Journal of the Korea Society of Computer and Information
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v.13
no.7
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pp.291-305
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2008
Previous study about Mobile Music Contents was mainly focused on Industry factors & enterprise factors like Technology. This study is not only focused on Technology factors, but also Customer & System factors like TAM of original, and also, this study first tried to find the Mobile Internet medium's customer purchase by each property's Mobile Music Contents from assorting the Mobile music Contents property and defining them. So to speak of this study have tried to concretely verify the factors of purchase. And also, I proposed an transformated model, and added independent variable factors, 'distinction', 'speed of system', 'speed of network', 'a career of use', 'amount of use', 'preservation', 'customization', 'information', 'confidence', 'omni presentation', 'potential possibility of reproduce'. By applying TAM this study has measured how the product property. user property, and system property causes effect to customer purchase of Mobile Music Contents. In results, First, success 8 factors were determined to be the purchase of 'Ringtone'. Second, 8 factors were determined to be the purchase of 'Ring-Back tone', but, 'The use of convenience' was not influenced 'Intention of Purchase'. Third, 6 factors were determined to be the purchase of 'Full Track Download of Music'. At the Conclusion this study presented a scheme that these study results could be applied in actual company and academic world.
The Journal of the Convergence on Culture Technology
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v.6
no.4
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pp.245-252
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2020
Recently, as the income level of consumers increases, interest in tourism products has increased, competition among tourist destinations has been fierce. Storytelling ads are drawing attracting attention as one of the ways to establish differentiated positioning for tourism products. This study investigates the role of the involvement of tourism activity in the storytelling ads effects, and examines the effects of the attitude toward storytelling ads on tourist destination commitments, visit intention and SNS WOM (word-of-mouth) intention. This study also empirically tests the role of mental simulation in the relationship between storytelling ads attitudes and visit intention. A total of 255 usable responses were obtained from a sample of 270 consumers aged 18 or older in South Korea. Following the two-stage approach of model validation, measurement validity of each construct appearing in the structural model and hypothesized structural paths were tested. The findings show that all hypotheses are supported except H3 that posits the impact of attitude toward the storytelling ads on visit intention and mental simulation showed a moderate effect on the relationship between ads attitude and visit intention in the case of rational appeal. This study suggests that the production of storytelling ads of tourist destinations can be effective strategy to improve regional competitiveness and increase visit and SNS WOM intention.
Rural tourism is considered one of the main components of travel today. This may explain the emerging interest in tourist behavior at rural sites. Nevertheless, it can be argued that research on tourists' motivation as well as segmentation for visiting rural sites is still in its infancy. The purpose of this study has three main objectives: (1)to adjust the motivations of rural tourism to the general motivations for all travelers and find the core factors for rural tourists. (2)to show the segmentation of korean rural tourists, and (3)to suggest the characteristics of rural tourists' typology. This paper was conducted through two studies: a literature review and a survey for empirical exploration of the ideas. The empirical data are extracted through convenience, and the valid questionnaires totaled to 828. The Frequency, Descriptive, Factor, Cluster, Discriminant, Cross-tabulation analysis were used for the data analysis. The results of analysis indicate that the rural tourists' motivation is consisted of 14 factors. the key elements play a major role in rural tourism. and the rural tourists' market was divided into 5 different groups. The results of this study will not only contributes to a better understanding of rural tourism due to clarification of tourist motivations but also have implication for the development and management of rural sites.
This research uses coolhunting to predict the future trend of e-Commerce industry. Coolhunting is a method to take Cool Trends which are the future trend through social network analysis for discovering the trendsetter and its collective intelligence. Coolhunting is generally carried out by social network analysis while this research uses NodeXL of social network analysis tools. We designed industrial network research model for relation among e-Commerce corporation, product, the types of customer service and customer service employee to discover the Cool Trends of e-Commerce industry. According to the result of this research, e-Commerce industrial network was being changed from chaos to collective intelligence form. As a analysis result for network influences, we found that Cool Trends of e-Commerce industry invigorate social commerce industry through the collective intelligence focusing intelligence VIP, Excellence, grade of Administrating for women customers(trendsetter) and it promotes semantic consumption from customers and purchasing power will be concentrated on cosmetic, beauty, perfume product categories in social commerce. We propose the strategic direction for e-Commerce corporation and hope that domestic e-Commerce corporation continues to grow and high-quality services are provided for customers.
This paper reviews the evolution process of global production network(GPN) discourse, from its origin to the recent theorization, namely GPN 2.0. In so doing, the discursive formation of global production networks is introduced in comparison with a competing discourse global commodity/value chains, with particular attention to conceptual and analytical lacunae in the latter. This article also outlines how the global production network perspective has become a useful discursive and practical tool that allows the examination of the nexus of global economy, transnational corporations, and regional development. Subsequently, a theoretical dearth in the approach is discussed in reference to key critiques, and in this context Yeung and Coe's recent theorization GPN 2.0, which is centered on casual mechanisms and network configurations is reviewed. This paper suggests that the theory adequately addresses the problem of casuality lacking in its precedented conceptual framework, and that it helps exploring the formation and evolution processes of varied production networks(including intrafirm coordination, interfirm control, strategic partnership, and extrafirm bargaining) in connection with competitive dynamics and risky environments. As a result of the theorization, the difference between GPN and the chain approaches has become more apparent, and the idea of extrafirm bargaining is particularly important in the differentiation. Extrafirm bargaining is seen to be a comprehensive networking form inclusive of such GPN 1.0 analytical concepts as value, embeddeness, and power, and research attentive to, and engaging with, the extrafirm networks is expected to help transcending the chain governance approaches' analytical excess of interfirm linkages and industry-centeredness.
