• Title/Summary/Keyword: 콘텐츠 구매

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The Effect of V-commerce Content Type and Product Type on Attitude and Sharing Intention (V커머스 콘텐츠 유형과 제품 유형에 따른 태도와 공유의도에 미치는 영향 연구)

  • Han, Kwang-Seok
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.125-131
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    • 2019
  • The purpose of this study is to investigate the relationship between attitude, purchase intention, and intention to share content and brand intention according to Influencer contents and branded content types. The results of this study are as follows: First, beauty products have a positive effect on the content intention and purchase intention as well as the sharing intention as compared to the branded contents. Second, V-commerce of innovative products showed that the branded content was more positive than the influencer content, but the purchase intention was lower. In addition, the content of sharing is higher than that of branded content. Third, the sharing intention was more positive than the beauty product, and the influencer content was higher than the branded content. The purpose of this study is to examine the attitude, purchasing intention, and sharing intention of beauty products and innovative products, which are most frequently used and most interested in users, to examine the content strategy of V-Commerce.

Design and implementation of Image Content Tracking System using Fingerprinting (핑거프린팅을 이용한 이미지 콘텐츠 추적시스템 설계 및 구현)

  • 서영호;김원겸;이선화;황치정
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.5
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    • pp.99-109
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    • 2004
  • This paper proposes a new method for tracking image contents, which are re-distributed on the Internet using a web-robot and fingerprinting scheme. The fingerprinting is an extended technique of watermarking and embeds identity of the customer into the content as a fingerprint in a way that is very difficult to erase. The fingerprint in the content can be used widely in the field of the copyright protection technique because it identifies the content itself and includes the information about the original customer. In this paper we discuss an active image tracking system using a web-robot and fingerprinting scheme. In the proposed system the information of the original customer is embedded as a fingerprint into the image content before distribution and also stored into DB. The distributed contents are collected by the web-robot and fingerprinting information is extracted from the contents. Finally the identifying of contents is done by comparing the extracted fingerprint with the selling history of the content.

An Anonymous Asymmetric Fingerprinting Scheme with Trusted Third Party (신뢰기관을 이용한 익명적 비대칭 핑거프린팅 기법)

  • Yong, Seung-Lim;Lee, Sang-Ho
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.7
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    • pp.288-295
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    • 2007
  • The illegal copying and redistribution of digitally-stored information is a crucial problem to distributors who electronically sell digital data. fingerprinting scheme is a technique which supports copyright protection to track redistributors of electronic information using cryptographic techniques. Anonymous asymmetric fingerprinting scheme prevents the merchant from framing a buyer by making the fingerprinted version known to the buyer only. And this scheme allows the buyer to purchase goods without revealing her identity to the seller. In this paper, a new anonymous asymmetric fingerprinting scheme with TTP is introduced. The buyer's fingerprint is generated by the Fingerprint Certificate Authority which is a TTP. When the seller embeds the fingerprint in the digital data, the protocol uses the homomorphic encryption scheme. Thus the seller cannot know the buyer's fingerprint and the buyer's anonymity is guaranteed by using anonymous key pair.

An Investigation into the Effect of Passenger's perceived time pressure on the Purchasing behavior and the Behavior intention after purchase at Incheon International Airport (공항면세점 이용객의 인지된 시간압박이 구매행동 및 구매 후 행동의도에 미치는 영향에 대한 연구)

  • Lee, kang-yeol;Choi, yu-jin;Kim, Mun Hwan
    • Proceedings of the Korea Contents Association Conference
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    • 2015.05a
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    • pp.245-246
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    • 2015
  • 공항면세점 이용객은 항공기 탑승시간으로 인한 제한된 시간으로 인하여 이용객이 느끼는 시간압박과 추가 구매를 유도할 수 있는 충동구매 성향과 이에 따른 영향을 분석하기 위하여 인천국제공항 면세점에서 면세품을 구입한 후 항공기 탑승을 위해 대기중인 이용객 211명을 대상으로 설문조사를 실시하고 이를 분석하였다. 분석결과 충동구매 성향이 낮은 경우 시간압박은 충동구매 행동 및 재구매 의도에 정(+)의 영향을 미치고, 충동구매 성향과 관계없이 만족도는 재 구매 의도에 정(+)의 영향을 미치는 것으로 분석되었다. 본 연구는 시간압박 및 충동구매 성향을 고려한 면세점 운영전략 수립에 반영할 수 있을 것이다.

