• Title/Summary/Keyword: Digital Selling

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Effect of Digital Selling Readiness on Salespeople's Customer-Oriented Behavior Through Digital Literacy and Self-Efficacy

  • Hyunseung NA;Hangeun LEE;Chankoo YEO
    • Journal of Distribution Science
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    • v.22 no.2
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    • pp.95-102
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    • 2024
  • Purpose: This study systematically examined the concept of digital selling readiness of salespeople. Additionally, this study empirically confirms the sequential mediating roles of digital literacy and salesperson self-efficacy in the impact of digital selling readiness on customer-oriented behavior. Research design, data, and methodology: We collected data from salespeople at a Bank and Financial Service firm in South Korea. A total of 254 salespeople were invited to participate, with 154 surveys returned. After removing the questionnaires with missing values, 150 complete surveys were employed for the analysis. Results: The empirical analysis indicates that digital selling readiness positively affects digital literacy. Digital literacy, in turn, is positively associated with self-efficacy, leading to increased customer-oriented behaviors among salespersons. This study also confirms the sequential mediating effects of digital literacy and self-efficacy in the impact of salespeople's digital selling readiness on customer-oriented behavior. Conclusions: Our research deepens the understanding of how digital selling readiness fosters customer-oriented behavior through the sequential mediating effects of digital literacy and self-efficacy. This study extends the previous model by sequentially involving digital literacy and self-efficacy to better understand the psychological processes of digital selling. The results highlight the role of digital selling readiness in preparing salespeople for digital sales.

The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community (온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과)

  • Koh, Joon;Shin, Seon-Jin;Kim, Hee-Woong
    • Asia pacific journal of information systems
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    • v.18 no.1
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

Effects of Salespersons' Appreciative Inquiry and Emotional Labor on Adaptive Selling Behavior and Customer Satisfaction (영업사원의 긍정 탐색 수용도와 감정노동이 적응적 판매행동 및 고객만족에 미치는 영향)

  • Lee, Hang;Kim, Joon-Hwan
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.151-159
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    • 2018
  • This study focused on appreciative inquiry(AI) of salespeople who have to respond to various types of emotions according to the desires of individual customers at service contact points and the effect of emotional labor on adaptive selling behavior and customer satisfaction. Dyadic questionnaires were administerd to 115 automobile salespeople and 2 customers who received service from each salesperson, and the collected data was analyzed by using structural equation modeling. The results showed that AI had positive influences on deep acting and surface acting. Only deep acting was found to have positive relationship with adaptive selling behavior, but not to surface acting. Adaptive selling behavior had a positive effect on customer satisfaction. This study will contribute to identifying the need for AI access for salespersons and for activating adaptive selling behavior through emotional labor related to AI practice.

Factors Influencing Loyalty to Buying and Selling Food Products through E-Marketplace in Thailand

  • Seksan WERASUK;Kittipol WISAENG
    • Journal of Distribution Science
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    • v.21 no.9
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    • pp.1-11
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    • 2023
  • Purpose: This study focuses on developing a structural equation model of variables influencing loyalty to buying and selling food products through e-marketplaces in Thailand. The variables investigated comprised food attributes, online system attributes, marketing innovations, attitudes, and satisfaction. Research design, data and methodology: An online questionnaire was used to collect data from a sample group (200 buyers and 200 sellers) using quota sampling. The data were analyzed using the structural equation model. Results: The developed structural equation model was consistent with the empirical data. Factors in the model could explain 40.1% of the variance in loyalty to buying and selling food products through e-marketplaces. Food attributes and online system attributes influenced satisfaction directly. Online system attributes, market innovation, and attitudes directly influenced loyalty. The developed model had no variation between groups of buyers and sellers. Conclusions: This research demonstrated the causal factors leading to consumer loyalty to buying and selling food products through e-marketplaces. The research findings help e-marketplace providers manage factors of buying and selling to comply with the needs of buyers and sellers, which will increase the number of buyers and sellers, help generate long-term profits for service providers, and increase the country's financial value.

A Study on the Prediction Model for Sales of Women's Golfwear with Data Mining: Focus on Macroeconomic Factors and Consumer Sales Price (데이터마이닝을 적용한 여성 골프웨어 판매 예측 모델 연구: 거시경제요인과 소비자판매가격을 중심으로)

  • Han, Ki-Hyang
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.445-456
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    • 2021
  • The purpose of this study is to identify the importance of variables affecting women's golf wear sales with macroeconomic variables and consumer selling prices that affect consumers' purchasing behavior, and to propose a price strategy to increase sales of golf wear. Data of domestic women's golf wear brands were analyzed using decision tree algorithms and ensemble. Consumer selling price is the most significant factors in terms of sales volume for T-shirt, pants and knit, while categories were found to be the most important factors in addition to consumer sales prices for skirt and one piece dress. These findings suggest that items have different economic variables that affect consumers' purchasing behavior, suggesting that sales and profits can be maximized through appropriate price strategies.

