust and responsiveness has no direct effect on continuing the sponsorship. Among the donors in relatively good financial status, social welfare organizations' image, trust and responsiveness positively have direct effects on organizational identification, which has a direct effect on continuing the sponsorship. That is, the image, trust and responsiveness influence the continuity of the sponsorship through the full mediating effect of organizational identification. On the other hand, among relatively poor donors, only the organizations' image and trust positively influence the organizational identification, The direct and indirect effects on the continuity of the sponsorship are different according to the private donors' financial status, which means that the moderating effect of the donors' financial status is proved. The result of latent mean analysis regarding 5 main latent variables according to the private donors' financial status, shows the significant difference in the continuity of sponsorship only(Mean= .197, Cohen's D=.779). By emphasizing that Organizational identification is a critical factor in terms of enhancing the continuity of sponsorship, some practical implications are discussed based on the study's findings.

A Study on the Determinants of Fans' Team Identification in KBO League : Focused on the Effects of Kids Marketing (프로야구 팬의 팀 동일시에 영향을 미치는 요인에 관한 연구: 응원시작 연령의 효과를 중심으로)

  • Choi, Seung-Nyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.99-110
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    • 2016
  • This study examined the factors affecting the team identification of professional baseball fans. The factors were divided into the fan factor, game factors, and other factors. For the analysis, two investigators visited stadium three times in total and a total number of 297 spectators were sampled using a convenience sampling method from three baseball teams. For the fan factor, a fan who began supporting his/her team from childhood or after childhood was used as a dummy variable. The interaction effects between the fan factor and other variables were investigated to offer a stereoscopic understanding about the role of kids marketing. In addition, three game factors and four non-game factors were analyzed. The results regarding fan variable and interaction effects were obtained. Fans from their childhood have much stronger team identification, and show interaction effects with the players. Regression analysis revealed player, promotion and fan service, price, and regional connection to have positive relations with team identification. This study is especially meaningful in a sense that it has proposed positive results regarding marketing to children, and the results will contribute to both the academic field and the industry.

The effects of Corporate Social Responsibility on Organizational Identification and Customer Orientation by Flight Attendants (항공사 승무원이 인식하는 사회적 책임이 조직동일시 및 고객지향성에 미치는 영향)

  • Ko, Seon-Hee
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.495-504
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    • 2015
  • The purpose of this study is to examine the effects of corporate social responsibility on organizational identification and customer orientation by flight attendants. In this study, 2 hypotheses based on literature reviews were employed. Questionnaire was also developed based on previous studies. A convenience sample of 217 flight attendants was surveyed and 203 usable questionnaires were analyzed. Corporate social responsibility was divided into economic responsibility, legal responsibility, ethical responsibility, philanthropic responsibility by the literature review. Confirmatory factor analysis were conducted to validate the measured variables. Then the data and hypotheses were examined using structural equation modeling (SEM) by AMOS. The results are as follows. Firstly, 'economic responsibility' and 'philanthropic responsibility' have positive effect on organizational identification while 'legal responsibility' and 'ethical responsibility' have no effect on 'organizational identification'. As for the degree of influence, 'philanthropic responsibility' has a greater impact than 'economic responsibility'. Airlines should focus on the responsibility to the community as well as social contribution. Secondly, 'organizational identification' has positive effect on customer orientation. The contribution and limitations of this research were discussed and the future possible researches were mentioned.

A Study on the Self-identity and Satisfaction through Avatar Expression Process (아바타 표현과정 속 자기동일시와 만족도에 관한 연구)

  • Yeu, Ye Kang;Shin, Choon Sung
    • Smart Media Journal
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    • v.11 no.6
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    • pp.18-29
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    • 2022
  • This study proposes an evaluation item model for the avatar expression process, satisfaction and self-identification for each expression element in order to investigate the expression attributes on the influence on the user in setting the avatar. The evaluation of avatar expression method was composed of self-identification and satisfaction by ease of expression and expression elements on the avatar production and expression process. To evaluate the proposed evaluation model, 17 people participated in the experiment. As a result, it was found that most of the participants had a high level of understanding of the production process, and the more diverse the expression elements, the higher the satisfaction with the avatar expression process. Hair shape and face shape were the most important expression factors, and clothes and overall harmony was the most concerned facotrs. Most of them tried to express themselves as realistically as possible. However, in self-identification, there was no significant correlation between expression and production process. In this study identify the decision-making factors that appear in the avatar expression process, the direction in which satisfaction can be formed, and the factors that affect self-identification. In addition, it will be a basic study on how avatars have a lasting influence on users in the future.

몰입을 유도하는 스토리텔링(2)

  • Bae, Ju-Yeong
    • Digital Contents
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    • no.4 s.155
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    • pp.48-50
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    • 2006
  • 디지털콘텐츠에서 몰입을 유도하려면 무엇보다도 유저들을 이끄는 여러 방식이 필요하다. 인간은 누구나 낯선 것에 몰입할 수 없다. 낯선 것들은 사람을 당황하게 만들거나, 한걸음 물러서게 만들거나 무관심하게 만든다. 이 몰입을 유도하는 과정은 여태까지 많은 문화물에서 무의식, 의식적으로 드러나 있다. 이 과정 자체를 우리는 플롯, 스토리텔링이라고 부르기도 한다. 이 몰입은 인간이 심리적으로 동일시하고 몰입하는 내용적인 측면과 구조적으로 동일시하게 느끼는 과정인 형식적인 측면으로 나눠볼 수 있다. 이번 호에서는 형식적 측면을 살펴볼 수 있는 플롯구조를 몇 가지의 일본만화를 통해서 살펴보겠다.

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A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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