• Title/Summary/Keyword: 콘텐츠 구매

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Consumer's Perception to Service Relationship Efforts and Mediating Role of Relationship Quality to Relationship Performance in Retailing Stores (소매점의 서비스 관계노력 지각과 관계성과에 따른 관계품질의 매개역할)

  • Choi, Chul-Jae
    • The Journal of the Korea Contents Association
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    • v.17 no.8
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    • pp.535-550
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    • 2017
  • The purpose of this study is to identify the factors that customers perceive as important relationship investment in the relationship efforts provided by retailers for customer relationship purposes and to explain the mediating role of relationship quality such as trust, relationship commitment in the relationship perceived relationship investment and relationship performance. For this study, 270 respondents were surveyed and data were analyzed using SPSS 21.0 and AMOS 20.0 statistical package. Statistical analysis tools, such as SPSS 21.0 and AMOS 20.0 were utilized for ensuring the validity and the reliability, whereas the SEM method was used for testing the research hypothesis. The results of study are as follows. Financial efforts and structural efforts have affected perceived relationship investment. Perceived relationship investment affected trust and relationship commitment but not loyalty. Trust influenced relationship commitment and loyalty whereas relationship commitment did not affect loyalty. Therefore, it is important for retail marketing managers to provide tangible rewards and special benefits at all times in order to recognize that they are doing the best service efforts for customer relations. In order to secure long-term and stable profits by establishing a relationship with them, the service marketing strategies should be promoted to enhance the relationship quality by raising the level of trust.

A Study on the Attributes of Selecting Coffee Shop and Type of Coffee in Relation to the Reason for the Visit: Focused on University Students in Seoul and Gyeonggi Province (커피전문점 방문동기에 따른 커피전문점 및 커피 선택속성 연구(서울·경기지역 대학생을 중심으로))

  • Kim, Jun-Hee
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.409-419
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    • 2016
  • The purpose of this study is to examine the differences of selecting coffee shop and type of coffee according to the reason for the visit. The proposed model was empirically tested by using survey data collected from 209 university students in Seoul and Gyeonggi Province. SPSS has been used to preform this analysis. The study found six reasons for visiting Coffee shops which are convenience, social contact, psychological factor, economic factor, mental factor, and habitual visit. As we gorup these six reasons into three groups, students who visit coffee shops according to economic or habitual factor consider more on 'diversity of coffee'. And students who visit coffee shops according to convenience or habitual factor consider more on 'kindness of worker'. And last group who visit coffee shops according to social factor consider more on 'moderate price of coffee'. The reason why the reason for the visit and the attributes of selecting Coffee Shop are not meaningful to the type of coffee which students chose is that most of students tend to choose certain type such as Americano. And this also result from the traditional managements which don't have enough effort or the differentiation about the variety of menu.

The Effects of Parent Company Image on Brand Portfolio Evaluation (모기업 연상이 브랜드 포트폴리오 평가에 미치는 영향에 관한 연구)

  • Song, Sangyeon;Lee, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.15 no.9
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    • pp.465-477
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    • 2015
  • Today's companies build strong brand assets which, through the expansion of other business areas, promote efficient corporate management. Many companies manage brand assets among through a multitude of brand groups using brand portfolios rather than the single brand strategy. Such brand group influence can be related not only to brand group expansion, but also to parent company brands and product brand groups. The purpose of this study was to identify the effects of parent corporate brand associations on brand portfolio evaluation. The results of the present study is as follows: positive parent corporate brand image was revealed to play a positive role in brand portfolio evaluation. Parent corporate brand image provided endorsement for their product brands, and this can reduce consumer's decision cost on brand portfolio evaluations. This study focused on two types of brand relationship strategy : brand expansion strategy and individual brand strategy. With individual brand strategy, cases where parent company brands provided endorsement and cases to the contrary were studied separately. In cases where well-managed parent corporate brand image were able to provide endorsement in the case of individual brand strategy like that of brand expansion strategy.

