• Title/Summary/Keyword: Consumer's Emotion

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A study on consumer satisfaction based on company mistakes compensation program for companies advancing into overseas market: a comparison of laptop and restaurant service between Korean and Japanese consumers (해외진출 기업을 위한 기업과실 보상프로그램의 소비자 만족도 연구 : 한.일 소비자의 노트북 구매와 레스토랑 서비스 비교)

  • Sohn, Won-Sang
    • International Commerce and Information Review
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    • v.15 no.1
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    • pp.3-34
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    • 2013
  • This research, which was experimented by dividing tangible and intangible products, established the influence that affects recovery for consumers' complaint behavior and behavioral intention as per each different compensation program. In Experiment 1, the consumers, who experienced complaint behavior owing to company's mistake, have preferably recovered through the compensation program offered by the company. However, there was a significant difference in preference recovery between products that caused complaint behavior. According to the study result, the more clear preference recovery was shown in the case of purchasing laptop than the case of dining in family restaurant. Additionally, the consumers' emotion recovery was possible through compensation.; There was a emotion recovery disparity depending on product type between purchasing laptop case and dining in family restaurant case. The consumers, who experienced complaints, were only able to recover their preference, emotion, and behavioral intention through compensation of which recovery was greater in tangible product case than ordinary service. Meanwhile, there was no distinct difference between recovery compensation types even though the products were identical-type ones whereas it appeared that such tangible product which showed greater purchasing effort as laptop computer was more effective in stimulating emotion response. In Experiment 2, the purpose was to find out the difference between complaint behavior and its recovery process shown after purchase by Korean and Japanese college students, who have different consumer purchasing habits. The both consumers of the two countries, who experienced complaint behavior, demonstrated precise difference in preference recovery while the emotion and behavioral intention exhibited no disparity between the two consumer groups. In this experiment, it was learned that Korean college students were show-off purchase type consumers while on the other hand, the Japanese college students were famous product purchase type consumers. Thus, there was a clear difference in laptop computer purchase process and post-purchase evaluation between these two groups. In particular, the Korean college students had quicker preference recovery through compensation than the Japanese college students on account of their tendency to be consciousness of others. Nevertheless, there was no difference between the emotion recovery and re-purchase recovery and therefore, the compensation program for complaints was proven to affect the emotion and behavioral intention.

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Defining Essence and Research Scope of Design Marketing (디자인마케팅의 본질과 연구영역에 관한 연구)

  • Lee, Jin-Ryeol
    • Science of Emotion and Sensibility
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    • v.9 no.spc3
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    • pp.197-208
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    • 2006
  • Modern corporations are changing their strategies from 4P-based marketing strategies which have been used for logic-based consumers in the past to perception-based marketing strategies which will be performed for current emotion-based consumers. Therefore, the importance of emotional marketing, which means the integrated strategies approaching consumers by combining logic-based marketing strategies and emotion-based design strategies, has been increased. However, existing researches have not tried to suggest the essence and research scope of design marketing and verify the applicability of each research sectors but only tried to apply some marketing tools in design process. Regarding this, this study suggests that the essence of design marketing has to be defined first then various and systematic academic reviews have been performed on each research sectors of it before design marketing tools are applied in design practices. In addition, this study suggests 3 research categories of design marketing based on traditional marketing. They are first, understanding consumer's decision making precess for design and next, introducing and applying various research tools ant last, applying various strategic tools for strategy-making based on situation understanding. Finally, this study suggests future research directions on 3 research categories mentioned above.

