• Title/Summary/Keyword: 온라인결정

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A Study on the Information Cascades Effects of the Offline WOM and Online Review (오프라인 구전과 온라인 리뷰간의 정보 캐스케이드 영향 분석)

  • Kim, Jin-Hwa;Bae, Jae-Kwon;Jeon, Han-Cheol
    • The Journal of Society for e-Business Studies
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    • v.15 no.1
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    • pp.39-60
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    • 2010
  • It becomes common thing that many customers buy the goods through the online shopping mall as internet grows very fast. The information cascades that happen when a person imitates the other's acts also it occurs in online. Many people buy the goods referring on other people's purchasing experiences and such cases are spreading more and more. Through numerous existing researches, the researches in association with this issue have been studied on the information cascades effect on offline or online separately. The research of comparing the information cascades effects from the offline word of mouth (WOM) and the online review has not studied yet. On that reason this study shows that the online review induces the information cascades. We also compared the effects with information cascades effects from traditional offline word of mouth. In result of this study, the following points have been concluded. Firstly, we examined that information cascades was occurred through both the online review and offline word of mouth. Secondly, the information cascades effect through the online review is greater than through the offline words of mouth. It means the company has to understand the importance of the online review and manage it. Thirdly, the information cascades effects are occurred differently in accordance with the goods brands. Therefore a company has to know whether its products is superior to the competitor's one or not.

The Differential Impacts of Temporary Aberration on Online Review Consumption and Generation (온라인 리뷰 소비 및 생성에 대한 일시적 이상 현상의 차등 효과)

  • Junyeong Lee;Hyungjin Lukas Kim
    • Information Systems Review
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    • v.23 no.3
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    • pp.127-158
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    • 2021
  • Many online travel agencies (OTAs) provide average ratings and time-relevant information or the most recently posted reviews regarding hotels to satisfy customers. To identify these two factors' relative influence on behavioral decision-making processes, we conducted two studies: (1) an experimental research design to explore the relative influence of the two on online review consumption and (2) an empirical approach to examine their relative impact on online review generation. The results show that when review posters observe an inconsistency between average ratings and recent reviews, they tend to deviate from the recent reviews regardless of the overall direction (reactance behavior). Meanwhile, review consumers tend to conform to the opinions presented in recent reviews (herding behavior). Additionally, in both cases, the effects are amplified in case of a negative aberration. Based on the findings, this study provides theoretical and practical implications regarding the relative influences of average rating and recently posted reviews and their different impacts on online review consumption and generation.

The Effect of Online Multiple Channel Marketing by Device Type (디바이스 유형을 고려한 온라인 멀티 채널 마케팅 효과)

  • Hajung Shin;Kihwan Nam
    • Information Systems Review
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    • v.20 no.4
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    • pp.59-78
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    • 2018
  • With the advent of the various device types and marketing communication, customer's search and purchase behavior have become more complex and segmented. However, extant research on multichannel marketing effects of the purchase funnel has not reflected the specific features of device User Interface (UI) and User Experience (UX). In this study, we analyzed the marketing channel effects of multi-device shoppers using a unique click stream dataset from global online retailers. We examined device types that activate online shopping and compared the differences between marketing channels that promote visits. In addition, we estimated the direct and indirect effects on visits and purchase revenue through customer's accumulated experience and channel conversions. The findings indicate that the same customer selects a different marketing channel according to the device selection. These results can help retailers gain a better understanding of customers' decision-making process in multi-marketing channel environment and devise the optimal strategy taking into account various device types. Our empirical analyses yield business implications based on the significant results from global big data analytics and contribute academically meaningful theoretical framework using an economic model. We also provide strategic insights attributed to the practical value of an online marketing manager.

