• 제목/요약/키워드: Consumer culture

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중고거래 어플리케이션 <당근마켓> 리뷰텍스트에 나타난 소비자의 인성 함축단어 텍스트마이닝 분석 (Analysis of Text Mining of Consumer's Personality Implication Words in Review of Used Transaction Application )

  • 정예린;주영애
    • 한국콘텐츠학회논문지
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    • 제21권11호
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    • pp.1-10
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    • 2021
  • 본 연구는 중고거래 어플리케이션 <당근마켓>의 리뷰텍스트에 나타난 소비자의 인성 함축단어의 사용실태를 분석하였다. 데이터 수집은 2021년 5월로부터 과거 6개월간 서울과 경기권을 대상으로 하였다. 이는 웹 크롤러를 개발하여 무작위 추출 총 1368건을 수집 후, 최종 570건을 전처리하여 사용하였다. 결과는 다음과 같다. 첫째, 제품의 상거래 플랫폼임에도 리뷰텍스트의 48.2%는 소비자의 인성 관련 내용이었다. 둘째, 리뷰 텍스트는 긍정적 반응이 주를 이루며 이는 감사라는 키워드를 기반으로 텍스트 네트워크 구조를 형성하였다. 셋째, 소비자 인성을 함축하는 리뷰 텍스트는 소비자의 '대타적 인성'과' 대내적 인성'으로 그룹화되었고, 이는 플랫폼에서 통합적으로 작용하였다. 결론적으로 인성 관련 요인들이 플랫폼 거래 과정의 상호작용에서 중요한 역할을 함을 확인하였고, 앞으로 플랫폼의 서비스 품질에도 소비자의 인성이 경쟁력으로 작용할 것이므로, 이에 대해 다각도에서 연구되어야 할 것임을 제언하였다.

노인가계 유형별 경제구조 분석 (Economic Structure Analysis According to Old Age Household Type)

  • 한수진;서지수
    • 가정과삶의질연구
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    • 제26권2호
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    • pp.83-101
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    • 2008
  • This research performs a multi comparison between the age of old households and the economic structure according to accommodation type as well as analyzing the economical structural difference of each type based on the features of aged households. The paper classified aged households into 3 groups according to age distribution. The economic structure analysis according to the age of old households and accommodation type was shown as follow: First, the economical structural analysis based on the age of old households showed a statistical difference in the total, labor, business, property and transfer income variables according to the age of each sample group. However, the non-business income and liabilities did not show a significant difference. Second, in the analysis of different economic earnings and initial expenses of middle-aged households according to the age distribution group showed a disparity in the total, labor, business, property, and transfer income variables according to the age of each sample group. However, aged households showed a statistical difference in total, labor, business and transfer income variables. Third, in the analysis of difference in the expense provision and size of consumption, there was a statistical difference in the expense variables of total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, and communication. Fourth, in the analysis of difference in the size of consumption expense, the initial and middle-aged households showed a statistical difference in the total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, communication, and consumption expense variables. However, the analysis of aged households has shown a statistical difference in the total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, and communication expense variables. The study found a statistical difference in the expense for hygienics that did not appear in the initial and middle-aged households.

문화마케팅을 통한 패션업체의 브랜드 이미지 관리에 관한 연구 -패션브랜드와 문화예술 이미지 부합도를 중심으로- (A Study on the Effect of Cultural Marketing on Fashion Brand Image Management)

  • 황선진;이윤경
    • 한국의류학회지
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    • 제32권2호
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    • pp.223-234
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    • 2008
  • This Study is designed to identify the appropriate fields of culture and art supporting activities in fashion business and to propose an effective culture and art strategy on establishment of positive fashion brand attitude. Subjects of this study were 242 young male and female consumers interested in fashion and culture marketing activities. Data were analyzed by using SPSS 12.0 with Independent-Sample T-Test, ANOVA, Duncan test. Also, we suggested the FBFit(Fashion Brand-Mecenat Fit) model by using Prefmap3. The results are as follows: First, it was revealed that culture art marketing activities such as a film, a popular music, a musical of the art and culture fields were important for maintaining the positive fashion brand image. Second, the consumer with recognition of culture and art supporting activities had a positive attitude on culture and art marketing of fashion brand. Third, FBFit model was revealed that there was a significant difference an appropriate culture and art fields for each fashion brand image. Therefore, each fashion brand has to select appropriate fields of culture and art marketing activities by considering their fashion brand image with a long term perspective.

SPACE STRUCTURE ANALYSIS OF COMPLEX CULTURE SHOPPING FACILITY.

  • Jae-Hong Hwang;Byung-ju Ank;Whoi-yul Kim;Jae-Joon Kim
    • 국제학술발표논문집
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    • The 3th International Conference on Construction Engineering and Project Management
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    • pp.1128-1133
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    • 2009
  • Recently super complex culture shopping facility development seeks consumer' convenience present and are coming restaurant neighborhood, cinema, shopping, hotel etc, according to intensive plan. Such as complex culture shopping facility was developed to most subway station area center and have concept that is space for a main facilities or space for environment protection, citizens' a rest in city. Howeve,r space of recently domestic large size complex culture shopping facility that do not plan systematically was lacking and caused result that do not use efficiently space. Limited extent of research that define complex culture shopping equipment and analyze form of space and present space planning with analysis of research connected with complex usage development.

