This research used an experimental design in an effort to assess the influence of brand gender and salespeople on the attitudes toward brands according to the males' gender identity traits. The study used a three-way split-plot experimental design, and data were analyzed by t-tests, and ANOVA. The subject of this research was men in their 20s and 30s, and a total of 178 people were selected through convenience- sampling. The findings are as follows: first, masculine male consumers preferred masculinity fashion brands; however, androgynous consumers preferred brands that reflect androgyny. Second, there were no differences in brand attitude according to the gender of the salesperson for the masculinity group, but the androgynous group estimated the brands as better when the salesperson was female. Third, there were no differences in the brand attitudes among consumers according to gender of the salesperson for the Galaxy; however, for Solid Homme, brand preference was stronger when the salesperson was a woman. Fourth, the influence of brand gender and salesperson gender on brand attitudes differed according to the gender of the consumer. Therefore, apparel companies must clearly understand the characteristics of consumer gender identity and execute proper marketing strategies in order to induce stronger positive attitudes toward their brands. Moreover, apparel companies should perceive that brand gender and the gender of the salesperson can consequently encourage brand preferences.
The lowest price guarantee policy or price-matching guarantee is the pricing policy that promises to compensate more than the price difference if a consumer finds a lower price for the identical model he or she purchased and submits a certain proof. Most of Korean large discount stores emphasize their competitive price level by adopting the lowest price guarantee policy so that the entire Korean distribution industry is deeply influenced by the policy. The article is the study regarding the effects of the lowest price guarantee policy in Korean unique industry environments. The study investigated the effects of the policy on consumers' preferences of stores. By using the conjoint measurement model, it identified the main effects and interaction effects between the policy and other independent variables. The results showed the significant effects of the policy on consumers' preference of stores and identified the interaction effects between the distance from the residence and the policy, and between overall store price level and the policy.
Journal of Korean Academy of Nursing Administration
/
v.2
no.1
/
pp.141-150
/
1996
As the medical markets have gradually changed from suppliers' markets to consumers' ones, the demands for consumer-centered strategies of hospital management and marketing, improved medical services, etc., have been increasing. Under such circumstances, this study was aimed at evaluating the marketing policies of our hospitals centering around the internal, cxternal and mutual marketing for consumers, and thereby presenting more influential strategies for hospitals. For this purpose, the employees and patients of a third stage general hospital in Seoul were surveyed by means of a questionnaire. All in all, 285 patients and 284 employees answered the questionnaire. The results of the survey can be summarized as follows : First, patients come to a hospital directly, according to rumors or being introduced by its employee. Second, the important factors determining patients' choice of a hospital are facility, medical staff, traffic and employee. Other factors are patient's age, living area, distance between patient's house and hospital, etc. Third, patients' perception of a hospital affects their choice of the hospital. Fourth, employees and patients perceive differently the marketing strategies of the hospital. Fifth, well-planned marketing strategies may change some sources of inconveniences into those of conveniences. Based on the above findings, effective marketing strategies for gonoral hoopitale can be presented as followes. 1. The poblic relations of hospital should be established first with visiting patients and employees. 2. The marketing strategies should be-based on the factors determing patient's preferences for hospital. 3. The marketing strategies should be flcxiblc enough to complement the weak points of the hospital. 4. The marketing strategies should be directed towards the improved medical services as well as mutual actions between consumers and employccs. 5. The marketing strategies should take into consideration employees perception and thus induce their voluntary participation. All in all, the study may be limited in that its results cannot be easily generalizod due to its small size, patients' variublcs rather than qualitative medical services are primarily reviewed, and that it depended on a straight forward questlonnaire survey.
Journal of the Korea Academia-Industrial cooperation Society
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v.10
no.12
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pp.3910-3918
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2009
This study was carried out to investigate consumer's purchase behaviors of pork. Questionnaires from a total of 253 housewives were analyzed Jan. to Feb. 2008. The average of preferences for domestic and imported pork were $4.07{\pm}0.81$ and $2.21{\pm}0.96$ scores of 5 points, respectively. Consumers (56.4%) liked belly of pork very much. Consumers (45.4%) purchased a great deal of pork in big discount mart. Consumers (40.2%) responded that they indicated quality reliability as the choice factors for determination of purchasing pork. Respondents (54.6%) hoped the wrapping pork pack of 600 g. The evaluation of the perception for carcass grading system and quality reliability for brand-pork averaged $2.97{\pm}0.88$ and $3.47{\pm}0.60$ scores of 5 points, respectively.
Journal of the Korean Operations Research and Management Science Society
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v.34
no.1
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pp.1-10
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2009
Consumers earn a number of points for every purchase and then they can exchange a specified number of points for a desired reward in a typical loyalty program. The immediate payoff of their effort given as points is not the real reward they actually care about. It is merely an instrument (or medium) which has no value in itself. In a real world, consumers frequently choose the option with a bigger medium even though the economic value of the option is not changed by the medium. We call it 'medium effect.' In this study we explored if the size of medium affects consumers' preferences. For this we controlled the reward options with three types of medium (small, medium, big) and measured the magnitude of preference difference among the three types of reward options. In addition, we manipulated comparability of reward options with wine and gas discount coupon. We confirmed that choosing one of two wines was easier than that of the two gas coupons. 123 respondents were allocated into three experimental groups. In three experimental grounds, the ratios of the focused reward option's medium to the compared reward option's medium were different. For example, the focused reward option has 10 million points whereas the compared reward option has 10 million points for 1 million won purchase amount in the first group. Then each respondent was asked to choose one of two loyalty programs (focused program vs. compared program) in two different conditions (comparability between reward options. easiness vs. difficulty). To compare the medium effects among the experiment conditions we used chi-squares tests. The empirical results show consumer preference increases and then decreases as reward mile-ages/points given according to purchase amount increase. Additionally, they let us know that comparability of alter natives affects change of consumer preference by reward mileages/points.
