• Title/Summary/Keyword: Chinese Consumer

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The Effect of Relational Bonds on Consumers' Engagement in Live Commerce: Mediating Role of Fanship and Moderating Role of Consumers' Social Support (라이브 커머스에서 관계유대가 인게이지먼트에 미치는 영향: 팬쉽의 매개 효과와 사회적 지지의 조절 효과)

  • Liu, Meng-Meng;Im, Seung-Hee
    • Asia-Pacific Journal of Business
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    • v.13 no.2
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    • pp.63-77
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    • 2022
  • Purpose - The purpose of this study is to examine the mediating effect of fanship between relational bonds and consumers' engagement. Also the study demonstrates the moderating effect of consumers' social support between relational bonds and fanship. Design/methodology/approach - The data were collected from Chinese consumers who have used live commerce within the last 6 months. The survey was conducted using self-reported questionnaire and a total of 276 questionnaires were used for the analysis. Regression analyses with bootstrapping were conducted to test the research models. Findings - Findings of the study showed that fanship mediated the relationship between financial bonds, social bonds and consumers' engagement. Furthermore, consumers' social support such as informational support and emotional support moderated for the relationship between relational bonds and fanship. Research implications or Originality - The findings of the study contributes to providing a theoretical framework to explain consumer behavior in a live commerce by examining the relationship between financial bonds, social support, fanship, and engagement.

Analysis of Dollarization Hysteresis among North Korean Consumers

  • Jooyung Lee
    • East Asian Economic Review
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    • v.26 no.4
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    • pp.279-304
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    • 2022
  • This paper quantitatively analyzes the current status of North Korean consumer payment instruments through a questionnaire survey of 292 North Korean defectors. In the 2010s, it was found that the payment experience ratio of domestic currency cash and grain decreased, while the payment experience ratio of foreign currency cash increased. The use of foreign currency reached a stage where it was spread not only as a store of value but also as a medium of exchange. However, the most frequently used payment instrument by North Korean consumers was still domestic currency cash. By region, in inland urban areas both domestic currency cash and U.S. dollars are used and in the North Korea-China border region both domestic currency cash and Chinese yuan are used, while in inland rural areas dollarization does not occur because both domestic currency cash and grain are used. Meanwhile, despite the stable price trend during 2013-2019, the dollarization hysteresis effect is appearing, and both the purchasing power risk theory and the network externality theory are considered to have explanatory power for the cause. The results of this paper suggest that as dollarization is intensifying, it is expected that more costs such as shortages of commodities will be incurred than in the past if North Korea's de-dollarization policy is reimplemented. Also, in the case of domestic currency cards, which the North Korean authorities introduced in 2015 as part of a means of financial reform, this paper suggests that it may continue to be difficult for domestic currency cards to normalize official finance under the dollarization hysteresis.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

A Cross-Cultural Research of Knitwear Purchasing Behavior of U.S., Korean, and Chinese Female College Students (글로벌 마케팅을 위한 미국과 한국, 중국 소비자들의 니트웨어 구매 패턴 연구)

  • Lee, Ok-Hee;Kang, Young-Eui
    • The Research Journal of the Costume Culture
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    • v.15 no.3 s.68
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    • pp.394-404
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    • 2007
  • The purpose of the study was to analyze the difference in knitwear purchasing behaviors of female college students in the U.S., Korea, and China. It was developed questionnaire that included knitwear purchasing behavior that is fashion information sources, evaluation criteria of knitwear products, store attributes of knitwear, knitwear buying places, and purchasing experience of foreign-made knitwear. The final sample used in this study consisted of 119 female college students in U.S., 150 female college students in Korea, and 217 female college students in China. Aged from 18 to 33. ANOVA, factor analysis, Duncan's multiple range test, frequency, and percentage as analysis methods were used. The results of the study were as follows. The preference of knitwear among the respondents was shown highly. This result is due to a world-wide trend of casual clothing, and is to prove, that knitwear is that made with flexibility, drape, and stretch, is the item that is able to satisfy consumer's desires. Knitwear preference of knitwear the U.S. respondents was shown highly, and buying intention of them was also high, not only for sweaters and t-shirts but for pants, skirts, jackets, coats, and dresses as well. Knitwear information the U.S. respondents considered important, was not only purchasing experience but also shop display and magazine advertisements. By evaluating criteria of knitwear, the U.S. respondents considered good fit, design, color, and comfort important, and they didn't consider the country of origin important. By store attributes of knitwear, the U.S. respondents specially considered the display, variety, price level, and sale frequency of merchandise. The respondents of China was shown higher than them of Korea in the intention of all items. Knitwear information the China respondents considered important, was not only purchasing experience but also shop advertisements of Newspaper and magazine and fashion articles in Newspaper and magazine. By evaluating criteria of knitwear, the China respondents considered good fit, design, color, and comfort important, and they considered fiber content and the country of origin higher than the respondents of U.S. By Store attributes of knitwear, the China respondents specially considered product knowledge and friendliness of sales personnel, Layaway payment plan, Brand names, New Fashion, and Dressing Facilities higher than the respondents of U.S. or Korea.