The Effects of Self-Congruity and Functional Congruity on e-WOM: The Moderating Role of Self-Construal in Tourism (중국 관광객의 온라인 구전에 대한 자아일치성과 기능일치성의 효과: 자기해석의 조절효과를 중심으로)

  • Yang, Qin;Lee, Young-Chan
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.1-23
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    • 2016
  • Purpose Self-congruity deals with the effect of symbolic value-expressive attributes on consumer decision and behavior, which is the theoretical foundation of the "non-utilitarian destination positioning". Functional congruity refers to utilitarian evaluation of a product or service by consumers. In addition, recent years, social network services, especially mobile social network services have created many opportunities for e-WOM communication that enables consumers to share personal consumption related information anywhere at any time. Moreover, self-construal is a hot and popular topic that has been discussed in the field of modem psychology as well as in marketing area. This study aims to examine the moderating effect of self-construal on the relationship between self-congruity, functional congruity and tourists' positive electronic word of mouth (e-WOM). Design/methodology/approach In order to verify the hypotheses, we developed a questionnaire with 32 survey items. We measured all the items on a five-point Likert-type scale. We used Sojump.com to collect questionnaire and gathered 218 responses from whom have visited Korea before. After a pilot test, we analyzed the main survey data by using SPSS 20.0 and AMOS 18.0, and employed structural equation modeling to test the hypotheses. We first estimated the measurement model for its overall fit, reliability and validity through a confirmatory factor analysis and used common method bias test to make sure that whether measures are affected by common-method variance. Then we tested the hypotheses through the structural model and used regression analysis to measure moderating effect of self-construal. Findings The results reveal that the effect of self-congruity on tourists' positive e-WOM is stronger for tourists with an independent self-construal compared with those with interdependent self-construal. Moreover, it shows that the effect of functional congruity on tourists' positive e-WOM becomes salient when tourists' self-construal is primed to be interdependent rather than independent. We expect that the results of this study can provide important implications for academic and practical perspective.

A categorizing-based auction agent design for successful bids in auctions (적정낙찰가 추천을 위한 카테고리 방식의 경매 에이전트 설계)

  • Yang, Seung-Jin;Kwon, Kee-Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11c
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    • pp.2067-2070
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    • 2002
  • 인터넷 진자 상거래 기술의 급속한 발달에 따라 최근 온라인 경매에 대한 많은 관심과 개발이 이루어지고 있다. 인터넷 상에서 사용자는 원하는 물품을 경매로 구입하기 위해서 여러 경매 사이트를 옮겨다니며 경매 물품정보를 모니터링 함으로써 시간의 낭비와 반복적인 수작업으로 인한 비효율성이 발생한다. 또, 구매자가 구매물품에 대한 가격 정보가 부족한 경우 입찰액을 결정하기가 쉽지 않으며 낙찰가 또한 예상하기 어렵다. 본 논문에서는 이러한 문제점을 해결하기 위해서 3단계 카테고리 방식을 이용한 적정 낙찰가를 제시해 줌으로써 구매자가 입찰가격을 정하는데 있어 참고자료로써 도움이 될 수 있으며 부적당한 가격에 상품을 구매하거나 경매가 유찰되는 것을 피할 수 있어서 보다 효율적인 경매를 할 수 있도록 도와준다. 본 시스템은 카테고리별로 나누어진 상품에 따라 다양한 가격결정방식을 사용하여 적정 낙찰가를 산출하는 경매 에이전트를 설계하고, 또한 몇 가지 사례를 통해 상품의 특성에 따른 적정 낙찰가를 제시한다.

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A study on the Initial game software planning using NOVA 1492 (노바 1492의 사례 분석을 통한 초기 기획단계의 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.78-84
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    • 2002
  • 한국 온라인게임은 초기시장 진입으로 유리한 위치를 차지하고 있다 하지만 국내 개발사의 기획력, 디자인, 프로그램 등 게임 순수 개발력은 아직 유명개발사에 많이 뒤처져 있다 특히 기획은 게임의 성공여부를 결정짓는 중요한 단계로써 분석, 평가, 정당화 단계를 수행하여 게임의 특징을 결정하는 초기기획과 게임의 기술적인 것을 다루는 세부 기획으로 나뉘어 진다. 본 논문은 기존 게임 시장과 게이머의 특징을 분석한 후 게임의 장르와 테마, 그리고 타겟 게이머를 설정하여 이에 적합한 게임을 기획하는 초기 기획 단계를 노바 1492의 초기 기획 사례 분석을 통하여 논하였다. 그리고 본 연구는 기존 게임과 차별화되고 게이머들의 요구에 적합한 게임을 개발하려는 게임 개발업체에게 초기 기획의 좋은 예가 될 수 있다.

