• Title/Summary/Keyword: 소비 경험

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Modelling for Improvement of Rational Consumption Decision Ability by Decision-Tree (Decision-Tree를 이용한 합리적 소비 의사결정능력 신장을 위한 모델 구안)

  • 김영록;마대성;김정랑
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.05d
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    • pp.710-714
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    • 2002
  • 학생은 미래뿐만 아니라 현재의 소비자로서 합리적인 의사결정을 통한 소비문화가 요구된다. 하지만 학생의 소비문화와 학교의 소비교육, 가정교육은 문제점을 안고 있다. 학생들은 물건의 필요성이나 용도, 금전상황, 가정상황 등을 전체적으로 고려하여 구매하기보다는 비계획적이고, 즉흥적이다. 학교에서는 교사들이 학생의 소비행위를 한 눈에 파악하여 교육적으로 피드백하기가 쉽지 않다. 가정에서는 학생들의 소비행위에 대한 의사소통의 길이 부족하다. 이에 본 연구는 소비의사결정 5단계와 Decision-Tree의 교육적인 면을 고려하여 합리적 소비 의사결정을 위한 6단계(문제정의, 정보탐색, 대안평가, 가치확립, 구매경험, 구매평가)를 새롭게 제안하고, 소비교실, 용돈 의사결정, 설문모듈을 통해 6단계를 체험하는 시스템을 설계하였다. 제안한 모델은 교사와 학생, 학부모 모두가 참여하여 학생의 계획적이고 합리적인 소비 의사결정 능력을 신장시키는데 도움을 줄 것이다.

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An Analysis of Consumers' Socio-Cultural Experiences Expressed in Consumption Stories : An Experimental Application of a Narrative Analysis (소비생활 이야기에 반영된 소비자의 사회문화적 경험 분석: Narrative 분석의 실험적 적용)

  • Kim, Kee-Ok
    • Journal of the Korean Home Economics Association
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    • v.37 no.5
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    • pp.61-84
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    • 1999
  • The purpose of this study is to understand the context of cosumers' lives in Korea with a narrative analysis method. The epistemological orientation of eh narrative analysis is Interpretivism, which blends the two polar philosophical perspectives, Empiricism and Rationalism, and includes Narrotology, Hermeneneutics, Semiotics, and Structural Criticism. Narrative analysis takes as its object of investigation the story itself. This study collects eleven narrative plots from four housewives, into which Labov's structural approach is applied. This study shows clearly that the socio-cultural environment in which consumers live has strong influence on their consumption behavior and also reveals that narrativization tells not only about past actions but how individuals understand those actions, that is, meaning.

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Analysis of art & culture consumption propensity according to art & culture experience after COVID19: analysis of differences by art & culture perception (코로나19 이후 문화예술경험에 따른 문화예술 소비성향 분석 - 문화예술 인식에 따른 차이분석 -)

  • So, Eun Hye
    • Korean Association of Arts Management
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    • no.60
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    • pp.155-191
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    • 2021
  • The purpose of this study is to analyze the effect of art and culture experience according to art and culture perception on art and culture consumption. Accordingly, the perception expressed through the experiences of consumers was defined as the delivery of art and culture marketing strategies, and the behavior of consumers enjoying art and culture was measured. The research data were analyzed through an online survey. As a result of the analysis, sense, relation had a significant effect on the hedonistic factor, and the act, sense, emotion and relation had significant effects on the other's consciousness, and the behavioral and emotional factors had a significant effect on the intentional factors. The implication from the experience of relationships with others was found to have a negative(-) effect on all factors, which means to be the result of consumers' anxiety in enjoying art due to the pandemic. It is necessary to develop an online business model for consumers who naturally avoid it, and to narrow the gap between online and offline art and culture. Second, it is thought that sponsorship from companies is necessary so that artists who provide art and culture can produce high-quality contents. In the future, if it was studied the relationship between not only consumers who enjoy art and culture, but also suppliers and artists who provide art and culture, it will be able to understand the culture in-depth.

The Impact of Global Content Experiences through OTT on Global Orientation and Global Brand Attitude (OTT를 통한 글로벌 콘텐츠 경험이 글로벌 지향성 및 글로벌 브랜드 태도에 미치는 영향)

  • Kisuk Hong;ByoungJo Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.1031-1038
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    • 2023
  • In recent years, the rapid proliferation of domestic and global Over-The-Top (OTT) platforms, in conjunction with the global pandemic, has substantially enhanced the accessibility of global contents. This trend is expected to continue to strengthen. This study examines the extent to which domestic consumers experience global contents through OTT platforms and its impact on individual consumers' global identity and the formation of global brand attitudes. We conducted an empirical analysis based on a survey of university students, who constitute the main consumer group for global contents through OTT platforms. The results show that as exposure to global content s and diversity of those experiences through OTT increase, respondents exhibit higher levels of global consumer orientation and global identity. This, in turn, has a positive influence on the formation of global brand attitudes.