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A Comparative Study of Emotional Response to Korean Drama among Countries: With Drama 'Goblin' (한국 드라마 수용에 있어서 국가별 감정 반응 분석: 드라마 <도깨비>를 중심으로)

  • Lee, Yewon;Woo, Sungju
    • Science of Emotion and Sensibility
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    • v.20 no.4
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    • pp.31-40
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    • 2017
  • This research aims to investigate 'Hallyu' contents consumption tendency of consumers from Korea, Japan, and the United States by analyzing their emotional responses. With the development of social media, research on emotion analysis by reviewing text materials has grown. Whereas environmental variables affect consumer demand towards 'Hallyu' contents, little comparative analyses have been conducted on the emotional responses of consumers from different countries. In this research, the emotional prototype model proposed by Russell(1980) used to extract and distinguish emotional words to clarify how people in the three countries differently perceive the Korean drama "Goblin". First of all, the SNS reviews were collected during a two-month period (February 12 to April 12). Second, significant factors were identified in the collected data according to Russell's emotion model. Third, random forest was applied to organize the selected variables in the order of variable importance. Fourth, the correlations among the emotional words were compared. Lastly, the accuracy of the trained model was measured using the test dataset. The results show that "Happy" was found to be the greatest factor in Korea and in the United States and "Pleased" in Japan. Emotional words correlations showed that when watching the drama "Goblin", "passive unpleasure" was the main factor associated with individual's interest in Korea whereas "passive pleasure" was associated with individual's interest in Japan and in the United States. Based on the results, this research suggests the possibility of developing evaluation guidelines for emotional responses of different countries towards 'Hallyu' contents.

The effect of multidimensional benefits on customer participation behavior at service encounter -Focus on human service of service providers- (서비스접점에서 다차원적 혜택이 소비자 참여에 미치는 영향 - 서비스접점 종업원 인적 서비스를 중심으로 -)

  • Choi, WooLee;Park, JongHee;Kim, Doyle
    • Management & Information Systems Review
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    • v.39 no.2
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    • pp.95-112
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    • 2020
  • This study intends to identify the main triggers of consumer participation behavior by multi-dimensionally reviewing factors affecting active participation behavior in order for consumers to receive better service at service encounter. We also want to review the impact of service contact employees' human services on consumers' experience of positive and negative emotions while performing participation behavior. This study targeted beauty salon services. Beauty salon services are one of the most important industries for human services because of the relatively long time interaction and the high degree of consumer participation that has a great influence on service outcomes. For an empirical analysis survey was conducted on 446 general consumers. SPSS and AMOS analysis was performed. The results of this study are as follows. First, relational benefits were not significant for consumer participation behavior, and functional benefits and hedonic benefits were significant. Consumer participation behavior was found to have a significant effect on positive emotions, but not on negative emotions. It has been shown that the service provider's human service has a significant effect on both positive and negative emotions. Finally, both positive and negative emotions were found to have a significant effect on service quality. Since beauty services are an industry with high social visibility, it has been shown that relational benefits does not significantly affect consumer participation. Negative emotions perceived by consumers did not significantly affect service quality. It may mean that some negative emotions are insignificant. Further studies will need to classify the negative emotion dimension more closely. It is necessary to review the feelings arising from service employees. Finally, it is necessary to review the various types of services of contact employees.

A Study on the Form Generation Applied to the Variation of Rhythm Affection Aesthetic Elements - Focused on Korean Typeface - (심미적 요소인 율동의 변화를 통한 형태발상에 관한 연구 -한글서체를 중심으로-)

  • 조경숙;홍정표
    • Science of Emotion and Sensibility
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    • v.7 no.1
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    • pp.9-21
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    • 2004
  • Among the factors of consumer preference, aesthetics has been importantly considered in competitive market environment. Generally, consumers' purchasing standard is influenced as their awareness increases relative to variations in their lifestyles and due to these changes in consumers' wishes, design techniques and methods are focused towards adapting to these changes. Thus, in order to satisfy consumers' needs, and markets characterized with the short durability cycle of products, a distinctive design should be developed with respect to the form of products. The proposed design should also support form as an important factor to attract consumers preference. This study attempts to understand typology based on a categorization theory, and the conceptual structure of aesthetics. Both are importantly considered simultaneously. In addition, the study proposes a new design process by extracting Rhythm affecting aesthetic. In conclusion, the result of this study aims at developing more consumer preferring design beyond the scope of the ordinary designer's idea and generation.