A Study on System Applications of e-CRM to Enforcement of consumer Service (e-Commerce 쇼핑몰의 소비자 서비스 강화를 위한 활용연구)

  • Kim Yeonjeong
    • Journal of the Korean Home Economics Association
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    • v.43 no.3 s.205
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    • pp.1-10
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    • 2005
  • The purpose of this study was to investigate the enforcement strategy for Consumer Service marketing of an e-Commerce shopping mall. An e-CRM for a Cosmetic e-Commerce shopping mall, Data Warehousing(DW) component, analysis of data mining of the DW, and web applications and strategies had to developed for marketing of consumer service satisfaction. The major findings were as follows: An RFM analysis was used for consumer classification, which is a fundamental process of e-CRM application. The components of the DW were web sales data and consumer data fields. The visual process of consumer segmentations (superior consumer class) for e-CRM solutions is presented. The association analysis algorithm of data mining to up-selling and cross-selling indicates an association rule. These e-CRM results apply web DB marketing and operating principles to a shopping mall. Therefore, the system applications of e-CRM to Consumer services indicate a marketing strategy for consumer-oriented management.

A recommendation method based on personal preferences regarding the price, rating and selling of products (상품 가격, 구매자 평가, 판매량에 관한 개인별 선호도에 기반한 구매 추천 기법)

  • Kim, Byungmin;Alguwaizani, Saud;Han, Kyungsook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1042-1045
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    • 2014
  • Recently several recommender systems have been developed in a variety of applications, but providing accurate recommendations that match the preferences and constraints of various users is quite challenging. This paper presents a method of recommending digital products based on the past preference of a user on the price, rating and selling volume of a product. Experimental results of the method with actual data of Amazon showed that the average accuracy of the recommendations made by the method is 85%. Although the results are preliminary, the method is potentially capable of making more accurate personalized recommendations than existing methods.

Disputes Patterns and Resolution Approaches in the Global Trading of Digital Goods (디지털상품의 국제거래 유형과 분쟁 해결방안)

  • Shim, Sang-Ryul;Jeong, Yoon-Say
    • Journal of Arbitration Studies
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    • v.17 no.3
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    • pp.145-167
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    • 2007
  • Digital goods are defined as intangible and non-physical goods, composed of a combination of digital signals, electronically represented as 0 and 1. They are also called as digital products, electronic transmissions, information goods, digital contents, computer information, etc. Digital goods are now traded both domestically and internationally as well as on-line and off-line. Korean government revised the Basic Law on Foreign Trade to include digital goods and services as the scope of foreign trade in 2001. Trade volume of digital goods are increasing in Korea. The supply chains of digital goods from producing the components to selling globally to consumers are different from conventional physical goods. Mostly, digital goods are traded on the license basis rather than ownership contract. End User License Agreements(EULAs), such as shrink-wrap, click- wrap, or browser-wrap licenses are very popular in online transactions. Unlike conventional physical goods. the breach of license contract is closely linked with the infringement of intellectual property rights. Digitalized intellectual property is easy to copy and transmit in the cyber space. In cases of legal disputes from the breach of license contract, commercial arbitration or on-line alternative dispute resolutions(ADRs) are regarded as better approach to solve them rather than court sues. For promoting more secure and reliable international trade of digital goods. arbitration clauses should be included in most of license contracts.

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A Study on Problems and Development Plan of the NFT Digital Goods Transaction in Metaverse (메타버스 내의 NFT 디지털 상품거래의 문제점 분석과 발전 방향에 관한 연구)

  • Jong Ryul Seo;Chang Kyung Choi;Dong Sung Woo;Dongho Kim
    • Journal of Information Technology Services
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    • v.22 no.1
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    • pp.15-27
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    • 2023
  • As the number of users of the Metaverse platform increases and virtual assets in the Metaverse can be converted into reality, various commercial trading activities are occurring within the Metaverse. Considering that users can earn profits through selling digital products and the profits can be converted into fiat money or virtual assets, the commerce activities within Metaverse are similar to existing e-commerce. However, due to the peculiarity of transactions performed in Metaverse platform, the current legal system is insufficient to apply to Metaverse commerce, and many researches have been conducted for this purpose. But, regulatory research on NFT(Non-Fungible Token) digital products that can be applied to all types of physical products is inadequate. Therefore, This study investigated the types of digital products commerce in Metaverse, investigated the issues of commerce transactions related to NFT digital products and the regulations related to them. Based on this, research results can be used as the development direction of NFT digital products trading and consideration of related policy to protect NFT digital products.