An Empirical Study of Game Money and Cash Money Consumption: Evidence from Online Games (게임 머니와 캐시 머니 소비에 관한 실증 연구: 경험, 성취, 지역적 격차를 중심으로)

  • Jo, Wooyong;Choi, Jeonghye
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.295-309
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    • 2016
  • We focus on two kinds of game currency in online games, Game Money and Cash Money, and investigate how money expenditure behavior is explained by experience, achievement, and region as well as how the interplay among key variables differs between Game Money and Cash Money. The empirical analysis provides the following findings. First, experience increases Game Money expenditure whereas it lowers Cash Money expenditure, which suggests that gamers substitute gaming efforts for cash. Second, achievement is positively correlated with both kinds of game currencies. Finally, the relationship of money expenditure with experience and achievement is moderated by region. Specifically the negative effect of experience on Cash Money expenditure is more pronounced in suburban areas than in urban areas. The positive effect of achievement on Cash Money expenditure is also more pronounced in suburban areas than in urban areas. The authors conclude the paper with theoretical contributions and practical implications.

The Effects of Willingness to use Technology, Digital Alienation and Assistant Experiences on the Life Satisfaction of Elderly Consumers (기술 활용의지, 디지털 소외감, 조력자 경험이 고령소비자의 삶의 만족도에 미치는 영향)

  • Jang, Eun-Gyo;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.133-141
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    • 2021
  • Recently, the elderly who actively use the Internet and digital devices are increasing. This study aims to investigate the effect of the willingness to use technology, digital alienation and experience of assistant who help technology use on life satisfactions of elderly consumers who are considered to be the vulnerable in the use of information technology. A total of 311 elderly consumers over 60 who can utilize information technology were selected as a research sample and data were collected through an online survey. As a result, it was found that elderly consumers have a strong will to utilize information technology independently, perceive a low sense of digital alienation, and receive help from others when using technology. In addition, the lower the perceived digital alienation, the greater the experience of help from others in the use of technology, the higher the elderly consumers' life satisfaction significantly increased. This study is valuable in that it reveals the factors affecting the improvement of life satisfaction of elderly consumers in the high-tech environment and suggests political and practical implications.

The Effect of Attitude toward Parent Brand on Trial Intention of Brand Extensions and the Moderating Role of Perceived Similarity and Consumption Experience of Parent (모브랜드 태도가 브랜드확장 제품의 시용의도에 미치는 영향과 지각된 유사성과 모브랜드 소비경험의 조절역할)

  • Park, JI-Yeon
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.59-67
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    • 2019
  • Most of the prior researches in brand extension evaluation have utilized purchase intention as a n effective variable to assess the effectiveness of brand extensions. In contrast, the author proposes that trial intention is to better predict consumers' behavioral response in the newly launched brand extension markets where relate to high risk and uncertainty. Furthermore, the study explores the effects of attitude toward parent brand and consumers' characteristics (perceived similarity and consumption experience) on trial intention of brand extensions. In order to achieve the purpose of the study, the data collection was conducted for actual consumers who had experience using parent brand products. This study employed experiment and questionnaire survey and collected data of 186 was analyzed using clustering analysis and regression analysis. The main results are as follows. First, attitude toward parent brand has a positive effect on trial intention of the extensions. Second, perceived similarity and consumption experience of parent brand have moderating effects on the relation of attitude toward parent brand and trial intention of brand extensions. The results provide that both industry and academic researchers with a guide to process trial intention of brand extension from a comprehensive perspective.

A Study of Luxury Bag Consumption as Media Focused on the Consumer Experiences of the 2030 Generation (미디어로서의 명품 가방 소비에 관한 연구 2030세대의 소비 경험을 중심으로)

  • Park, Jeongeun;Ryoo, Woongjae
    • Korean journal of communication and information
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    • v.71
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    • pp.157-193
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    • 2015
  • The purpose of this study is to critically interpret generational trends in contemporary Korea through understanding the consumer experiences of luxury bag purchases of women in their late 20s and early 30s. Previous studies on luxury consumption tend to focus on an analysis of the value of luxury products as a sign and a symbol, the characteristics or class identity of luxury consumers, or expressive behavior in terms of ideal self-image. While including these factors, this study also expands the scope to a reflexive understanding of the social structural context behind the phenomenon of personal consumption. This was achieved by considering consumption in terms of the style and practice of everyday life, as well as its opportunities and limitations. In particular, we pay attention to how luxury bags are reproduced as media, which is a process that is circulated back to consumption, and through this process, this study reflects on capitalist life and subjects.

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A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.