Effects of Wine Selection Attributes on Satisfaction and Repurchase Intention -Focused on the Moderating Effect of Wine Involvement- (와인 선택속성이 만족도 및 재구매의도에 미치는 영향 -와인 관여도의 조절효과를 중심으로-)

  • Song, Kyong-Suk
    • The Journal of the Korea Contents Association
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    • v.12 no.5
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    • pp.431-446
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    • 2012
  • In this study, a survey was carried out on wine consumers over age 20 experienced in wine purchase and drinking from December 1 through December 31, 2011 with the object of figuring out the effects of wine selection attributes on satisfaction and repurchase intention, and making an empirical analysis of the difference depending on involvement in wine. The findings of this study are summarized as follows. The effect of wine selection attributes on satisfaction showed that price, label and wine characteristic had a significant positive effect on satisfaction. The effect of wine selection attributes on repurchase intention showed that locality, price, and wine characteristic had a significant positive effect on repurchase intention. For wine attributes affecting satisfaction, the wine involvement moderated the relationship between locality, price, and satisfaction of wine attributes. And for wine attributes affecting repurchase intention, the wine involvement moderated the relationship between label and repurchase intention of wine attributes. In other words, local characteristics and reasonable prices of the cultivation areas for wine, and indigenous characteristics of wine in quality itself supported the existing preceded findings. And these findings showed the characteristics in that the wine involvement moderates satisfaction and repurchase intention.

The factors affecting Visitors' Spending on Local Festivals by applying the Tobit Model -Based on Rice Festivals in Two Regions- (Tobit 모형을 이용한 지역축제 방문객의 지출 영향요인 -두 지역 쌀 축제를 중심으로-)

  • Baik, Un-Il
    • The Journal of the Korea Contents Association
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    • v.12 no.9
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    • pp.479-488
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    • 2012
  • The purpose of this study was to determine the impact in visitors' spending on two separate local festivals, and to present the improved market strategies to attract visitors to revisit the local festivals. This study was also intended to suggest the ways to increase the competitiveness and revitalize the local festivals by improving the existing attractions and creating new attractions based on the visitors' evaluation. On the purpose of the study, we studied the visitors of two local ricefests, Icheon Rice Cultural Festival and Rice Festival in Jincheon Chungbuk, and estimated the determinants influencing the visitors' spending to the festivals by applying Tobit model. Finally, to estimate the behavioral differences in visitors of the two festivals, we compared the estimated determinants for the visitors of each festival by using Log-likelihood Ratio, and analyzed the differences in the factors influencing the visitors' spending. Summarizing the propensity of visitor's spending to local festivals, visitors of two rice festivals buy or tended to buy things on impulse. Therefore, festival industry needs to take measures to efficiently accommodate their expenditures from the stage of designing festivals.

Effects of Reference Price Advertisements by Service Reputation (서비스 명성에 따른 준거가격광고 효과)

  • Park, Min-Sook;Chun, Myung-Hwan
    • The Journal of the Korea Contents Association
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    • v.8 no.9
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    • pp.124-132
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    • 2008
  • Price is an important marketing issue in current competitive environment characterized by various distribution channels such as economic circumstance and the Internet. Many companies, for their best profits, use a price discrimination strategy such as price discount that reinforces consumer's purchasing behavior and they employ advertising strategy by presenting reference price with information of price discount in advertisements. Accordingly, many research verifies the advertising effects of presented reference price in advertisements, this study tries to expand the existing study area which is limited on reference price of product by examining the its effects on service area. It also aims to verify the effects of reference price advertisements by the level of service reputation. For this experiment, a factorial design with service reputation and presented method of reference pricewas used. The result of this study is that attitude toward price and use intention on presented reference price in service advertisements are higher than not presented it. In the case of high service reputation, advertising effect on presented reference price in service advertisements are greater than presented price discount rates in service advertisements. And in the case of low service reputation, advertising effects can be much greater by just presented reference price in service advertisements. Therefore, in service advertisements, strategic views on presented methods of reference price by the level of service reputation are essentially needed.

