• Title/Summary/Keyword: Corporate Social Responsibilities

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The Effects of Buyer's CSR on Supplier's New Product Creativity in B2B Market: The Role of Trust and Quality of Information Exchange (B2B 시장에서 구매기업의 CSR 활동이 공급업체의 신제품 창의성에 미치는 영향: 신뢰와 정보교환 품질의 역할을 중심으로)

  • Lee, Hangeun;Jung, Nam Sik;Kang, Seongho
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.5
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    • pp.55-68
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    • 2021
  • In the B2B context, recent research on how CSR builds the relationship between buyer and supplier has mainly focused the topic that establishing the long-term relationship asset. To fill this gap, the current study proposes a research model to examine how buyer's corporate social responsibilities(business and philanthropic CSR) affect supplier's new product creativity(internal capability) and its mediated link through trust and quality of information exchange. To test the hypotheses, responses were obtained from 197 marketing or buying managers in B2B firms. The empirical results confirm that both business and philanthropic CSR are positively related to trust. Second, trust also positively influences quality of information exchange. Finally, quality of information exchange has a positive relationship with new product creativity as internal capabilities of suppliers. The theoretical and practical implications of results and limitations of this research are discussed.

Effects on Users' Evaluation of Game Company's CSR Activities, Game Program Quality, and Brand Assets toward the Intention to Game Use: Focusing on NEXON (게임 기업 CSR 활동, 게임 프로그램 품질, 브랜드 자산에 대한 이용자 평가가 게임 지속 이용의도에 미치는 영향에 관한 연구: 넥슨을 중심으로)

  • Suh, Su Jeong;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.94-103
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    • 2021
  • The purpose of this study investigates how game users' evaluation on a game company's CSR activities, perceived quality of game programs, and its brand assets affect the intention to game use. Specifically, this study tries to find out the causal relations among variables as testing the hypotheses. Firstly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the brand assets. Secondly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the intention to game use. Thirdly, the effect of users' evaluation on a game company's CSR activities, the qualities of game programs, and the brand assets on the intention to game use. 367 college students were administrated to the survey. The results indicate that game users' evaluation on economic, ethical, and philanthropic responsibilities, except legal one have an effect on brand assets and intention to game use. Specially, on effects of the three independent variables(CSR activities, perceived quality, and brand assets) toward intention to game use, ethical responsibility and brand loyalty have statistically significant. This result confirms that game company's board of directors should consider ethical company management as well as CSR activities not as cost but as investment for increasing company's business profit.