• Title/Summary/Keyword: 소비자 가치

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A Study on the Case Study of Space Marketing for improving the Corporate Image (기업이미지 향상을 위한 공간마케팅 사례에 관한 연구)

  • Kim, Sin-Hyeong;An, Se-Yun;Lee, Hyeon-Su
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.30-33
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    • 2008
  • 현대 소비사회에서는 소비자의 감성을 자극할 수 있는 문화적 가치를 활용하는 것이 중요하며, 이를 활용하는 문화 마케팅을 통하여 기업은 이미지를 향상시킬 수 있다. 새로운 문화 경영의 패러다임에 따라 기업은 소비자에게 문화 공간을 제공하는데 주력하고 있으며, 특히 예술 체험이 가능한 갤러리 공간은 기업 이미지 향상을 위한 공간 마케팅의 주요한 대상으로서 기업과 예술인, 소비자 사이의 상호작용을 통한 예술의 사회적 공헌 및 발전의 효과를 기대할 수 있다.

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Economic Valuation of the Municipal Water: Residential and Non-residential Uses (전국 생활용수의 경제적 가치 평가: 가정용수 대 비가정용수)

  • Ku, Se-Ju;Yoo, Seung-Hoon
    • Journal of Korea Water Resources Association
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    • v.43 no.11
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    • pp.957-965
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    • 2010
  • The municipal water is directly related to the people's quality of life. To examine and implement reasonable water policies including management of the water demand and economically sound investment decisions, it is essential to estimate the conceptually correct and empirically valid economic value of water. This study attempts to estimate the consumer surplus and economic value of municipal water which is supplied to 16 cities in Korea using demand curve approach. The results indicate that the consumer surplus and economic value of municipal water in 2009 are estimated as KRW 1,180.7 per $m^3$ and KRW 1,812.8 per $m^3$, respectively. The economic values of municipal water in 16 cities range from KRW 1,082.7 per $m^3$ to KRW 3,268.6 per $m^3$. Moreover, the economic value of non-residential water is higher than that of residential water in all cities, and the economic value of water is higher than the present price of water. This study is expected to provide policy-makers with useful information to assess a policy and to evaluate the price of water.

The Research on the Factors of the Experiential Intention on Broadcast Program - hedonic value and utilitarian value - (방송프로그램의 특성이 경험의도에 주는 영향 - 실용적 가치와 쾌락적 가치의 매개 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.217-236
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    • 2012
  • This study attempts to suggest a model on the factors of the experiential intent. We propose a model that includes (1) the entertainment, aesthetic, empathy, information as exogenous constructs, (2) utilitarian value and hedonic value, as mediating constructs (3) experiential intent, as endogenous construct. To test the model, we analyze the data using the LISREL structural modeling. The results of our analyses suggest, as expected, that program traits -entertainment, aesthetic, empathy, information- influence utilitarian value and hedonic value, in turn, utilitarian value and hedonic value influence the experiential intent. We conclude with a discussion of managerial implications, including the potential to advance understanding the factors of experiential intent on broadcast program.

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The Online Game World as a Product and the Behavioral Characteristics of Online Game Consumers as Role Player (상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동특성)

  • 황상민;김지연;임정화
    • Science of Emotion and Sensibility
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    • v.7 no.3
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    • pp.37-50
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    • 2004
  • This study attempted to explore how online game is endowed new meaning and function and changed into totally different product in result by recognition and consuming behavior(game activity) of game users. The subjects of this study are famous Internet based online games called 'Lineage' and 'EverQuest'. These two online games are physically similar games. Both are MMORPG and community-based games. While Lineage became a cyber world as a part of the real world, EverQuest was a game product. This study explored the recognition of garners about game world and different consuming behavior pattern(game activity pattern) in game world made by different recognition of online game. The result from exploring the differences in the recognition of game world showed Lineage garners regarded Lineage world as another living space or a part of real world they can explore and express psychological need and self-identity or self-image and live through diverse activities. But EverQuest garners regarded EverQuest as a product for experience of fantasy world. The result from comparing the game consuming behaviors showed that different recognition of game world made the differences in the game consuming behavior. The results of the present study supported that the recognition of consumers about digital images or content poducts like online game can be different by the value and experience of consumer, and the different recognition make the different consuming behavior of similar or same products. The results supported that the meaning and value of digital images or digital content are endowed by consumers.

