• Title/Summary/Keyword: Consumer sensibility

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The Influence of Food Image Presentation on Purchase Intention With the Use of Augmented Reality: The Mediation Effect of User Engagement (증강현실(AR)을 활용한 음식 이미지 제시가 구매 의사에 미치는 영향: 사용자 참여의 매개효과를 중심으로)

  • Kong, Hae-In;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.65-76
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    • 2019
  • Augmented reality (AR) is the technology in which a virtual image made by computer is integrated with the real world. Food is one of the most popular products purchased online. In this study, we investigated how the presentation of food images with AR affects purchase intention and user engagement. We hypothesized that purchase intention was increased more by AR food images than by static food images. We also examined whether user engagement mediates the relationship between image presentation format and purchase intention. To test this hypothesis, participants in one group saw AR food images, and participants in another group saw static food images on an iPad. All participants then answered questions about user engagement and purchase intention. As predicted, participants who saw an AR food image reported higher user engagement and higher purchase intention than did those who saw a static food image. The indirect effect of user engagement was also significant, and the link between image presentation format and purchase intention was fully mediated by user engagement. We also found that aesthetic appeal, one of the sub-factors of user engagement, fully mediated the link between image presentation format and purchase intention. Thus AR images of food images were aesthetically more appealing, which led to higher purchase intention. These findings suggest that AR technology can be used effectively as a way to advertise food.

The Effect of Advertising Location in Printed Media Advertisement for Multiple Products (복수제품 인쇄광고물에서 광고위치 효과)

  • Park, Sang-June
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.25-34
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    • 2015
  • This paper investigates effective locations for two products in printed media advertisement (in which one is the relatively higher price product and the other is the relatively lower price product), and provides some insights on the effective locations of multiple products in printed media advertisements. For the research purpose, this paper develops 4 different versions of printed media advertisement and conducts an experiment study to compare consumers' responses on the different versions: Type A(the higher price product is located at the left side of advertisement, and the lower price product is located at the right side of advertisement), Type B(the higher price product is located at the right side of advertisement, and the lower price product is located at the left side of advertisement), Type C(the higher price product is located at the top side of advertisement, and the lower price product is located at the bottom side of advertisement), Type D(the higher price product is located at the bottom side of advertisement, and the lower price product is located at the top side of advertisement). The results of the experiment show that marketers can increase consumers' choices on the both products when they locate the higher price product at the left side or the top of advertisement and do the lower price product at the right or the bottom of advertisement.

The Impact of Social Exclusion on Consumer Response : The Moderating Effect of Embodied Cognition (사회적 배제가 소비자 반응에 미치는 효과 : 체화된 인지의 조절효과를 중심으로)

  • Son, Jung-sik;Lee, Byung-kwan
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.107-114
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    • 2015
  • In today's society, the experience of social exclusion caused by being rejected or ignored, leads to negative social consequences, such as aggressive behavior, self-defeating thoughts, and diminished intelligence. This study is performed to examine 1) how two types of social exclusion, rejection and ignorance, affect conspicuous consumption and prosocial behavior and 2) how embodied cognition formed with a firmed muscle moderates their causal relationships. For this purpose, half of the participants in ignorance and rejection conditions were asked to grip their hands to form a firmed muscle (firmed muscle group) while the other half (control group) were not. After the manipulation of embodied cognition, their conspicuous consumption and intention of prosocial behavior were measured. Results show that, in ignorance condition, the firmed muscle group exhibited lower conspicuous consumption and higher intention of prosocial behavior than the control group while, in rejection condition, there were no differences in conspicuous consumption and intention of social behavior between firmed muscle and control groups. Findings indicate that, in the case of social exclusion caused by ignorance, firmed muscle improves self-efficacy, which may increase prosocial behavior.