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An Analysis of Influential Factors from Continuous Use by Mobil Game Users : Lifestyle under Gender and Nationality (모바일게임 이용자의 지속사용 영향요인분석: 성별과 국적에 따른 라이프스타일을 중심으로)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.381-390
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    • 2017
  • Lifestyle is an important variable to understand consumer behavior because it is a lifestyle that is common to all members of society or some members of society. so In this study, the survey has been performed on adult mobile game users over the age of 20 in Korea and China to evaluate the correlation between lifestyle and will of continuous use of game by mobile game users, and the hierarchical multiple regression analysis has been performed on the collected data by using the statistical package program SPSS 20.0. There were total 212 respondents with the gender ratio of 50:50, and 107 respondents were Korean, and 105 respondents were Chinese. As a result of study, first, regardless of lifestyle, more male and more Chinese respondents showed higher will of continuous use. Second, among mobile game user lifestyles, the challenge-oriented, trend-oriented, conservative, and ostentatious lifestyles could become significant causal variables for the will of continuous use of game. Yet, the influence of such lifestyle was not correlated with individual genders or nationalities. The result of this study will be provided as the basic data to establish the strategic solution for companies and government policies for entrance into the mobile game market of China in the future.

A Study on the Purchasing Intention of Paid Items in Mobile Social Game-Focusing on game and personal characteristics (모바일 소셜 게임 기반으로 유료아이템의 구매의도에 미치는 영향 - 게임특성 및 개인특성 중심으로 -)

  • Cao, Long-Fei;Kyung, Byung-Pyo;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.385-393
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    • 2020
  • Focusing on the Chinese market of MSNG (Mobile Social Network Game), perceived flow and satisfaction were designed as parameters, purchasing intention was set up as dependent variables, the purpose of present research is to analyze the factors influencing purchase intention of the paid items in mobile social games by studying the game and personal characteristics in terms of interoperability, accessibility, interesting, operability, innovativeness and challenge. Data was collected by questionnaires, Amos was employed to analyze the relationship between purchase intention and target influencing factors. Results showed that characteristics of game and consumers of MSNG have positive effects on the flow and satisfaction of paid items. Moreover, the flow of paid items in MSNG has a positive effect on satisfaction; the flow and satisfaction of paid items in MSNG have a positive effect on purchase intention. more samples and references should be involved in the further study in order to acheive an comprehensive result on comparative study of the social and cultural characteristics between Chinese MSNG and Korean counterpart.

A Study on an effects of China consumers' self-congruence and public-cultural involvement on Hallyu contents evaluation and attitude (중국 소비자의 자기일치성과 대중문화 관여도가 한류콘텐츠 평가와 태도에 미치는 영향에 관한 연구)

  • Park, Se-Jeung;Choi, Jiyeon;Noh, Jeonpyo
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.377-388
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    • 2016
  • The purposes of this study are; first, to supply useful suggestions for the market segmentation of the Chinese market according to individual psychological variables(self-congruence) of customers. Second, it figures out the relative importance of actual self-congruence and ideal self-congruence. Lastly, it reveals whether there are any differences in the preference of attributes according to the popular cultural involvement. According to the results, actual self-congruence had a positive influence on the contents factor evaluation while ideal self-congruence had positive effect on the human and cultural factors evaluation. Also, the human and cultural factor had a positive influence on the purchase intention, as well as content factor and cultural factor had the influence on the word-of-mouth. In addition, the group of highly interested in the involvement at the popular culture was significantly higher in the evaluation on the human and contents factor than the low group.