A Study on Big Data Visualization Strategy Based on Social Communication:Focusing on User Experience (UX) based on Big Data Visualization Types (소셜 커뮤니케이션에 기반한 빅데이터의 시각화(Big Data Visualization) 전략에 관한 연구:빅데이터 시각화 유형에 따른 사용자 경험(UX)을 중심으로)

  • Choo, Jin-Ki
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.142-151
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    • 2020
  • The reason why today's public actively uses social communication is that the necessary information is collected and classified under the name of social big data through the web space to create the big data era, an ecosystem of information. In order for big data information to be used by the public, it is necessary to visualize it easily. This study categorized the types of visualization according to the information of social big data, and targeted the experienced students including the related majors and the general public who need to directly utilize and study the actual big data visualization as an experience evaluation target. As a result of analyzing the experiences of the experienced people, important implications for the visualization method for managing, analyzing, and utilizing the data were derived. The big data visualization strategy is to be expressed in a way that fits the data environment and user's eye level on SNS. In the future, if big data visualization is applied to product service or social trend, it will be an important data in terms of broadening its role, scope of application, and application.

A Study on Element Features and Research Frames of Game Trailers (게임 트레일러의 유형 및 산업적 연구 프레임에 관한 고찰)

  • Kwon, Jae-Woong
    • Cartoon and Animation Studies
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    • s.41
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    • pp.187-222
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    • 2015
  • The quantitave increase and qualitative development in the game industry leads to bitter competition and makes game companies struggle to find better ways promoting their own games. The game trailer is one of the critical ways to publicize diverse games by showing visual images directly. There are three reasons why the game trailer comes into the spotlight these days; the rapid growth of the Internet speed handling the large size of files, the remarkable development of visual image quality just like digital movies, and the advent of video websites such as You Tube that shows huge amount of videos regardless of the type and size. However, there are not enough amount of research on the game trailer because using game trailers as the marketing source is still at an early stage. Therefore, this research focuses on providing characteristics of game trailers that are available for practical market analysis. First, this research shows that game trailers can be divided by the category of display, style, and contents type. Second, this research provides the component parts of game trailers that are divided into contents factors such as characters, backgrounds, events and promotional factors such as title, production company name, distribution company name. Third, this research explores research frames that would be needed to analyze marketing strategies, effects of game trailers, production pipelines and so on. These categorizations would be useful for producing game trailers efficiently and utilizing them effectively.

Acceptability & Acceptance Intention of Younger Children's Parents for Smart Animal Toy (동물형 스마트 토이에 대한 영유아 부모의 수용성 및 수용의도)

  • Hyun, Eunja;Yoon, Hyunmin
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.639-650
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    • 2015
  • The purpose of this study was firstly, to explore the acceptability and acceptance intention of parents for smart animal toys and secondly, investigate whether there is a difference by sex and age. For this purpose, the questionnaire survey was conducted with 344 parents of younger children in Seoul and Gyeonggi Province. As a result, there were significant positive correlations among the relative advantage, aesthetics, social image of smart animal toys, the attitude of the new technology and the parents' acceptability. Whereas there were significant negative correlations among the acceptance risk and the parents' acceptability. The parents' acceptability showed differences in the relative advantages and social image according to the age of the parents and no significant difference according to purchasing experience of smart animal toys. These results indicated that the parents' acceptability and acceptance intention of smart animal toys were similar with the adoption process of innovative products or smart devices. And it was also informed that the most impact factors on parents' acceptance for smart toy were the relative advantage, social image, and the attitude of the new technology. This research will be useful in understanding parents purchasing intention of smart toys and provide valuable implication for smart toy companies, manufacturers, and developers.

A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.