Recently the advent of web 2.0 era is an important trend in the business environmental change. Web 2.0 era means users' active participation, share, and openness, develop 'Internet penetration into everyday life,' and change many aspects of our society. web 2.0 has been making these following changes in the socioeconomic aspects: 1) acceleration of system shift to a small quantity of multi-species production system 2) growing influence of on-line channel/information to consumers 3) various minorities' power increase in the socioeconomic sector. web 2.0 has been making these following changes in the enterprise management: 1) the pursuit of open innovation from outside 2) active employment of viral marketing through Internet 3) the pursuit of present business transformation 4) strengthening of customer communication through open dialogue. Firms must squarely look at socioeconomic changes owing to web 2.0, and utilize them as business opportunities.
Kim, Yeon-Woo;Hwang, Seung-Yeon;Shin, Dong-Jin;Kim, Jeong-Joon
The Journal of the Institute of Internet, Broadcasting and Communication
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v.22
no.4
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pp.165-170
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2022
By reducing time spent outside, a shopping system was developed for middle-aged and elderly people who mainly use neighborhood marts and neighborhood mart managers. The main functions of this app are direct shopping and online shopping, and it was developed using QR code using Zxing library on Android and Kakao Map using Kakao API. In addition, it provides information such as payment statistics and bulletin board posts that members need through recycler view and graphs in an easy-to-read manner. Through this system, members can efficiently manage by reducing fatigue when using the mart through direct purchase using QR code and delivery through map, and reducing manpower wastage as a mart manager. Also, as a mart manager, more consumers will be able to sell more items.
Voice technology allows consumers to make purchases through smart devices, and the interest in voice-driven conversational commerce has significantly expanded. In this study, we explored the continuance use intention of voice commerce, and the adoption of a value-attitude-behavior model. An online survey was conducted on 360 individuals who used an artificial intelligence assistant device in a voice commerce environment. We used Amos 23.0 and SPSS 25.0 for descriptive, confirmatory, and structural equation modeling analyses. These results indicated that functional value was the highest influencing variable on satisfaction of voice commerce, while social, emotional, and epistemic values significantly influenced it as well. Additionally, satisfaction of voice commerce significantly influenced the continuance use intention of voice commerce. These findings could help us understand the characteristics of voice commerce users and the diversity value in voice commerce environment.
The current study investigated the factors influencing the buyer's repurchase intention for second-hand products. This study first identified perceived risk and purchase value as the two primary influencing variables. Additionally, some exogenous variables influencing these two variables were examined. Statistical analysis using Partial Least Squares (PLS) revealed that product uncertainty, seller uncertainty, and site trust had statistically significant relationships with perceived transaction risk. However, while economic benefit showed a significant impact on purchase value, product scarcity and resale value did not exhibit a significant relationship with purchase value. Perceived transaction risk was found to have an insignificant relationship with repurchase intention, but indirectly influenced repurchase intention through purchase value. Purchase value was identified as having a significant influence on repurchase intention. Therefore, it was concluded that purchase value is the most important factor influencing repurchase intention in the purchase of second-hand products, while transaction risk indirectly influences repurchase intention through purchase value. The study indicates that product uncertainty and economic benefit are the most significant exogenous factors influencing transaction risk and purchase value, respectively.
In this study, the authors examine the ways in which social media ultimately affects the attachment of individuals to their favorite brands. Through an analysis of data using multiple linear regression, this study finds that SNS (social networking site) users that post status updates for a wide audience have no bearing on the individual's use of socialization agents. Those who consume social news passively are, however, likely to depend on socialization agents for determining their final purchase decisions. Socialization agents, both personal and non-personal, also play a role in the formation of brand attachment among individuals who depend on these social sources. Based on these results, marketers are encouraged to establish an online footprint of a social nature to formulate brand awareness and to provide a means for users of social media to improve their brand attachments to their favored brands. As this research was conducted exclusively in the predominantly collective culture of South Korea, further studies could attempt to analyze social networking use and socialization agent use via a cross-culture study, particularly one including an individualistic culture.
There is no doubt that distribution channels and services greatly satisfy consumers' desires. Lots of products and services, stimulate consumers to purchase products to relieve their depressed feeling/stress temporarily, leading them gradually to a shopping addiction. Shopping addiction generates lots of problems, damaging not only consumers themselves but also other consumers and the entire society. Therefore, the purposes of this study were 1) to examine psychological factors that affected addictive shopping orientation of consumers, 2) to explore the effects addictive shopping orientation on the post-purchase emotions(positive emotion/negative emotion), 3) to examine the effect of post-purchase emotions on post-purchase behaviors (repurchasing/refund and exchange/negative word of mouth). 4) the study explored the differences in terms of effects of addictive shopping orientations on post-purchase emotions and behaviors, depending on the retailing channel (online and off line). The study performed a questionnaire survey for female adults older than 18 years old, living Seoul and Pusan areas. By using 404 copies for questionnaires, factor analysis, reliability analysis, and Amos 7.0 were used for the data analysis. It was found that psychological variables, self-esteem, compensatory buying and impulsiveness, had significant effects on addictive shopping orientations. Addictive shopping orientations affect both positive and negative post-purchase emotions in case of off-line shopping. Negative post-purchase emotions have higher impact on the postpurchase behaviors than positive post-purchase emotions.