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The Effect of the Character Attribute of Charged Mobile Messenger Emoticons on the Purchase Intention (모바일 메신저 유료 이모티콘의 캐릭터 속성요인이 구매의도에 미치는 영향)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.209-215
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    • 2017
  • Character of emoticon is considered suitable for expressivity in the digital era mixing and using contents of conversation with images in the course of having a talk with the other party in the mobile space. For the foregoing, this study carried out multiple regression analysis having factors of character attribute such as awareness, friendliness, self-expressivity and image differentiation as independent variables, and purchase intention of purchasers as a dependent variable. Analysis results show that awareness and image differentiation had a positive influence on the purchase intention, whereas friendliness and self-expressivity exerted no significant influence on the purchase intention.

How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.

Status of mobile financial service and electronic payment service for women in their 20s (20대 여성들의 모바일 금융서비스 및 전자결제서비스 현황)

  • Hwang, eui-chul
    • Proceedings of the Korea Contents Association Conference
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    • 2017.05a
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    • pp.67-68
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    • 2017
  • 모바일 쇼핑의 확산으로 소비자들의 '일상적 구매'가 달라지고 있다. 불과 몇 년 전까지만 해도 쇼핑장소는 백화점이나 대형마트에 국한되었던 것이 모바일 기술과 배송기술의 발달로 식품과 생활필수품까지 온라인으로 구매하는 시대가 열리면서 소비자들의 일상이 바뀌고 있는 것이다. 20대 여성들의 모바일기기 통한 모바일 쇼핑 빈번도, 구매시간, 구매상품, 결제방법, 결제시스템 등에 대한 분석을 통해 국내 소비행태를 알아본다.

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Analysis and Design of Game Purchasing Agencies-Reactive Website (게임 구매 대행 반응형 웹 사이트의 분석 및 설계)

  • Kim, Tea Hyeon;Kim, Hee Geun;Kim, JaeSaeng;Kim, In Bum
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.429-430
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    • 2019
  • 현재 구매 대행 쇼핑몰 사이트들이 많지만 증가하고 있는 스마트폰 사용자들을 위한 서비스는 아직도 부족한 상황이다. 본 논문에서는 관련 웹사이트 3개를 선정하여 SWOT 분석을 통하여 비교분석을 하고, 반응형 웹사이트를 통해 스마트폰으로 볼 수 있고 구매 가능한 편리하게 이용할 수 있는 반응형 웹을 통하여 게임구매대행 반응형 웹사이트를 구축하고자 한다.

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A Study of the Influence of Online Digital Character Experience on Offline Related Products Purchasing Intention -Focused on Kakao Friends O4O(Online for Offline) Product Portfolio (온라인 디지털 캐릭터 경험이 오프라인 연관상품 구매의도에 미치는 영향에 관한 연구 -카카오프렌즈의 O4O(Online for Offline) 제품 포트폴리오를 중심으로)

  • Son, Jae-young
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.296-304
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    • 2019
  • The Amazon Go was the catalyst of O4O era. O4O is an advanced business model from O2O, which is the integration of offline service to online, especially through smart phone network. We also find the O2O strategy of digital contents companies such as Kakao and Line. This study examined the relation between online character experience and offline purchasing intention on related character products. The SEM was designed on the former study that based on the theory of user experience and brand attitude. The result of this study shows that the users' online experience have influence on the purchasing intention of offline related products and there exist the mediating routes of satisfaction of user experience, brand preference and brand reliability. There are no statistical support to the relation between satisfaction of user experience and purchasing intention. These points illustrate what marketers better to focus on transmedia strategies.

Audience and Media Predictors for Digital Content Purchases: A Multilevel Approach (디지털 콘텐츠 구매를 위한 고객 및 미디어 요인: 다층수준 접근 방식)

  • Bo-Ram Kwon;HanByeol Stella Choi;Junyeong Lee
    • Information Systems Review
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    • v.22 no.4
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    • pp.115-134
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    • 2020
  • Previous studies on willingness to pay for digital content have mainly focused on audience factors and individual level. To complement the limitation of previous research, this study conducts a multilevel analysis to find the factors influence digital content purchases considering two axes: audience/media factors and individual/household levels. Using a sample of 10,172 individuals within 4,313 households, the analysis results show individual media factors including theater-going, experience with cloud services, and multi-screen service usage have the greatest effects on digital content purchases. At the household level, the media ownership factors that the number of laptops, wireless routers, and tablets have a greater influence than audience factors such as household size or household income. Our findings help scholars to enhance the understanding of individuals' media use considering household environmental factors and shed light on the importance of multi-screen service usage, and content providers to improve their digital content sales using multi-screen environment.