A Text Mining Analysis of Attributes for Satisfaction and Effect of Consumer Ratings to Korea and China Duty Free Stores - Focusing on Chinese Tourists - (텍스트 마이닝을 통한 한국과 중국 시내면세점 만족 속성과 소비자 평점에 미치는 영향 분석 -중국인 관광객을 중심으로)

  • Yang, DaSom;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.1-9
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    • 2020
  • This study aims to find new attributes by analyzing Korea and China duty free store online reviews and examine the influence of these attributes on star ratings(satisfaction)of duty free store. For study, we used Dazhong Dianping that largest online review site in China. Using R, we analyzed 5,659 reviews of Korea duty free store and 4,051 reviews of China duty free store. According to the analysis, Sale, Food and Membership attributes had a positive effect on star rating of Korea duty free store. Sale, Product, Airport, Food and Membership had a positive effect on star rating of China duty free store. This study has identified new factors such as food that showed the importance of providing space of restaurants while shopping at duty free store. This study has contributed to the existing literature by finding new attribute such as food. Practically, this finding will help to duty free industry workers better understand the impact of providing space of restaurants on duty free store.

A Study on the Development of Children's Clothing Design as a Cultural Korean Wave Product -Focusing on the Production Work (한류 문화상품으로써의 아동복 디자인 개발에 관한 연구 -작품 제작을 중심으로)

  • Byun, Mi-Yeon;Baek, Min-Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7485-7493
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    • 2015
  • With the popularity of Korean Wave, making cultural goods specific for Hallyu tourists is getting more important. However, there are mainly daily life goods using celebrity character-based ones. Remarkably, there are only a few cultural goods especially in practicality-based clothing category. In particular, few cultural goods related to children's wear have been developed. Therefore, if children's wear is developed as Korean Wave cultural goods considering Chinese consumers' pattern and Korean Wave cultural goods, it will be helpful for revitalizing the Korean Wave and Korea's fashion market. In this regard, the purpose of this study is to develop children's wear design as Korean Wave cultural goods, thereby presenting empirical research results and fulfilling its following objectives: First, it is to identify the concept of Korean Wave cultural goods, to analyze the current status to finally establish data to develop Korean Wave cultural goods needed at this time. Second, it is to make real-life size works through development of designs to provide the empirical data for Korean Wave cultural goods market. For the research method and contents the review of the previous research, in-depth interview for qualitative research, and empirical research using market research and development of work were performed. Through the final research outcomes, Korean Wave cultural goods, the children's wear that can meet the consumer's needs were presented as empirical data. The study can be used as basic data for domestic fashion market and cultural product market and it is meaningful as a reference for the analysis on the Chinese consumers' needs.

The Strategic Direction for Product and Service Content Development according to Generation Cohorts and Consumption Values : A comparison of Korea and China (한중 50대와 20대의 소비가치 비교연구를 통한 제품 및 서비스 콘텐츠 개발 방향 탐색)

  • Kwon, Junhyun;Han, Semi;Kim, Sook-Eung;Kim, Eunhye
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.1-13
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    • 2018
  • Senior business has been paid attention due to rapid global aging and baby boomers turning 60. However, senior business is not successful as expected because of a lack of understanding of consumers and small size of Korean domestic market. Understanding of senior consumers and overseas markets and providing attractive product and service contents needs to overcome the current challenges. Therefore, this study explores and compares consumers of different generation and different countries. We employ consumption value theory and analyze which consumption values are perceived strongly by each four group(Korean consumers in their 20s, Korean their consumers in 50s, Chinese consumers in their 20s, and Chinese consumers in their 50s). We conducted online survey to compare consumption values among samples of consumers in two countries: Korea and China. There are forty survey instruments in twelve consumption values. The results can be used to develop a strategy for planning, developing, distributing, and promoting product and service contents which consumers, in particular baby boomers, have a strong intention to purchase it.