This study aims to investigate Korean fashion-related research trends and knowledge structures on digital transformation through information-based approaches. Accordingly, we first identified the current status of the relevant research in Korean academic literature by year and journal; subsequently, we derived key research topics through network analysis, and then analyzed major research trends and knowledge structures by time. From 2010 to 2020, we collected 159 studies published on Korean academic platforms, cleansed data through Python 3.7, and measured centrality and network implementation through NodeXL 1.0.1. The results are as follows: first, related research has been actively conducted since 2016, mainly concentrated in clothing and art areas. Second, the online platform, AR/VR, appeared as the most frequently mentioned topic, and consumer psychological analysis, marketing strategy suggestion, and case analysis were used as the main research methods. Through clustering, major research contents for each sub-major of clothing were derived. Third, major subject by period was considered, which has, over time, changed from consumer-centered research to strategy suggestion, and design development research of platforms or services. This study contributes to enhancing insight into the fashion field on digital transformation, and can be used as a basic research to design research on related topics.
Journal of Korean Home Economics Education Association
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v.35
no.1
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pp.53-72
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2023
This study aimed to develop educational material on the proper use of plant-based milk alternatives in the form of a card news, based on a focus group interview(FGI) with adult consumers. The FGI participants were individuals who had directly purchased cow's milk, soy milk, or other plant-based milk alternatives within the past three months and consumed them at least once a month. The study consisted of 17 adults between the ages of 19 and 63 years who met these criteria(9 males and 8 females). It was identified what participants were curious about, interested in, and needed information regarding the proper use of plant-based milk alternatives through FGI. A 10-page card news was developed that was highly usable, taking into account the FGI results and the latest literature. In conclusion, this study developed a card news aimed at promoting the proper use of plant-based milk alternatives, which can be easily disseminated online in line with the trends in food consumption and digitization. The results of this study suggest that the continuous development and distribution of educational materials that reflect food consumption trends and maximize their usability should be provided for dietary life education, such as school subjects or out-of-school programs.
Ha, Sangjip;Lee, Junsik;Yoo, In-Jin;Park, Do-Hyung
Journal of Intelligence and Information Systems
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v.27
no.2
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pp.55-78
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2021
Tosolve complex and diverse social problems and ensure the quality of life of individuals, social robots that can interact with humans are attracting attention. In the past, robots were recognized as beings that provide labor force as they put into industrial sites on behalf of humans. However, the concept of today's robot has been extended to social robots that coexist with humans and enable social interaction with the advent of Smart technology, which is considered an important driver in most industries. Specifically, there are service robots that respond to customers, the robots that have the purpose of edutainment, and the emotionalrobots that can interact with humans intimately. However, popularization of robots is not felt despite the current information environment in the modern ICT service environment and the 4th industrial revolution. Considering social interaction with users which is an important function of social robots, not only the technology of the robots but also other factors should be considered. The design elements of the robot are more important than other factors tomake consumers purchase essentially a social robot. In fact, existing studies on social robots are at the level of proposing "robot development methodology" or testing the effects provided by social robots to users in pieces. On the other hand, consumer emotions felt from the robot's appearance has an important influence in the process of forming user's perception, reasoning, evaluation and expectation. Furthermore, it can affect attitude toward robots and good feeling and performance reasoning, etc. Therefore, this study aims to verify the effect of appearance of social robot and consumer emotions on consumer's attitude toward social robot. At this time, a social robot design evaluation model is constructed by combining heterogeneous data from different sources. Specifically, the three quantitative indicator data for the appearance of social robots from the ABOT Database is included in the model. The consumer emotions of social robot design has been collected through (1) the existing design evaluation literature and (2) online buzzsuch as product reviews and blogs, (3) qualitative interviews for social robot design. Later, we collected the score of consumer emotions and attitudes toward various social robots through a large-scale consumer survey. First, we have derived the six major dimensions of consumer emotions for 23 pieces of detailed emotions through dimension reduction methodology. Then, statistical analysis was performed to verify the effect of derived consumer emotionson attitude toward social robots. Finally, the moderated regression analysis was performed to verify the effect of quantitatively collected indicators of social robot appearance on the relationship between consumer emotions and attitudes toward social robots. Interestingly, several significant moderation effects were identified, these effects are visualized with two-way interaction effect to interpret them from multidisciplinary perspectives. This study has theoretical contributions from the perspective of empirically verifying all stages from technical properties to consumer's emotion and attitudes toward social robots by linking the data from heterogeneous sources. It has practical significance that the result helps to develop the design guidelines based on consumer emotions in the design stage of social robot development.
Today, cultural content industry could be defined to service business rather than manufacturing business because of its own trait. Also, it has the realistic restriction that it can't hold the dominant position in the market competition when it can't provide consumers satisfaction regardless of its quality or degree of completion. In other word, it can only expect great success when the business plan and the activities get the perfect balance with its best quality and perfect of completion. As the result, it emphasizes the importance of business competition in the global market. In briefly, there is no doubt that the creativeness of content is very important in the cultural content industry but in the future, making system to maintain the distribution process and share the profits fairly will be taken more important role. Especially, animation genre has the feature, which compares to other genres, such as film or TV drama, would be free from cultural barriers, and it is a great advantage. So to speak, animation can get little influence from cultural discount. However, Korean animation can't use the advantage properly for the foreign distribution because of its poor infrastructure and short of professional human resources. For those reasons, it has been needed to set up the realistic and specific action plan to overcome the situation. Therefore, considering those needs and the situations of Korean animation facing, making B2B online marketplace could be a great solution. The online marketplace stands for taking more efficient and broad distribution channel instead of the passive way, which we have now. If we have the B2B online marketplace, we can share all the information about the Korean animation with the potential customers whom live outside of Korea at real time. It also could be use to the windows of multiple distribution, which can make additional profits and activate the optional markets for the Korean animation. Through the method, Korean animation would be expected to get the higher international competitiveness, and it would be developed in quality and quantity of the business. Finally, it would be a great chance to Korean animation, which can get the unique brand power by improving the backward distribution circumstances.
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