The Effect of Good and Bad Luck on Attention to Background versus Object: An Exploratory Study (행운과 불운이 배경 대 대상에 대한 주의에 미치는 효과: 탐색적 연구)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.35-48
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    • 2015
  • It is frequently found in daily life that people who experience good luck as lottery winners try to improve their background (e.g., home, car) but it has not been empirically validated why they do that. Present research attempts to explore the prediction that people who experience good luck expand the scope of attention to background and those who undergo bad luck shrink the scope of attention to adjacent objects. Findings from Experiment 1a indicate that participants who experienced good luck (won the rock-paper-scissors game) paid more attention to background and performed worse in the "find the hidden picture" (below FHP) task while those who underwent bad luck (lost the rock-paper-scissors game) paid more attention to objects, leading to better performance in the FHP task. It is also found in Experiment 1a that, if people washed their hands after experiencing good or bad luck, the opposite result occurred. Experiment 1b confirmed that the rock-paper-scissor game manipulated good and bad luck successfully and did not influence self-control. Experiment 2 shows that people who strongly believe in good luck performed poorly in FHP task while those who do not believe in good luck performed well in FHP task. Overall, three experiments support the proposed research hypotheses. Implications of the study findings for cognitive psychology and related fields including consumer and sports psychology are discussed.

PPL of Visual Media Affects Clothing Purchase of College Students (영상매체의 PPL이 의복 구매에 미치는 영향에 대하여)

  • Song, Jae-Wook;Na, Young-Joo
    • Science of Emotion and Sensibility
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    • v.9 no.4
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    • pp.331-339
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    • 2006
  • PPL(Product Placement) of visual media can change the purchasing behavior of College students. This study aimed to investigate the differences in consumer's conception about PPL among college students and to analyze the relationship between the PPL conception ant fashion innovation/fashion sensitivity of students, resulting into their real purchasing behavior. We surveyed to about 189 college students living near Seoul, with questionnaire about PPL conception, purchase of PPL clothing, satisfaction on PPL clothing, fashion innovation, opinion about PPL, PPL apparel brand to recall, etc. According to dichotomy of college students by fashion innovation, as higher fashion innovative they were, they paid more attention on PPL clothing while watching TV or movie, and they also could recall more PPL apparel brands, and they purchased more PPL clothing. While the students with low fashion innovation had references from the opinion of friends or around people when purchasing their clothing, the students with high fashion innovation did from fashion magazine or PPL clothing. The students who thought that PPL was important and effective on clothing purchasing behavior, answered that their preference to PPL bran4, to the company, and to the product had increased positively, but not to the actor/actress.

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Persuasion Effects of Imagery Information Processing caused by Brand in Advertisement Design (광고디자인에 있어서 브랜드명에 의해 유발된 심상정보처리의 설득효과에 관한 연구)

  • Lee Jin-Ryeol;You Si-Cheon
    • Science of Emotion and Sensibility
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    • v.8 no.3
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    • pp.177-187
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    • 2005
  • This article examined how the amount of information presented in ad design affect consumer's evaluation on the ad Existing researches have mainly considered external information presented in the ad from the resource principle perspective. This study investigated how internal information processing such as imagery information processing caused by brand names moderates persuasion effects according to the amount of external information through two experiments. The experiments leave us the conclusion that brand names presented in the ads stimulate imagery information processing when surplus cognitive resources do exist and they lead ad recipients' evaluation to positive direction in prestige brand condition and to the contrary to negative direction in non-prestige brand condition. The results contribute to the direction of ad design in that ad needs not contain as muck product-related information as needed in order to increase persuasion effects in prestige brand condition. Rather, it's necessary to leave the room for internal information processing such as imagery information processing by well structured brand equity. On the contrary, non-prestige brand needs to contain explicit product-relevant information to exert a potent influence on a4 persuasion. We hope this study result is helpful for design direction of advertisement in order to heighten persuasion effects toward ad recipients.

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The effect of restaurant in-store color and music congruency on customer's emotional responses and behavioral intentions (레스토랑 실내의 색채와 배경 음악의 조화가 고객의 감정적 반응 및 행동 의도에 미치는 영향)

  • Jo, Mi-Na
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.27-38
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    • 2011
  • This study was aimed to investigate the effects of restaurant in-store color and music congruency on consumer's emotional responses and behavioral intentions. The web survey was conducted among 400 customers(aged from 20~39 years old) who lived in Seoul and Kyunggi, Incheon Province. To find ensemble effect of color and music, 3D studio MAX were used to make high-stimulus(exciting) and low-stimulus(calm) and 3D virtual reality restaurant simulation stimulus were applied. The statistical data analyses were performed using SPSS/WIN 18.0 and reliability analysis, factor analysis, regression analysis were used. Based on the result of the conducting factor analysis, emotional responses were classified into 2 factors: positive emotion and negative emotion. Satisfaction was classified into 1 factor: satisfaction. Loyalty was classified into 1 factor: loyalty. Cronbach's alpha was calculated for the reliability of the survey instrument. Consequently, restaurant in-store color and music congruency were shown to affect positive emotion and negative emotion. Positive emotion and negative emotion were shown to affect satisfaction. Satisfaction were shown to affect loyalty. Music congruency had a higher effect on positive emotion than color congruency. Color congruency had a higher effect on negative emotion than music congruency. The results of this study will serve as a basis of color and music congruency with restaurant atmospherics.

