• Title/Summary/Keyword: 브랜드선호도

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Effect that Gagman Advertisement Model Use by Product Involvement gets in Brand Preference, Purchase Intention (제품 관여도에 따른 개그맨 광고 모델 사용이 브랜드 선호도, 구매 의도에 미치는 영향: 인쇄 광고를 중심으로)

  • Lee, Kwang-Sook
    • Journal of the Korean Graphic Arts Communication Society
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    • v.30 no.3
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    • pp.65-75
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    • 2012
  • Appearing gagman on various ads are presently experienced in domestic market both high involvement and low involvement products ads. Therefore, this research attempts to analyze the effectiveness of using gagman ad model in terms of building brand preference and purchasing intention among target audience. Results of this study proposed the basement of practical use when gagman is selected as a ad model in the field. For testing hypotheses attractiveness, reliability, like/dislike as dependent variables and as independent variable purchasing intention were selected. The result of analysis shows that for high involvement product reliability influenced on brand like/dislike and attractiveness of gagman model is effective to enhance purchasing intention. For low involvement product only like/dislike was significant. This can be interpreted gagman ad model is useful for building brand like/dislike and purchasing intention of high involvement product when gagman has reliability and attractiveness respectively, while for low involvement product, like and dislike is the only variable to be considered in choosing gagman ad model.

Sportswear Purchase Decision Factors and Brand Preference among College Students (대학생의 스포츠웨어 구매결정요인과 브랜드 선호도)

  • Kim, Ki-Han
    • Fashion & Textile Research Journal
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    • v.11 no.4
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    • pp.583-591
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    • 2009
  • The purpose of this study was to examine the sportswear purchase decision factors and brand preference of college students. The subjects in this study were 614 college students who were selected by cluster random sampling from Daegu and North Gyeongsang Province. The collected data were analyzed by crosstab analysis, and the findings of the study were as follows: If a sportswear company has college students as a target market, first, the company needs to consider design and utility. Second, the company needs to expand internet sale while maintaining a strategy for centering on speciality shop and department store as for a sale of sportswear. Third, the college students themselves have a right of choice according to purchasing sportswear. Thus, a distribution company requires a direct marketing strategy targeting college students. Fourth, simple design of adding a fashion trend is needed. Fifth, the sportswear company needs to expand production and sale in jumpers and trousers based on T-shirts. Sixth, color in sportswear needs to be composed of design based on gray or black color. In order for a sportswear company to be adjusted to the global market environment here after, it requires an effort to continuously grasp consumers' trend and to apply new design and color. Also, the company will be able to be equipped with competitive edge by producing diversely functional products that are demanded by the segmented market.

Evaluative Criteria and Brand Preference by Motivations for Clothing Purchases among Chinese Female Consumers (중국여성소비자의 의복구매동기에 따른 의복제품평가기준과 브랜드 선호도)

  • Kim, Hyun-Sik
    • The Korean Journal of Community Living Science
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    • v.20 no.1
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    • pp.123-134
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    • 2009
  • The purpose of this study was to investigate the differences of evaluative criteria and brand preferences by clothing purchasing motivations of Chinese female consumers. Data were obtained from 350 Chinese women in the 20's and 30's who were living in Shanghi, China. Data were analyzed by factor analysis, ANOVA, Duncan test, cluster analysis, and descriptive statistics using SPSS WIN 12.0. The results of this study were as follows. The clothing purchasing motivations of consumers were classified into 'hedonic,' 'utilitarian,' and 'economic' motivation. The evaluative criteria of clothing were classified into 'aesthetic/quality,' 'service/care,' and 'social status symbol' evaluative criteria. Chinese female consumers were divided into four groups by cluster analysis of clothing purchasing motivation; economic, practical hedonic, utilitarian, and inactive groups. There were significant differences in evaluative criteria of clothing, brand preference of foreign brand and Korean brand, and purchase intention among four groups. Practical hedonic and economic groups showed the highest means of evaluative criteria of clothing, foreign brand, Korea brand, and purchase intention of Korean apparel brand. This study provides implications into Korean fashion marketers for developing marketing strategies in China.