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Using Text Mining and Social Network Analysis to Identify Determinant Characteristics Affecting Consumers' Evaluation of Clothing Fit (텍스트 마이닝과 소셜 네트워크 분석 기법을 활용한 소비자의 의복 맞음새(Fit)평가에 영향을 미치는 특성)

  • Soo Hyun Hwang;Juyeon Park
    • Science of Emotion and Sensibility
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    • v.26 no.1
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    • pp.101-114
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    • 2023
  • This research aimed to recognize the determinant characteristics affecting consumers' clothing fit evaluation by employing text mining and social network analysis. For this aim, we first extracted text data linked to clothing fit from 2,000 consumer reviews collected from social network services and conducted semantic network examination and CONCOR analysis. As a result, we reported that "pants" and "skirts" were the most commonly associated clothing items with consumers' clothing fit evaluation. And the length of clothing was most commonly investigated. Then, the "waist" and "hip" were the most critical body parts affecting consumers' perception of clothing fit. Further, the four keywords including "wide," "large," "short," and "long" were the most employed ones in consumer reviews when evaluating clothing fit. This study is meaningful in that it specifically recognized the structural relationship and semantic meanings of keywords relevant to consumers' evaluation of clothing fit, which could bring empirical reference information for advanced clothing fit.

Different Look, Different Feel: Social Robot Design Evaluation Model Based on ABOT Attributes and Consumer Emotions (각인각색, 각봇각색: ABOT 속성과 소비자 감성 기반 소셜로봇 디자인평가 모형 개발)

  • 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.

The Impact of Awe on Preference for Innovative Products: The Mediated Moderating Effect of Positive Technology Readiness (경외감이 혁신적 제품 선호도에 미치는 영향: 긍정적 기술준비도의 매개된 조절효과 )

  • Ga Young Lim
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.87-102
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    • 2023
  • Awe is recognized as an emotion linked to enhancing openness to new experiences and broadening one's cognitive perspective through the acquisition of new knowledge. This research aimed to investigate awe's impact on consumer behavior in advertising, using a 2 (emotion: awe/control) × 2 (product type: innovative/non-innovative) experimental design with 118 undergraduate students in Seoul, Korea. Findings revealed that awe-inducing advertising significantly increases product preference and positive technology readiness, particularly for innovative products compared to non-innovative ones or when awe is not elicited. The analysis of moderated mediation showed that positive technology readiness plays a mediating role in the relationship between awe induction and product preference. Notably, in the case of innovative products, awe-inducing advertising heightens positive technology readiness, subsequently increasing consumer preference for these products. These results reinforce existing literature on awe's positive effects, demonstrating its role in augmenting consumers' favorable attitudes toward innovative products. The study offers valuable insights for marketing strategies of companies promoting innovative products or services, highlighting the effectiveness of awe-inducing emotional appeals in shaping consumer attitudes towards innovation.

Emoticon by Emotions: The Development of an Emoticon Recommendation System Based on Consumer Emotions (Emoticon by Emotions: 소비자 감성 기반 이모티콘 추천 시스템 개발)