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Cross-cultural Service Variation: Airline Service Quality

  • Nam, Sung-Jip
    • 유통과학연구
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    • 제13권9호
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    • pp.19-27
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    • 2015
  • Purpose - In a global economy, marketers are required to understand service quality from an international consumer viewpoint. Despite the increased need for cross-cultural research, few studies have developed service quality research international in scope. The present research aims to shed light on variations in airline service quality among international consumers. Research design, data, and methodology - Conducting crosscultural research, this study compares airline service quality variations, investigating an international consumer group and a Korean consumer group. T-test and factor analyses are applied to examine mean scores and factor structure of the airline service dimensions. Results - The results indicate there are significant differences in mean comparisons between the groups. The international consumers indicate significantly higher service perception scores than the Koreans. Further, we find that the factor structure of airline service quality diverges between the groups. The international group considers airline service quality in four dimensions, while Koreans consider it in two. Conclusions - The study sheds new light on international service variations and suggests that the field of airline service quality may differ by nations and/or cultures.

우리나라 소비자가 추구하는 생활표준 : 질적 접근법을 이용한 소비자연구 (The Standard of Living Aspired by Korean Consumers : A Consumer Research with a Qualitative Method)

    • 가정과삶의질연구
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    • 제15권3호
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    • pp.15-32
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    • 1997
  • The purpose of this study is to understand the elements of the standard of living aspired by today's Korean consumers with the consumer choice theory of the institutional school. This study attempted a qualitative method that is narration to collect live stories from 12 narrators. The results of this study indicated that Korean consumers eagerly aspired socially oriented standard of living which is farely materially oriented and mainly composed of a fixed list of famous brands. The physiological and welfare elements of the standard of living were not expressed in 12 narrators' stories. The personal and individual elements were also expressed within a limited extend. These results imply that the neoclassical theory of consumer choice is not appropiate for consumers in culture of collectivism.

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R을 이용한 1인 가구의 온라인 쇼핑 동기 분석 (An Analysis of the on-line Shopping Motivation of One-person Households using R)

  • 전병호
    • 디지털산업정보학회논문지
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    • 제15권1호
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    • pp.123-132
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    • 2019
  • As the one-person households with economic power have increased, the consumption culture changed as well. The primary purpose of this study is to investigate the on-line shopping motivation of one-person households in terms of consumer value. Economic value, emotional value, convenience value, social value were identified as affecting factors of satisfaction and intention to re-use of on-line shopping purchasing based on prior studies of on-line shopping behavior. This study tested the hypothesized model targeting 244 one-person households who have purchased products in on-line shopping mall. According to the results of analysis by using R, economic value, emotional value are significantly related to the consumer satisfaction but convenience value, social value are not. Consumer satisfaction of online purchasing was also shown to be related to the intention to re-use. However no difference between men and female was shown in shopping motivations. The research result can provide useful guidelines and strategies for one-person households with online shopping malls.

대중문화의 유형과 디자인 기획 (Types of Popular culture and Design planning)

  • 전선자
    • 한국디자인학회:학술대회논문집
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    • 한국디자인학회 2000년도 추계 학술발표대회 논문집
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    • pp.88-89
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    • 2000
  • 대중문화의 용어는 독일어로서 '마스'(Uass)와 '쿨투어'(Kultur)의 복합어이다. '마스', '마센'(복수: 많은 정도를 의미함)이란 유럽사회에서 비귀족적이고 교육을 받지 못한 계층으로, 오늘날 중하 이하 계충의 사람들을 칭하는 말이다. '쿨투어'(문화라는 의미)는 영어의 '하이 컬처(high cultur) 즉 고급문화'로서 유럽사회의 교육을 잘 받은 엘리트 계층이 수용하는 미술, 음악, 문학 등과 상징적 산물인 건축의 실내외 장식, 조경 등을 가리킬 뿐만 아니라 이러한 문화예술의 애호가들인 교양인, 지식인의 감정이나 사고의 유형 등까지도 포함하는 말이다.(중략)

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복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 - (Generational malling culture in multi-complex shopping malls - Entertainment experiences -)

  • 박민정
    • 복식문화연구
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    • 제21권5호
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

후원형 크라우드 펀딩에서의 목표 구배 효과; 프로젝트 카테고리 별 차이를 중심으로 (Goal Gradient Effect in Reward-based Crowdfunding; Difference in Project Category)

  • 황지현;최강준;이재영;서승범
    • 지식경영연구
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    • 제20권3호
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    • pp.173-193
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    • 2019
  • Reward-based crowdfunding is a funding platform that allows funds to be raised to early operators who have lack of funds, and is seen as an outstanding infrastructure that is going to lead the fourth industrial revolution in that it is a field of realization of new technologies and creative ideas by start-ups. Reward-based crowdfunding has grown in line with the trend of the fourth industrial revolution, and funding success cases are taking place in various industries that culture/art to technology/IT, including as a new means of knowledge management in a rapidly changing industrial environment. The study focused on the fact that consumer's donation purposes may also vary depending on the category of projects classified as reward-based crowdfunding. Because consumer payment decisions and motivation of consumer purchasing behavior are classified according to the purpose of purchase, the previous papers that the goal gradient effect that the main motivation of consumer donation for reward-based crowdfunding introduced vary depending on project category of utilitarian and hedonic. In this study, consumer's daily donation data is collected by Indiegogo which is a leading reward-based crowdfunding company using web-crawling and the model was defined as propensity score matching (PSM) and random effect model. The results showed that the goal gradient effect occurred in utilitarian project category, but no goal gradient effect for the hedonic project category. Furthermore, this paper developed the study of motivation of consumer donation and contributes theoretical foundation by the results consumer donation may vary depending on the project category; also, this paper has implications for an effective marketing strategy depending on the project category leaves real meaning to the projector.