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User's emotions expressed while using a product and user's satisfaction with the product (제품 사용 중 표출되는 사용자의 감성과 제품 만족도)

  • Jeong, Sang-Hoon
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.65-74
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    • 2014
  • Due to recent interest in user experience and its significance, much research surrounding this theme is now being conducted. In this research, I investigated user experience during usage of a product and the satisfaction acquired by it, as well as the relationship between satisfaction of having used a product and whether the user would be more likely to purchase another product from the same company. The same experiment was conducted in South Korea and the United States of America in order to get more generalized experimental results. I found that amongst the six representative user emotions expressed while using a product, two of them correlated the most. First, 'Satisfaction in Usability' (the emotions aroused by satisfaction with usage or the practicality of the product); and second, 'Discomfort or Displeasure' (uncomfortable or unpleasant emotions expressed while using a product. The above two factors were found to be of the most influence concerning satisfaction of the product. Also 'Satisfaction in Usability' was found to be of the most influence in their preferability towards purchasing an item from the same company in the future. The significance of this finding is that aside from focussing on the attractiveness of the product's exteriors and design, one should be concerned on the ease of usage and effectiveness as well as usability of the product, all of which contribute to how efficiently a consumer will utilize the product. Furthermore, in agreement with previous research concerning the correlation between satisfaction of a product and positive perspective on consecutive purchases, the result of this study shows that the more satisfaction consumers feel after using a product, the more likely they are to purchase additional merchandises from the same company which manufactured the original product.

The Effect of Good and Bad Luck on Reasoning (행운과 불운이 추론에 미치는 효과)

  • Lee, Byung-Kwan;Lee, Guk-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.39-48
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    • 2014
  • Good and bad luck is an important factor that frequently affects human information processing. However, in spite of its significance, few studies have been done to examine how good and bad luck influences information processing and reasoning. The current research was performed to explore the effect of good and bad luck on reasoning and, for this, two experiments were conducted. In experiment 1, participants were primed with good or bad luck and were asked to make an inference for a given murder case and include as many as clues for it, while in experiment 2, participants were asked to exclude as many as clues for the same murder case. Results show that, in experiment 1, participants who were primed with good luck included more clues than those who were primed with bad luck. However, in Experiment 2, it was found that participants who were primed with bad luck excluded more clues than those who were primed with good luck. Findings from this study indicate that priming good luck enhances holistic thinking which leads to including more and excluding less clues whereas priming bad luck increases analytic thinking which leads to including less and excluding more clues. Implications of this study for inference and decision making, consumer behavior, and addict psychology are discussed.

Comparative study of the food Instrument design for the Design Preference and Creativity between Korea and Malaysia (음식도구에 있어 디자인선호와 창의성평가요소에 대한 비교 - 말레이시아와 한국을 중심으로 한 디자인 사례연구 -)

  • Lee, Sung-Pil;Hong, Jung-Pyo
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.225-232
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    • 2009
  • There are life-style and many different cultural differences between countries. Among them, food is different from other areas. Especially, if Food Tools are used by food type, even though the design factor is same, the function is different. Therefore, research and development of a Food Tool design is necessary to use a Universal Food Tool between countries. The purpose of this research is to develop a behavior analysis process for food, finding similarities and differences by food type; and cultural differences between countries; and to propose a design Food Tool design that can be used between countries. This research on methods and content is for the development of the consumer behavior analysis process about food, grafting theoretical studies about behavior analysis and working behavior analysis on the spot, to develop a food action analysis process. Second, do comparative analysis process of food order and evaluation between countries; and think about the problems and symptoms, then propose methods to resolve the problems. Third, each process is divided by category, to find the features by each category of foods between countries. Results may be obtained through research and the comparative analysis of each country's, foods, behavior and restaurant types. Specifically, researchers can use food tool design to obtain results and compare the same items between countries, compare university design education, and create new ideas through cooperation and complementary research.

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