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A Study on Content Characteristics, Consumer Behavior and Economic Value According to the Degree of Consideration of Graphic Content (그래픽 콘텐츠 고려 정도에 따른 콘텐츠 특성, 소비자 행동, 경제적 가치에 관한 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.4
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    • pp.85-94
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    • 2021
  • This study verified what differences in screen golf content characteristics, intention to reuse, customer satisfaction and economic value experienced by consumers according to the image feeling, expression method, and image color provided by screen golf graphic content. In addition, the purpose of this study was to analyze what kind of influence the content characteristics of screen golf have on the economic value and what kind of influence the intention to reuse and customer satisfaction have in this process. From September 1, 2021 to September 30, 2021, a survey of 225 copies of consumers using the screen golf course was conducted. For data processing, frequency analysis, factor analysis, reliability analysis, cluster analysis, chi-square analysis and 3-step mediated regression analysis were performed. The research results are as follows. First, the preferred image feeling showed a high level of clean and sophisticated feeling and the preferred expression method showed a high realistic image. In addition, the preferred image color showed a high level of green color. Second, there were differences in competitiveness, ease of use, sense of solidarity and realism according to the degree of consideration of graphic content and differences in consumer's intention to reuse, customer satisfaction, and economic value. Third, in the relationship between screen golf content characteristics and economic value, customer satisfaction and re-use intention had a mediating effect. Through this study, by providing basic data to derive the graphic design model of screen golf, the operating entity suggested a way to improve economic benefits and tried to contribute to the growth of the screen golf industry.

How Individual Consumer's Characteristics Affects Intention to use Smart watch (소비자의 개인적 특성이 스마트워치 사용의도에 미치는 영향)

  • Kwon, Soon-Hong;Lim, Yang-Whan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.331-333
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    • 2016
  • 정보기술을 적용한 다양한 웨어러블 기기들이 출시되고 있지만 일부 제품군만 시장이 형성되고 있는데, 일반 소비자들이 일상적으로 사용하기 시작한 상품군은 스마트워치라고 할 수 있다. 본 연구에서는 시장형성 초기에 있는 스마트워치를 대상으로 소비자들의 개인적 특성 측면에서 제품이 채택되는 요인을 찾고자 하였다. 스마트워치는 아직 시장이 형성되어 있지 않고 스마트폰에 연동되어 사용되는 부가기기의 성격이 강하지만 그 자체로 가치를 인정받을 수 있어야 시장을 형성할 수 있을 것이다. 본 연구는 소비자 개인 차원에서 스마트워치가 호감도를 형성하고 사용의도를 갖게 되는 구조를 파악하였다. 본 연구는 스마트워치가 시장에서 확산되는 요인을 소비자의 개인특성 측면에서 파악했다는데서 의의가 있다. 연구결과는 아직 소비자들이 사용하지 않는 스마트워치를 비롯한 웨어러블 기기에 대한 시장 전략을 수립하는데 유용한 시사점을 제공한다고 할 수 있다.

