• Title/Summary/Keyword: 모방소비

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The effects of bandwagon consumption in SNS on negative emotion, purchase discontinuation, and switching intention (SNS에서의 모방소비가 부정적 감정과 구매단절 및 전환의도에 미치는 영향)

  • Suk, Hyojung;Lee, Eun-Jin
    • The Research Journal of the Costume Culture
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    • v.28 no.3
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    • pp.313-329
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    • 2020
  • Social Network Services (SNS) have become a vital means of shopping, significantly influencing consumers' purchases of fashion products. The aim of this study was to identify bandwagon consumption among fashion consumers and to analyze the effects of bandwagon consumption on negative emotions, purchase discontinuation, and switching intention. A survey questionnaire was developed, and data were obtained from 285 female consumers in Korea aged in their 20s and 30s who had experienced guilt, regret, or disappointment after purchasing fashion products using SNS during the previous six months. The survey results indicated four different types of band- wagon consumption: intentional, impulsive, unintentional, and planned. The presence of negative emotions such as guilt, disappointment, and regret were affected by different types of bandwagon consumption. Intentional bandwagon consumption only affected guilt, while unintentional bandwagon consumption affected both guilt and disappointment. Impulsive bandwagon consumption affected guilt and regret; however, planned bandwagon consumption only affected regret. Furthermore, negative emotions affected purchase discontinuation and switching intention. Planned bandwagon con- sumption had an effect on both purchase discontinuation and switching intention, while both impulsive and unintentional bandwagon consumption influenced switching intention only. Intentional bandwagon consumption had no effect on either purchase discontinuation or switching intention. The results of this study indicate that SNS consumers' bandwagon consumption causes different negative emotions, purchase discontinuation, and switching intention.

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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A Study of Complexity in the Interior Space by Nigel Coats (Nigel Coats의 실내공간에 나타난 복잡성에 관한 연구)

  • 문정묵
    • Korean Institute of Interior Design Journal
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    • no.18
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    • pp.110-116
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    • 1999
  • 인류의 역사가 시작된 이후, 인간의 창조는 자연의 모방이라는 큰 울타리 안에서 이루어져 왔다. 신의 작품이 위대한 자연이라면, 인간의 작품은 극히 단순한 그것의 모방에 불과한 것인데, 인간은 인간의 제한된 두뇌 활동으로 이해하기가 불가능한 복잡한 자연을 인식하기 위하여 단순화(simplification)라는 방법을 사용하여 왔다. 이 과정에서 기하학(geometry)은 극도로 발전하게 되며, 인간의 자연 인식을 위한 보편적인 수단으로 자리잡게 된다. 중요한 사실은 기하학이 수단으로서 뿐만 아니라 인간에 의한 창조의 목표로서 위치하게 되었다는 사실이다. 즉 기하학은 자연의 모방이전에 이미 인간의 상상력을 지배해왔고, 그것은 가장 보편적인 창조원리가 되어왔다는 점이다. 그러나 최근의 과학과 기술의 발전, 특히 컴퓨터 기술의 발전으로 그 복잡한 자연은 단순화의 과정을 거치지 않은 복잡한(complex) 상태로 인간에게 이해되어지기 시작했다. 그중 하나가 19세기에 시작된 복잡성(chaos)이론인데 실내공간의 디자인에 있어서도 이러한 자연의 복잡성(complexity)이 새로운 창조 원리로서 자리잡게 되었다. 대표적인 실내 공간 다지이너로서 Nigel Coats를 꼽을 수 가 있는데 그의 무정부적인 (anarchism) 디자인 성향은 자연에서 발견될 수 있는 특징중의 하나라고 할 수 있다. 그가 추구한 복잡성(complexity)은 일본의 동경과 같은 고 밀도(high density)의 적극적 소비 도시(active consuming city)에서 발견되는 지극히 인간적인 도시생활을 만들기 위한 software의 제작이며, 이는 자연이라는 신의 창조물에 근접한 모방이 된다. 본 연구는 Nigel Coats의 작품에서 발견될 수 있는 이러한 무정부주의적 성향이 어떻게 자연의 본질적인 복잡한 (complex) 모습과 관련이 되는가를 통하여 현대 실내디자인의 새로운 방향이 이 시대의 과학적 발견에 따른 복잡성(complexity)과 유관함을 보여준다.