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Deterministic Private Matching with Perfect Correctness (정확성을 보장하는 결정적 Private Matching)

  • Hong, Jeong-Dae;Kim, Jin-Il;Cheon, Jung-Hee;Park, Kun-Soo
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.484-489
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    • 2006
  • Private Matching은 각기 다른 두 참여자 (two-party)가 가진 데이터의 교집합 (intersection)을 구하는 문제이다. Private matching은 보험사기 방지시스템 (insurance fraud detection system), 의료정보 검색, 항공기 탐승 금지자 목록 (Do-not-fly list) 검색 등에 이용될 수 있으며 다자간의 계산 (multiparty computation)으로 확장하면 전자투표, 온라인 게임 등에도 이용될 수 있다. 2004년 Freedman 등은 이 문제를 확률적 (probabilistic)으로 해결하는 프로토콜 (protocol) [1]을 제안하고 악의적인 공격자 (malicious adversary) 모델과 다자간 계산으로 확장하였다. 이 논문에서는 기존의 프로토콜을 결정적 (deterministic) 방법으로 개선하여 Semi-Honest 모델에서 결과의 정확성을 보장하는 한편, 이를 악의적인 공격자 모델에 확장하여 신뢰도와 연산속도를 향상시키는 새로운 프로토콜을 제안한다.

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Case study on the user interface design based on the psychology of persuasion (설득의 심리에 근거한 사용자 인터페이스디자인 사례연구 -온라인 쇼핑몰을 중심으로-)

  • Park, Jinhee
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.369-378
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    • 2014
  • The information processing capabilities of contemporary people have reached its limit as the daily life in an information society calls for prompt judgment and decisions while being overwhelmed with information. We no longer make optimal decisions after analyzing all necessary data and information and instead make automatic decisions based on just a handful of important information. Such a phenomenon can be observed not just in daily life but also on the internet. People believe they are making a rational choice when selecting and purchasing a product online, but in fact subconscious thoughts and behavior triggered immediately by certain parts of the brain without our knowing are what makes the decision. Therefore, this study seeks to investigate the cases of various UX designs where the persuasion method based on Cialdini's psychology of persuasion is applied and to suggest a direction for a more effective user interface design based on the findings.

Consumer Oriented Pricing According to the New Game Product Launching (게임 신제품 출시에 따른 소비자 지향적인 가격결정)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.29-36
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    • 2005
  • Determining the price of a newly developed game product is a substantial matter affecting many aspects of corporate management. An appropriate pricing based on the proper data encourages consumers to purchase products repeatedly Yet presently most game companies prefer to set a price according to the cost including developing expense, advertising expense and law materials. As a result that price does not reveal the rue value of the product, many corporations face the demerits in the corporate management including the low sales, the loss of client and the poor promotion. This study has emphasis on the evaluating the price according to the consumer view rather than either corporate or industrial view. The price preference research analysis shows that Korean gamers prefer the price ranging around 30 thousand won in the simulation game, RPG game, and arcade game. In the online game, around 20 thousand won is the preferred price. This difference explains well the features of each game categories.

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An Optimal Supplier Selection Model with a Sensitivity Analysis in the Online Shopping Environment (온라인 쇼핑환경에서 민감도분석을 이용한 최적공급자선정모형)

  • 장용식
    • Journal of Intelligence and Information Systems
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    • v.10 no.1
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    • pp.13-25
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    • 2004
  • In the online shopping environment, consumers suffer from the process of selecting an optimal supplier. Although comparison shopping agent-based web sites and consumers' online community sites support the selection process, they have limitations when considering diverse and dynamic purchase conditions as a whole, which is the cause of additional consumer effort for optimal supplier selection. This study provides a decision support model with a sensitivity analysis for selecting an optimal supplier considering purchase conditions as a whole. It screens suppliers with filtering factors and provides optimal suppliers through a sensitivity analysis from a Quadratic Programming model. We implemented a prototype system and showed that it could be an effective decision support system for selecting the optimal supplier in the online shopping environment.

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