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The Analysis Method of Multimedia Contents Service Model in Communication & Broadcasting Converged Environment (통방 융합 환경 멀티미디어 콘텐츠 서비스 모델 분석)

  • Kim, Kwang-Yong;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2005.11a
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    • pp.141-144
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    • 2005
  • 본 논문에서는 통신 방송 융합 환경하에서 다양한 이동 통신 단말을 가지고 있는 최종 소비자(End-user)에게 멀티미디어 콘텐츠를 서비스(간단히, UCA(Ubiquotous Contens Access) 라고 함) 해 주는 기술들을 소개하고 이 기술들이 적용된 시스템을 모델을 제안한다. 또한 제안된 서비스 기술에 대해 소비자 측면에서 보여지는 서비스 기술의 상대적 우위성과 오락성을 분석하였다. 통신 방송 융합 서비스 모델의 특성은 End to End(E2E) media QoS와 소비자 맞춤형 콘텐츠 소비 제공으로써 콘텐츠의 제작에서 적응, 전달, 그리고 최종 소비자에게 맞춤형 콘텐츠 소비를 가능하게 하는 유통 시스템을 가진다. 이와 같은 통신 방송 융합 환경에서의 멀티미디어 콘텐츠 서비스를 위한 서비스 모델을 제안하고 소비자 관점에서 바라본 통방 융합서비스 기술에 대해 상대적 우위성 및 오락성을 분석함으로써 제안된 통신 방송 융합 서비스 모델이 소비자 관점에서의 사업적인 가치가 있음을 알 수 있었다.

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Influence on Store Visiting Intention through Store Confusion and Perceived Promotion Value (가격 촉진이 점포혼잡도 및 촉진가치를 통하여 점포이용의도에 미치는 영향)

  • 임채운;신재현
    • Journal of Distribution Research
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    • v.7 no.2
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    • pp.45-68
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    • 2003
  • Price promotion of retailing stores is recognized as one of the most effective strategies for competitions. However, such a strategy causes traffic building, and consequently may lead to store confusion. Therefore, this research explores the effects of store confusion on customers of retailing store, and the methods to relieve the negative effects of store confusion. The specific purposes of this research are as follows. First, for the purpose of enlarging the scope of promotion research, this research is intended to prove that the increase of traffic building caused by promotion strategy has negative aspects. Second, it is assumed that trust and store familiarity are the important attributes affecting price promotion as well as relationship marketing. Third, this research is expected to provide managerial implications for the managers concerned with department stores because the subjects of experiment are customers of department store.

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A Study on R&BD Strategy for Promoting Consumer's Value Based Converged Industry (소비자 가치 기반 융합산업 육성을 위한 R&BD 전략 연구)

  • Chung, Kyung-Ryul
    • Transactions of the KSME C: Technology and Education
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    • v.4 no.2
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    • pp.111-116
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    • 2016
  • Consumer's value based content and business platform are more important than the existing supplier based market. Convergence civilization paradigm is being accelerated with expanded combination of information & communication technology and others. In this study, it was classified into four groups with respect to the level and viewpoints of innovation in products and services, which were already supplied on the market by industry convergence activity. Barriers that are obstacles to the development of a new converged industry through strategic approaches were identified by surveying the current industrial status. In detail, they were summarized with respect to three aspects, such as, target, infrastructure and main agent of individual sector. Finally, it presents an alternative to overcome the obstacles and develop a new growth engines for the future industrial evolution.

An Effect of the PB Products attribute of the Large-sized Discount Stores on the Consumer Attitude and the Purchase Behavior (대형할인점 PB제품 속성이 소비자의 태도와 구매행동에 미치는 영향)

  • Han, Dong-Yeo
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.51-60
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    • 2015
  • Recently the sales of PB products attribute shows a steady growth day by day. The consumers buy them due to low prices, however, lately they buy the high premium PB products. And thus the large distributors made a rapid growth of sales. The aim of this study is to analyze what the PB products attributes may affect the consumers' purchase behavior. First, the attribute factors of the PB products: store image, knowledge and information, quality perception, economic value etc. have effects on the consumer attitude after usage experience with PB products. Second, the consumer attitude after usage experience with PB products can have an effect on the purchase behavior. As a result of this study, the various attributes of PB products such as store image, knowledge and information, quality perception, economic value appeared to be positive effect. At the same time the attitude after buying the PB products showed positive effects on the purchase behavior.