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A Study on the Filmic Style of Representing Historical Events in 2000s (2000년대 한국 대중영화의 역사재현 양식 연구)

  • Lee, Seung hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.514-516
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    • 2010
  • 2000년대 한국영화는 97년의 정치적 격변 이후 본격적으로 산업적 성장과 조우한다. 특히 적극적으로 역사적 사건을 활용하려는 노력은 스펙타클을 중심으로 집약된다. 다만 문제는 역사적 사건에 대한 소비는 프레드릭 제임슨이 염려하던 주체의 죽음, 혼성모방 그리고 노스탤지어 모드라는 포스트모던 시대의 특징을 전형적으로 보여준다.

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Adolescents' Actual Conditions of Buying and Impulsive Buying, Imitative Buying, and Conspicuous Consumption on the Internet Items (청소년의 인터넷 아이템의 구매실태 및 충동, 모방, 과시소비 성향)

  • Chung, Eun-Young;Lee, Eun-Hee
    • Journal of the Korean Home Economics Association
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    • v.45 no.8
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    • pp.105-126
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    • 2007
  • The aims of this study were to examine the actual conditions surrounding the purchasing of online game items and Internet cyberspace items by adolescents the propensity of adolescents to consume these items, to determine the difference in the propensity for high and low consumption of these items among adolescents, and to investigate the characteristics of the adolescents who show a high propensity for the consumption of Internet items. The data for this study were collected from 483 adolescent consumers who were middle school and high school students in the city of Bucheon in Gyeonggi Province. The statistical methods used for the data analysis included frequency, percentage, standard deviation, t-test, and one-way ANOVA. The results of the present study can be summarized as follows. The majority(79.5%) of the students surveyed had had the experience of purchasing items. Most students(67.5%) had a rare frequency of buying ($1{\sim}2$ times in a period of 6 months or less). Nearly half (47.9%) of the students spent less than 1000 won per month on the item(s) purchased. Most of the students purchased items with their parents' permission, but 26.6% of the students bought the items without their parents' permission. Most of the characteristics of the items purchased, such as the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, and whether or not they had their parents' permission differed according to gender, grade level, record, and monthly allowance. The level of propensity to consume the items was not high. The propensity of imitation consumption (1.96) was lower than that of impulsive consumption (2.38) and conspicuous consumption (2.45). Most of the buying characteristics, including the major item purchased, payment method, amount purchased per month, average amount spent per buying experience, parents' permission, grade level, and monthly allowance were different between the high and low propensity for consumption groups.

Design and Control of a Biomimetic Fish Robot (생체 모방 로봇 물고기의 설계와 제어에 관한 연구)

  • Kim, Young-Jin;Kim, Seung-Jae;Yang, Kyung-Sun;Lee, Jeong-Min;Yim, Chung-Hyuk;Kim, Dong-Hwan
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.36 no.1
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    • pp.1-7
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    • 2012
  • This paper introduces the mechanical design, fabrication, and control of a biomimetic fish robot whose driving motions resemble a real fish's flexibility and movement. This robot uses two motors create flexible movement like that of a fish. Several schemes, such as neutral buoyancy, fast underwater swimming, and direction changes, are introduced. The tail of the fish robot is made of a polymer material for flexible movement. The interior of the tail contains a joint and a wire. A sine wave command was applied to the tail to produce motion resembling a real fish swimming, and a buoy control device was installed. The up and down motion of the robot fish was controlled using this device.

A Study on Participatory Culture of Korean Webtoon Focused on User-Generated Images - (한국 웹툰의 참여 문화 연구 - 사용자 생성 이미지를 중심으로 -)

  • Kim, Juna;Kim, Su-Jin
    • Cartoon and Animation Studies
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    • s.44
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    • pp.307-331
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    • 2016
  • Webtoon is the most popular cultural contents representing contemporary Korea. This study explores the cultural aspects of participatory culture surrounding Webtoon, and reveals the cultural implications of webtoon in contemporary Korea. Particularly, this study notes that the engagement of the participatory culture is formed from the user-generated images and analyzes the reproduction patterns of them. Chapter 2 analyzes the mimicking process of user-generated images based on the 'meme' concept. Especially based on the variation degree of text or image, the user-generated images could be classified into three types of 'completely variant', 'partly variant', and 'completely same'. Users use these images as one of the fun factor by transplanting them into daily messenger conversation. Chapter 3 reveals the cultural meaning which is derived from the process of user-generated images creation. In particular, this study notes that most of the user-generated images are mimicking the main character of the original webtoon, and analyzes the underlying desire of the mass based on the literary theory of Northrop Frye. The main readers of webtoon are petit-bourgeois living in Korean metropolitan, and the user-generated images also reflects the daily lives of these ordinary people. User-generated images of webtoon are imitating the original contents in a way of replicating or mutating the images or texts. Also, they are consumed and enjoyed as an amusing code among users. Especially by mimicking the appearance of the main character in a self-reflective way, they appeal to day-to-day sympathy of users. In that user-generated images reveal the desire of the public living in contemporary Korea, this study examines the cultural implication of webtoon.