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Perception and Preference on Brand of 'Busan Fish Cake': Comparison by Generation, Focusing on the Busan Region (부산 어묵브랜드 인식 및 선호도에 관한 연구: 부산지역 중심으로)

  • Jung, Jin-woo
    • Culinary science and hospitality research
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    • v.23 no.5
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    • pp.178-186
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    • 2017
  • As a marine city, Busan has the largest factory of fish cake. Busan also has many brands about Busan fish cake. So, this study was conducted on Busan residents to investigate their awareness and preference of Busan fish cake for age-specific purposes. 239 copies of the questionnaire were selected as research subjects, and the SPSS 18.0 was used for frequency analysis, chi-square distribution, analysis and regression analysis. The results were as follows. First, it showed that the brand name of Busan Fish cake has a high preference. Second, there was a high preference for frying. In particular, it turned out to be the most preferred in their 20s. Third, it showed that people in their 60s liked fish cake best. Fourth, in twenties, it turned out to be the largest shopping mall in instant fish cake store. In the linear regression analysis, reliability of brand name "Busan fish cake" appeared to affect preferences. The traditional value of Busan fish cake appeared to affect preferences.

Analysis of Korean Consumer Brand Awareness and Preferred Types of Sock Design (국내 양말 소비자의 브랜드 인지도 및 디자인 선호도 분석)

  • Kim, Chil-Soon;Nam, Young-Mi;Kim, Hyun-Su
    • Fashion & Textile Research Journal
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    • v.1 no.4
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    • pp.335-341
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    • 1999
  • The purpose of this study was to develop a large representative data base for socks marketing strategy. The study was to determine socks brand awareness in ralation to segmented distribution regions and such demographic variables as sex and age. The authors also analyzed preferred design. A total of 650 questionnaires were distributed and 611 reliable ones were used for statistical analysis. A SAS statistical package including frequency tables and chi square test was used. The results are as follows: Brand awareness involves "brand recall" based on asking a person to name the brand he or she recalls first, and also "brand recognition" based on asking subjects to identify brand names from 30 given brands. 'SOCKSTOP' was found to be a dominant brand as a result of the brand recall test, and 'BYC' was found to be a dominant brand as a result of the brand recognition test. Brand recognition was significantly different in the segmented distribution regions, three age groups and different sex groups. People considered design first in purchasing sports/casual socks, while they considered color first in purchasing dress socks. The most favored type of sock style was the common crew sock type. The results of a chi square test showed that preferred type of sock design was related with the sex and age variables.

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An objective study on the impact of emotional elements of motion graphics on the brand preference in websites of TV products (TV 제품의 웹사이트에서 동영상의 감성요소가 브랜드 선호도에 미치는 영향력에 관한 실증적 연구)

  • Kim, Young Seak
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.189-199
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    • 2013
  • The goal of this study was to contemplate the impact of emotional elements of motion graphics on the brand preference in websites of TV products. To attain the goal, the emotional elements of motion graphics in websites of TV products, i.e., color, graphic image, typography, and layout, were set as independent variables and the brand preference as a dependent variable. The variables were analyzed objectively. Samples were collected from selected design students attending technical colleges. Among 282 samples collected, 15 were discarded as unfeasible and the remaining 267 were used in the analysis. Statistical analysis techniques used in the study included factor analysis, reliability analysis, correlation analysis, and multiple regression analysis; and 'SPSS Win. 11.5' was used to perform the statistical analysis. From the analysis, the following two results were obtained. First, it appeared that emotional elements of motion graphics appeared in websites of TV products exerted statistically significant impacts on the brand preference. Second, the element exerting the most significant impact on the brand preference among the emotional elements were appeared as 'graphic image' and 'color'. Thus, it was concluded that it is necessary to give priority in 'graphic image' and 'color' to enhance the brand preference.

Analysis of the Domestic Consumer's Preference and Consumption Behaviors on Pork (국내 소비자의 돼지고기 선호도와 소비행태 분석)

  • Kim, Gye-Woong;Kim, Seok-Eun
    • Journal of Animal Science and Technology
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    • v.51 no.1
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    • pp.81-90
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    • 2009
  • This study was carried out to investigate consumer's preference and purchase behavior of pork including perception of brand-pork in Korea. A total of 504 respondents were surveyed and collected from December, 2007 to February, 2008. Among total respondents, 62.55% (n=314) responded that they liked the pork and respondents who were higher education level showed higher preference (p<0.05). Majority of consumers (61.16%) did not like imported pork. In addition, one who had lower education level and living in rural area disliked more the imported pork. Most consumers preferred to the belly (58.57%) and results indicated that the people who were higher education level preferred a discount mart but who were living in rural area preferred a butcher's shop. Among the purchasing area, a big discount mart was the most preferred (44.64%) and this was also different among the education level (p<0.001) and living areas (p<0.05). The consumers preferred to purchasing a 600 g pack for a single purchase. Among total respondents, 42.71% of consumers responded that their priority was reliability of meat quality on choosing the place for purchasing the pork, and the significant difference was highly found in living area groups (p<0.001). The perception of carcass grading system was common scores with the average of 2.79, and there was highly significant difference among education level groups (p<0.001). The average of 3.50 among 5 points for branded pork were evaluated by a total of consumers but the significant differences were not found in all three groups.