  • Kim, Keon-Woo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.24 no.1
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    • pp.227-252
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    • 2018
  • The evolution of instant communication has mirrored the development of the Internet and messenger applications are among the most representative manifestations of instant communication technologies. In messenger applications, senders use emoticons to supplement the emotions conveyed in the text of their messages. The fact that communication via messenger applications is not face-to-face makes it difficult for senders to communicate their emotions to message recipients. Emoticons have long been used as symbols that indicate the moods of speakers. However, at present, emoticon-use is evolving into a means of conveying the psychological states of consumers who want to express individual characteristics and personality quirks while communicating their emotions to others. The fact that companies like KakaoTalk, Line, Apple, etc. have begun conducting emoticon business and sales of related content are expected to gradually increase testifies to the significance of this phenomenon. Nevertheless, despite the development of emoticons themselves and the growth of the emoticon market, no suitable emoticon recommendation system has yet been developed. Even KakaoTalk, a messenger application that commands more than 90% of domestic market share in South Korea, just grouped in to popularity, most recent, or brief category. This means consumers face the inconvenience of constantly scrolling around to locate the emoticons they want. The creation of an emoticon recommendation system would improve consumer convenience and satisfaction and increase the sales revenue of companies the sell emoticons. To recommend appropriate emoticons, it is necessary to quantify the emotions that the consumer sees and emotions. Such quantification will enable us to analyze the characteristics and emotions felt by consumers who used similar emoticons, which, in turn, will facilitate our emoticon recommendations for consumers. One way to quantify emoticons use is metadata-ization. Metadata-ization is a means of structuring or organizing unstructured and semi-structured data to extract meaning. By structuring unstructured emoticon data through metadata-ization, we can easily classify emoticons based on the emotions consumers want to express. To determine emoticons' precise emotions, we had to consider sub-detail expressions-not only the seven common emotional adjectives but also the metaphorical expressions that appear only in South Korean proved by previous studies related to emotion focusing on the emoticon's characteristics. We therefore collected the sub-detail expressions of emotion based on the "Shape", "Color" and "Adumbration". Moreover, to design a highly accurate recommendation system, we considered both emotion-technical indexes and emoticon-emotional indexes. We then identified 14 features of emoticon-technical indexes and selected 36 emotional adjectives. The 36 emotional adjectives consisted of contrasting adjectives, which we reduced to 18, and we measured the 18 emotional adjectives using 40 emoticon sets randomly selected from the top-ranked emoticons in the KakaoTalk shop. We surveyed 277 consumers in their mid-twenties who had experience purchasing emoticons; we recruited them online and asked them to evaluate five different emoticon sets. After data acquisition, we conducted a factor analysis of emoticon-emotional factors. We extracted four factors that we named "Comic", Softness", "Modernity" and "Transparency". We analyzed both the relationship between indexes and consumer attitude and the relationship between emoticon-technical indexes and emoticon-emotional factors. Through this process, we confirmed that the emoticon-technical indexes did not directly affect consumer attitudes but had a mediating effect on consumer attitudes through emoticon-emotional factors. The results of the analysis revealed the mechanism consumers use to evaluate emoticons; the results also showed that consumers' emoticon-technical indexes affected emoticon-emotional factors and that the emoticon-emotional factors affected consumer satisfaction. We therefore designed the emoticon recommendation system using only four emoticon-emotional factors; we created a recommendation method to calculate the Euclidean distance from each factors' emotion. In an attempt to increase the accuracy of the emoticon recommendation system, we compared the emotional patterns of selected emoticons with the recommended emoticons. The emotional patterns corresponded in principle. We verified the emoticon recommendation system by testing prediction accuracy; the predictions were 81.02% accurate in the first result, 76.64% accurate in the second, and 81.63% accurate in the third. This study developed a methodology that can be used in various fields academically and practically. We expect that the novel emoticon recommendation system we designed will increase emoticon sales for companies who conduct business in this domain and make consumer experiences more convenient. In addition, this study served as an important first step in the development of an intelligent emoticon recommendation system. The emotional factors proposed in this study could be collected in an emotional library that could serve as an emotion index for evaluation when new emoticons are released. Moreover, by combining the accumulated emotional library with company sales data, sales information, and consumer data, companies could develop hybrid recommendation systems that would bolster convenience for consumers and serve as intellectual assets that companies could strategically deploy.

The Effect of Emotional Responses toward Physical Environment on Switching Barriers and Loyalty (물리적 환경에 대한 감정적 반응이 전환장벽과 충성도에 미치는 영향)

  • Kim, Jung-Hee;Lee, Kyung-Ja
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.209-222
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    • 2012
  • This study tests a model that physical environment for shopping experience consist of the emotional responses of consumers and the effect of it's behavioral reactions. Specifically, this study have discussed how to perceive the attractive environment for customers, how to induce positive feelings or negative, how to form a switching barriers, how to lead loyalty. This findings can be summarized as follows. The results show that the models fit the data well and that nearly all of the hypothesized relationship construct are supported. First, attractive physical environment of the store had an significant effect on positive emotions to customers. Second, positive emotions that customers response about physical environment of store have an significant effect on switching barriers and loyalty. Third, the switching barriers formed in the consumer's mind to store have a significant effect a positive loyalty. The results present that attractive physical environment of stores have been thought to be key to switching barriers and customer loyalty.

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