The study identified 1,500 adult consumers aged 25-54 years with life insurance within the last year as three groups, top, middle and bottom of need recognition, and demonstrated differences in insurance and finance perception and socioeconomic value perception. In particular, the study sought to identify the influence of socioeconomic value recognition factors in addition to overall recognition factors related to insurance and finance, the number of insurance held and insurance satisfaction. Overall recognition factors related to insurance and finance were classified as 'recognition of insurance as a means of professional management and finance', 'self-directed insurance design and contract' and 'recognition of economic burden on insurance'. Socioeconomic value recognition factors were divided into 'socioeconomic self-sufficiency', 'work-life value pursuit' and 'economic value pursuit'. We identified factors that affect the recognition of a higher need for insurance needs as a higher recognition of need for insurance needs. In particular, the most influential factor for the median group was the recognition of insurance as a professional management asset-tech product, and the upper group was found to be a work-life balance factor. The second influential factor was self-directed insurance design and contract factors for both groups. In order to increase the rate of insurance subscription in the future, insurance should be recognized as an essential product to pursue work-life value, and continuous improvement in information exploration conditions for consumers to explore information and compare products will be important to revitalize the insurance market.
The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.
Any money model should address the most important phenomenon of a monetary economy, which is the phenomenon of the rate of return dominance. Even if the holding returns on financial or nonfinancial assets are higher than the rate of return on fiat money holding, which is typically zero, people still hold and use money. In a period of accelerating inflation, number of dominating assets increases continuously, yet people continue to hold and use money. Wallace's (1980) overlapping generations model cannot address the rate of return dominance phenomenon. His model does not capture the mediun of exchange role of fiat money. In this paper, an overlapping types model of fiat money is constructed, in which different types of consumers have different preferences on different types of goods, are endowed with different types of goods, are located at seperated regions, and live for only two periods. In this model, people hold and use money despite the dominating assets, even if inflation accelates. Money in this case serves as a pure medium of exchange, whereas in Wallace's model, money serves as a pure store of value, and money disappears if a dominating asset exists. An interesting feature of the overlapping types model presented in this paper is that money does not provide a cheap approximation to an idealized and efficient real allocation. A monetary economy is always superior to a nonmonetary economy, because money helps overcome the incompleteness of the overlapping types friction. In a monetary economy, however, a pareto optimal allocation cannot always be achieved, because money cannot always overcome the overlapping types friction itself. Therefore, with the criterion of optimality of real allocations, the monetary economy is more optimal than a nonmonetary economy but less optimal than a complete Arrow-Debreu economy. This feature has important implications on macro modelling. Because of the difficulty in introducing money into a macro model in an essential and endogenous manner as in the overlapping types model of this paper, a macro model typically ignores money and studies real allocations without the money factor. The possible inefficiencies of a monetary economy, relative to a complete real Arrow-Debreu economy, may indicate differences in real allocations between the two models.
This study was conducted to analyze the dietary lifestyle of local Chinese consumers and to classify dietary characteristics according to their dietary lifestyle factors and dietary behaviors. This investigation was conducted for 1 month from 1 January 2017 targeting 300 adult males and females living in China using the online survey company surveymonkey. Four factors relating to dietary lifestyle were identified, gourmet factor, healthy factor, convenience factor and economic factor, and these were grouped into 4 clusters according to their dietary lifestyle factor scores. Group 1, the gourmet economy group, showed a high percentage of living alone and a high frequency of eating out, but a relatively low percentage of three regular meals per day. Their dietary lifestyle was sensitive to gourmet factors and economic factors, but less sensitive to health and convenience factors. Group 2, the wide interest group, contained a high percentage of individuals in their 30s, as well as more highly educated individuals and a higher income than other groups. Because their dietary lifestyle scores tended to be higher than those of other groups, they sought a variety of new foods and gourmet meals for enjoyment of dining and life, as well as well-being food materials and foods related to health. Group 3, the health economic group, constituted a family-type consumer group with lower income level than the other groups. Members of this group were seeking health food and natural food in their dietary lifestyle and tended to pursue a high economic profit ratio when purchasing food. Finally, group 4 showed a relatively higher percentage of women over 30 and individuals with a college level or higher education than the other groups. This group was more interested in health and taste than price and convenience, and showed the highest LOHAS orientation among middle aged Chinese women. Moreover, members of this group directly utilized their knowledge regarding nutrition in real life.
Korean middle-aged women, who are securing economic stability of their own along with the national economic growth, have had much concern in their outward appearance. Especially, middle-aged women's concern of appearance triggered by their various social/leisure activities and appreciation of aesthetic sense leads to the interest in their outward appearance, thus naturally stimulating their purchasing sentiments. This paper attempts to identify the level of middle-aged women's concern of appearance and analyze how this level of concern affects their behavior in purchasing cosmetic products. Our analytical findings include: 1. From the t-test and distributional analysis of points of each factor on the group, the high-interest type 1 (108 persons) and low-interest type 2 (91 person) in terms of 'concern of appearance' turned out to exist. 2. Five factors of cosmetics-purchasing behavior were derived that are fashion-leading type, compulsive buying type, brand-dependent type, pondering type, planned buying type and loyal-to-brand type. 3. Cosmetics-purchasing behavior varied according to the subjects' level of concern of appearance.
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