Parametric Study on Wing Design of Insect-mimicking Aerial Vehicle with Biplane Configuration (겹 날개를 사용하는 곤충 모방 비행체의 날개 형상에 대한 파라메트릭 연구)

  • Park, Heetae;Kim, Dongmin;Mo, Hyemin;Kim, Lamsu;Lee, Byoungju;Kim, Inrae;Kim, Seungkeun;Ryi, Jaeha;Choi, Jong-Soo
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.46 no.9
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    • pp.712-722
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    • 2018
  • This paper conducts parametric studies on flapping wing design, one of the most important design parameters of insect-mimicking aerial vehicles. Experimental study on wing shape was done through comparison and analysis of thrust, pitching moment, power consumption, and thrust-to-power ratio. A two-axis balance and hall sensor measure force and moment, and flapping frequency, respectively. Wing configuration is biplane configuration which can develop clap and fling effect. A reference wing shape is a simplified dragonfly's wing and studies on aspect ratio and wing area were implemented. As a result, thrust, pitching moment, and power consumption tend to increase as aspect ratio and area increase. Also, it is found that the flapping mechanism was not normally operated when the main wing has an aspect ratio or area more than each certain value. Finally, the wing shape is determined by comparing thrust-to-power ratio of all wings satisfying the required minimum thrust. However, the stability is not secured due to moment generated by disaccord between thrust line and center of gravity. To cope with this, aerodynamic dampers are used at the top and bottom of the fuselage; then, indoor flight test was attempted for indirect performance verification of the parametric study of the main wing.

Market Prospects of iPad and Changes of Mobile Industry (iPad 시장 전망과 모바일 산업의 변화)

  • Sim, J.B.;Cho, B.S.;Ha, Y.W.
    • Electronics and Telecommunications Trends
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    • v.25 no.5
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    • pp.159-171
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    • 2010
  • iPad는 Apple사가 만든 태블릿 PC 또는 이와 유사한 모바일 디바이스로, iPhone의 기능에 부가하여 iWorks, iBooks, iAd라는 킬러앱을 장착함으로써 모바일 산업 및 기존 산업들의 생산-유통-소비 구조에 큰 변화를 몰고 올 것으로 전망된다. 주요 기관별 2010년 판매 전망이 300~1,000만 대 사이로 다양한 가운데, iPad는 출시 28일 만에 100만 대의 판매를 돌파하면서 Apple사의 i-시리즈 중 가장 빠른 초기 판매속도를 보이고 있다. 그러나 국내에서는 iPad의 시장확산 속도와 영향력이 해외에서만큼 파괴적이지는 않을 것으로 예상된다. 이는 우리나라 모바일 디바이스 이용 환경/문화가 북미-유럽과 다르고, 대기업 중심의 탄탄한 모바일 단말 제조-유통 구조가 구축되어 있으며, 국내에서 iPhone이 시장점유율 변화에 미친 영향력이 미비했다는 점으로 설명할 수 있겠다. 한편, iPad 열풍에 대한 국내 IT 업체들의 대응방안으로는 대안 소프트웨어 플랫폼을 적극 개발하는 전략, Apple사의 플랫폼 주도권을 인정하고 콘텐츠 및 애플리케이션 개발에 주력하는 전략, 그리고 iPad를 모방한 Me-too 제품을 출시하는 전략 등을 고려할 수 있겠다.

Impact of K-pop on Positive Feeling Towards Korea, Consumption Behaviour and 1Intention to Visit from other Asian Countries (아시아국가에서의 K-pop 이용행동과 K-pop으로 인한 국가호감도 및 한국 방문의도 변화)

  • Kim, Ju-Yeon;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.516-524
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    • 2012
  • K-pop has gained its popularity all over the world, and its popularity is mostly concentrated in Asian countries. Korean wave which has started from Korean dramas has expanded its horizon to K-pop, which centers around idol singers since 2005. The K-pop's popularity is evident from fans imitating singers' dance moves, makeup, appearance, and even trying to learn Korean. This study tries to explore consuming behaviors of Asian K-pop consumers from China, Japan, Thailand and Vietnam, and the main reasons Asian consumers prefer K-pop over their own countries' pop. The study also analyzes on how K-pop influences K-pop consumers to build positive feeling toward Korea and give them intention to visit Korea. The results showed the differences among K-pop consuming behaviors, relationship among attributes of K-pop, positive feeling toward Korea, and intention to visit Korea among four Asian countries. Findings would be the stepping stone that could support K-pop to expand its market to other foreign countries.