Purpose - The study was AI as exploratory study on artificial intelligence (AI) shopping information services, to explore the possibility of a new business of the distribution industry. For research, we compare to IBM of consumer awareness surveys an AI shopping information service for retailing channel and target goods group. Finally, we present to service scenario for distribution service using AI. Research design, data, and methodology - First, to identify possible the success of the information service shopping using AI, AI technology for the consumer is very important for the acceptance of judgement. Therefore, we explored the possibility of AI information service for business as a shopping. The experimental data were used to interpret the meaning of the relevant literature and the IBM Institute of Business Value (IBV) Report 2015. This research is based on the use of a technical acceptance model (TAM) to determine whether the consumer would adopt the 'AI shopping information service' technology. Step 1 of the process assumes that the consumer adopts AI technology. In step 2, consumers find their preference channels and goods targeted at them as per their preferences. Finally Step 3, we present scenario for 'AI shopping information service' based on the results of Step 1 and 2. Results - Consumers have expressed their high interests in the new shopping information services, especially the on/off line distribution channels can use shopping information to increase the efficiency in provision of goods. Digital channel (such as SNS, online shopping etc.) is especially high value goods such as cars, furniture, and home appliances by displaying it to an appropriate product group. Conclusions - The study reveals the potential for the use of new business models such as 'AI shopping information service' by the distribution industry. We present seven scenario related AI application refer from IBM suggestion, and the findings would enable the distribution industry to approach target consumers with their products, especially high value goods. 'Shopping advisor' is considered to the most effective. In order to apply to the other field of the distribution industry business, which utilizes AI technology, it should be accompanied by additional empirical data analysis should be undertaken.
Journal of the Korea Fashion and Costume Design Association
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v.9
no.1
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pp.189-201
/
2007
Contemporary young people reveal their own personal values through the fashion that creates visual looks. Since 2000s began, young generations who are self-centered, value their own personality and constantly seek for changes form the main axis of fashion. In particular, the lower half of the body that has begun to be exposed outward has become the region that they want to expose as more ideal region than the upper half of the body. Further, young generations always have interest in fashion, and female college students in their early 20s are regarded as the group that values the aspects of pleasure that involve clothes and tends to seek sensibility when purchasing clothes. With this background, this study aims to examine how the styles that apply to modern fashion and recent vogues are evaluated with a focus on skinny jean from jean pants styles preferred by female college students. Materials regarding theoretical background and photos were collected from fashion related magazines at home and abroad and from the Internet websites. Questionnaires were surveyed for 160 female college students aged 20 or 25 who live in Seoul, and the results show as follows: Many female college students enjoy skinny jean and follow the fashion. However there are consumers who cling to their own styles even in the fashion of skinny jen. Ironically, some consumers wear it although they consider it as an item that does not fit Koreans: they tend to consider perspectives from others rather than their own preferences. For example, they wear it in order to show it to their boy friends or because they want themselves to look slim. In addition consumers seem to use Dongdaemun Shopping Mall or Internet shopping malls that provide various and low-priced items rather than to use high-priced famous products. It is considered that this result is shown as above because the scope of the study was restricted to female college students in their 20s. Accordingly, it is suggested that further studies should extend their subjects to wider range of ages.
Due to the high interests of image quality by consumers, the concerned market becomes more heated. Recent digital camera development tendency shows to perform the higher image quality to meet consumers demand of quality satisfaction. However it is hard to confirm that development of objective image quality performance means positive subjective image quality preference. And also, we cannot find out the previous researches concerned on correlation between objective and subjective image quality comparison. Therefore, it is necessary to analyze the consumers preferred images based on objective image quality performance. Throughout this paper, we analyze statistical correlation between the objective and subjective image quality assessment methods by using ISO standards. In these results, we try to find attributes that enhance image quality. We suggest not only to analyze and reflect on customers' preferences, but also to pursue the high quality image performance practically. We expect the results of this paper to positively influence product development.
Closely connecting Well-Being culture with our traditional eating culture. we can predict next generation Kimchi refrigerator trend with this research. In the highly developing industrial society, design has been playing the central role in the managerial strategy of a company and has been one of the central agendas in determining the economical competence of a country, and has also been regarded as a means to acquire sustainable superior competence. Thus, these trends suggest that the aesthetic value of product has become more important than its technological function. In this study we reviewed theoretically esthetic factors influencing the preference and the evaluation of a product and made a list of eight esthetic factors based on various referential studies which include simplicity, balance, unity, rhythm, style, novelty, typicality, and proportion. Also on the point of view of design, it is necessary to find out definitely the consumer preference frame the relationship among design preference design image design attribute. Will give you guidelines on which designers can select and design some more objective and reliable design factors, finding out the relation of cause and effect by which they can know what kind of product designs their consumers like and how the popular image which that product offer is composed of. We investigated the esthetic factors affecting consumers preferences and the basis for evaluating a product. Aimed at providing materials for developing product design by presenting an ,esthetic guideline product design by presenting an esthetic guideline and to put these materials to practical use. Investigated other considered elements classified by manufactures and importance of esthetic factors and its influence on consumer tastes . All of these result, It could not conclude all of the adjective design image and design factors of every consumer, but through consumer reaction framework consumer are response and prefer the products which design image have. and then understand prefered design image are influenced to design factor's and could be apply to new design development.
In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.
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