• Title/Summary/Keyword: 쾌락

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Hedonistic Motives in Apparel Buying Process (의류제품의 쾌락적 구매동기에 관한 연구)

  • Park, Eun-Joo;Ha, Soo-Jeen
    • Journal of Global Scholars of Marketing Science
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    • v.7
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    • pp.303-320
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    • 2001
  • The purpose of the study was to investigate the hedonistic motives experienced by consumers in the apparel buying process. We carried out in-depth interviews by 32 women living in Pusan and to examine the hedonistic motives related to the apparel buying process. It was conducted and analysed by the Spradley's developmental research method.The results showed that the hedonistic motives in apparel buying process, consisted of four components at least, such as Symbolism, Conformity, Distinction, and Impulsiveness. Symbolism represented the social-psychological aspects related to the apparel buying process, such as occupation, role, and self-image etc. Conformity in the apparel buying process was usually influenced by mass-media, and companions. Consumers had strong needs of distintion for self-actualization and self-esteem in apparel buying process. The impulsiveness in apparel buying process were related to the antecedent moods, affection, tastes, price, display, and sales person or accompanied friends. We found that the hedonistic motives in the apparel buying process connected with the emotional responses and were played an important role on the consumer satisfaction in the apparel buying process. They provide informations about hedonistic motives of apparels to consumer behavior researchers and retailers related to apparel products.

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Effects of Online Shopping Mall Using Value on User Attitude and Customer Loyalty: Focus on A Comparison Between A Variety Seeking (온라인 쇼핑몰 이용가치와 플로우 및 고객 충성도의 관계: 다양성 추구 성향을 중심으로)

  • Jung, Sung Gwang;Choi, Mi Ri;Choi, Young Min
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.5
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    • pp.89-102
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    • 2018
  • This study classified online shopping mall using value as utility and hedonic value based on previous studies. And we examine the effect of online shopping mall value on user attitude and customer loyalty. Meanwhile, variety seeking is a personal tendency that wants to new change over time. The purpose of this study is to investigate the difference of online shopping mall usage value(utility, hedonic), user attitude according to variety seeking. The following are main results of this study. First, utility value and hedonic value have a significant effects on user attitude. Second, user attitude of online shopping mall have a positive effect on customer loyalty. Third, The relationship that online shopping mall using value affect user attitude is differ depending on variety seeking. Based on these findings, in this study examined the significant influence of online shopping mall using value, user attitude, customer loyalty. this study suggested to marketing practitioners the need for different approach by a variety seeking.

The Research on the Factors of the Experiential Intention on Broadcast Program - hedonic value and utilitarian value - (방송프로그램의 특성이 경험의도에 주는 영향 - 실용적 가치와 쾌락적 가치의 매개 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.217-236
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    • 2012
  • This study attempts to suggest a model on the factors of the experiential intent. We propose a model that includes (1) the entertainment, aesthetic, empathy, information as exogenous constructs, (2) utilitarian value and hedonic value, as mediating constructs (3) experiential intent, as endogenous construct. To test the model, we analyze the data using the LISREL structural modeling. The results of our analyses suggest, as expected, that program traits -entertainment, aesthetic, empathy, information- influence utilitarian value and hedonic value, in turn, utilitarian value and hedonic value influence the experiential intent. We conclude with a discussion of managerial implications, including the potential to advance understanding the factors of experiential intent on broadcast program.

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The Effect of Uncertainty Avoidance on Purchase Deferral Intention in Online Shopping : The Moderating Effect of Consumption Values (온라인 소비자의 불확실성 회피성향이 구매연기의도에 미치는 영향 : 소비가치의 조절효과를 중심으로)

  • Kim, Eun-cheol;Kim, Da-young;Kim, Pu-reum;Kang, Do-yoon;Park, Euna
    • Journal of the Korea Convergence Society
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    • v.10 no.11
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    • pp.283-288
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    • 2019
  • This study investigated how consumer's uncertainty avoidance affect purchase deferral intention when purchasing high-involved products (i.e. laptops) in online shopping, and we looked at whether utilitarian/hedonic consumption value has a moderating effect in this relationship. Results showed the higher the uncertainty avoidance, the higher the deferral intention. Also, only the utilitarian consumption value had moderating effect in this relationship. This means that in an information overload situation like online shopping, consumers are more likely to delay their purchase intention when they have more uncertainty avoidance. Thus, to prevent this purchase delay, marketers should selectively present relative product information, strategically emphasize the importance of certain product attribution to reduce consumers' uncertainty of the product or highlight the utilitarian values of product attributes that are expected to have a significant impact on decision making.

A study on the Factors Influencing the Repeat Purchase Intentions of Flower Products (플라워 상품의 재구매의도에 미치는 요인에 관한 연구 -개인소비자를 중심으로-)

  • Chu, Younghee
    • Journal of the Korean Society of Floral Art and Design
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    • no.40
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    • pp.125-136
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    • 2019
  • This study aims to examine the important factors of flower shops' store attributes influencing the repurchase intention for people who buy flowers for themselves with a hedonic shopping motivation. This study was verified by empirical survey and the results are summarized as follow. First, it was found that price, salesperson's professionalism, store accessibility had a significant positive impact on the repurchasing intention of flowers. Second, it was found that price is the first important factor influencing the repurchasing intention of flowers, and next salesperson's professionalism is the second important one, and lastly store accessibility is the third important one. For implications of this study, this study investigated the cause-and-effect relationship between flower shops' store attributes and the repurchasing intention of flowers for people who buy flowers for themselves with a hedonic shopping motivation, so it provides a theoretical foundation for further studies.

The Effects of Hedonic Versus Utilitarian Attributes on the Consumer Acceptance of Intelligent Products (지능형제품의 쾌락적 속성과 실용적 속성이 소비자 수용도에 미치는 영향)

  • Kwak, Sonya S.
    • Design Convergence Study
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    • v.15 no.2
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    • pp.333-345
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    • 2016
  • Recently, an intelligent product in which information and robotic technologies are applied to an existing common product, called a mother product has been developed. In order to develop intelligent products which could be accepted by users, various intelligent product design methods have been introduced considering various interaction aspects or intelligent parts to be made. However, as an intelligent product is originated in a mother product, intelligent product design methods based on product attributes need to be explored. In this study, the impact of intelligent product types by product attributes on users' acceptance was investigated by comparing hedonic intelligent products and utilitarian intelligent products. An experiment was executed with child slippers as a case. As a result, participants evaluated utilitarian intelligent products more positively than hedonic intelligent products. They showed higher purchase intention and willingness to pay toward utilitarian intelligent products than hedonic intelligent products. In the case of child slippers, even though the hedonic attributes could be expected as they are child products, utilitarian attributes were perceived as much more important than hedonic attributes as the child slippers are related to the floor noise which is a severe social problem.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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