Analysis of Chinese and Japanese consumers' preference for Korean home meal replacement product package design using conjoint analysis (컨조인트 분석을 활용한 중국과 일본 소비자의 한식 가정식사대용식 패키지 디자인 선호 분석)

  • You, Seon Young;Lee, Min A
    • Journal of Nutrition and Health
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    • v.51 no.5
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    • pp.480-487
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    • 2018
  • Purpose: The study examined the Chinese and Japanese consumers' preference for Korean home meal replacement (HMR) product package designs using conjoint analysis. Methods: The questionnaire survey was completed by 270 consumers living in Beijing, China and Osaka, Japan, over the age of 20 years old, who had previously purchased or consumed a Korean HMR. Based on the attributes and levels within each attribute related to the Korean HMR product package design, 54 profiles were constructed. Of the 54 profiles, 11 combinations were selected using an orthogonal design, and the participants were asked to rank the 11 combinations in order of preference from top to bottom. Results: The relative importance of the Korean HMR product package design attributes were analyzed. Chinese consumers regarded illustration, ingestion form, concept, and brand name, in that order, to be most important. In the case of Japanese consumers, illustration, concept, ingestion form, and brand name, in that order, were most important. For the illustration attributes, in order of importance, Chinese consumers preferred raw materials, characters, and celebrities, and Japanese consumers preferred characters, raw materials, and celebrities. For the concept attributes, Chinese consumers favored, witty, traditional Korean, and modern concepts, whereas Japanese consumers favored witty, modern, and then traditional Korean concepts. For the ingestion form attributes, both Chinese and Japanese consumers preferred Ready To Eat (RTE), followed by Ready To Heat (RTH), and then Ready To Cook (RTC). For the brand name attributes, both Chinese and Japanese consumers preferred the localized brand name over the Korean brand name. Conclusion: Differences in the relative importance of Korean HMR product package design attributes were observed among Chinese and Japanese consumers, and there were differences in preference according to the levels within each attribute. These results are expected to provide useful basic data to assist in the future development of differentiated HMR package designs and marketing strategies to meet consumer needs in the market for Korean HMR in China and Japan.

A Study on the Causes That Have Influence over the Effect of PPL in the Game (게임 속 PPL의 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Young-Rak;Cho, Youn-Gon;Choi, Gui-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1256-1262
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    • 2010
  • The game has been rapidly evolving through various media such as computer, console game machine, cellular phone and PMP based on the advanced development of scientific technology. In terms of demand, the interest in and desire to consume the game as a way of spending people's spare time have been on the increase constantly while the level of income has been improved. Eventually, the game has gradually expanded its scope of supply and demand, has established its own status as one of the media that is scientifically-intensive and has been developed into a game industry, a large-scale industry. Unlike image media, the methods of exposure in PPL are varied in accordance with the genre of games. This study divides the causes that have influence over the effect of PPL in the game into the genre of game and the skill of gamer. The results of the experiment on how much the aforementioned two elements have influence over the effect of PPL are as in the following: It has been demonstrated that the effect of PPL could appear different according to the genre of game and the skill of gamer on the game. Besides, the genre of game that is dynamic in its screen change in the game has relatively lower effect of PPL than that is not dynamic. Meanwhile, the persons who are highly skilled in the game have higher degree of recognition and preference to the inserted PPL than those who are lowly skilled. In this regard, it has given us a theoretical ground that the fees system for PPL ads should be established variously in accordance with the genre of game and the level of online game users.

The Effect of Attribute Alignability and Certainty on Consumer Preference (제품속성의 정렬 가능성과 확실성이 제품 선호도에 미치는 영향)

  • Kim, Soo-Young;Song, Ju-Hun;Sohn, Young-Woo
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.153-172
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    • 2008
  • Products can maintain a high level of market share for many years by succeeding early in the development of a market. To overcome the benefit of pioneering a market, late entrants to the market can use differentiation strategies: developing novel attributes or enhancing preexisted attributes. In general, preexisted attributes are more memorable, but novel attributes can be weighted as heavily as preexisted attributes by contextual constraints. Based on the research of appraisal-congruent judgement, certainty appraisal dimension may affect the degree to which people engage in systematic or heuristic processing. This study examines the effects of alignability (the ease with which the attributes of one object can be aligned or mapped onto another object) of product attributes and certainty on consumer preferences for late entrants. Participants were induced to experience certainty and then completed a questionnaire. As predicted, participants induced certainty were likely to engage in heuristic processing, while participants induced uncertainty were likely to engage in systematic processing. This study provides an implication that companies should additionally consider consumers' feeling of certainty when launching a new brand.

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