• Title/Summary/Keyword: 소비자 문화변용

Search Result 4, Processing Time 0.02 seconds

Marketing to Asian Americans: The Impact of Acculturation and Interpersonal Influence on Ethnocentric Consumer Preferences (문화변용과 대인영향력이 민족중심적 소비자 선호도에 미치는 영향에 관한 연구 - 아시아계 미국인을 중심으로 -)

  • Taylor, Charles R.;Babin, Barry J.;Kim, Kyung-Hoon
    • Journal of Global Scholars of Marketing Science
    • /
    • v.15 no.3
    • /
    • pp.187-210
    • /
    • 2005
  • The acculturation of ethnic minorities is an increasingly important issue. This paper explores the role of two factors which may be related to Asian Americans' development of preferences for ethnic or non-ethnic shopping: level of acculturation and susceptibility to interpersonal influence. Several prior studies have found that strength of ethnic identification (a measure of level of acculturation) accounts for differences in consumption patterns among immigrant groups. The results of this study suggest that ethnic identification is not a unidimensional construct. Instead, two construct, ethnic identification and consumer socialization are found to be relatedto the level of influence exerted by culturally consistent in-group than "American." A strong positive relationship is found between ethnic identifi.cation and ethnocentric purchasing preferences. In contrast, no significant direct relationship between level of.consumer socialization and ethnocentric preferences is found. Implications for marketers are discussed.

  • PDF

Package Modeling Change in Age of Feeling -Based on Solid Chocolate Package Structure by -√3 Proportion- (Feeling 시대의 Package 조형 변화 -√3 비례에 의한 판 초콜릿 Package 구조를 중심으로-)

  • Kwon, Il-Hyun;Nam, Young-Hyun
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.8
    • /
    • pp.163-173
    • /
    • 2007
  • As present generation live in the age of feeling after been through age of need or age of want, we analyzed Signification based on consumer psychology, sociocultural variation. Based on above, we first built basic modeling from a regular triangle by $\sqrt{3}$ proportion and then approached to substantial modeling of products that enable us to distribute and sell. Furthermore, we built recycle modeling which enables us to create a variety of forms with joy after using products. This means a lot to us in terms of package modeling creation from sans code. Besides, we studied on not only materialistic or functional value of package modeling, but also appropriate semiotics that enable psychological and sociocultural function of package modeling to respond to consumer identity.

Explore the Relationship Between Sports Culture and Social Change (스포츠문화와 사회변화의 관계 탐색)

  • Goo, Kang-Bon
    • Journal of the Korean Applied Science and Technology
    • /
    • v.36 no.4
    • /
    • pp.1181-1187
    • /
    • 2019
  • Today's sports, by themselves, express a wide variety of phenomena and reproduce or imply complex social symbols. The definition of sports being transformed in combination with ideology, which has become a central issue in each era, has become more diverse in recent years. Recently, with the 4th Industrial Revolution leading the social phenomenon, sports culture is producing a new phenomenon. In this era, we need the study in the question of how to understand and interpret sports culture is the right approach. The struggle for survival in each discipline was expressed as a reinterpretation of sports culture. This is to answer questions about how sports culture is consumed, spread and reinterpreted. The purpose of this study is to find out the direction and directing point of sports culture. Based on such problem recognition, five types of answers to what sports culture consumes were presented. Based on this, the fairness related to school sports, sports society-club(sports clubs), sports events, sports media, and sports was suggested as a medium for the spread of sports culture. We are accepting and transforming numerous scientific civilizations to improve sports culture and to promote consumers. However, there is a pity not to define such a thing. Efforts at a more fundamental level, such as cultural regulation and fundamental directions, need to be discussed. The framework of reinterpretation of sports culture should be constantly looking for directions and answers about what to do, not just the level of interpretation.

A Case Study of Configuration Strategy and Context in Everyday Artifacts - Concentrated on analysis by Creativity Template Theory and Artifact Context Model - (일상 디자인산물의 구성배치 전략과 맥락에 관한 연구 - 창조성템플릿이론과 산물맥락모델을 이용한 분석을 중심으로 -)

  • Jin Sun-Tai
    • Archives of design research
    • /
    • v.19 no.4 s.66
    • /
    • pp.41-50
    • /
    • 2006
  • It is generally regarded a design system in post-industrial society, which products designed by in-house designers or design consultancy are manufactured in factory and distributed in market for the consumer. Although it is treated an old design system in traditional society, the traces of vernacular design has been remaining in the state of adopted to the periodical needs in these days, also proving the attribute of design culture to constitute human's material environment as well as existing design systems. There were discovered various design artifacts in daily surroundings vary from the established design in several manners, user modifications or manufactures in everyday lives formalized them. It was approached a case study that analyze the changes of artifact configuration and designer/user context and creation process of the non-professional design artifacts, Creativity Template Theory and ACM(Artifact Context Model) have been utilized for the analysis model. From the analysis result, It assume that the everyday artifacts may be ordinary but extra-ordinary including particular ideas and identity represented by everyday designers or users. Beside these characteristics induce the potentiality that reflect on creative motives for the designers or a complementary artifact generator filling up with drawbacks in established design system. The everyday design domain, various explorations and alternatives are made, is seems to be another design practice domain dissimilar to the one in the industry-based design. Moreover it provides an more easily accessability for the approaching user-friendly design, user customization because they conduct the reliable modeling of consumer and end-user. Finally, based on the exploratory study regarding interpretation of context and configuration in the everyday artifacts, new approach for the design process and design education through more detailed cognitive modeling of everyday designers will be a further study.

  • PDF