• Title/Summary/Keyword: Experience goods

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Decision Mking for Efficient Resource Allocation in Initial Disaster of Flood (홍수의 재해 초기 구호활동에서 효율적 자원분배를 위한 의사결정)

  • 이영재;손동기
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.1 no.2
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    • pp.107-118
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    • 1995
  • This study is for decision making on distribution of resources so as to improve the effectiveness of initial disaster relief efforts. It is very important that relief efforts should be accomplished appropriately at the initial disaster. Furthermore, efficient allocation of relief resources such as rescuer, shelter, relief goods, relief funds, medical and relief equipments is also the first step to achieve main objective of relief efforts when disaster occurs. For this purpose, this study establishes flood as a imaginery disaster and develops a model for efficient distribution of resources when flood outbreaks. This model fixes initial 72 hours, which is subdivided into three intervals, as a initial disaster range. The model is to set a prioity against alloction of relief resources by each time zone which is related to damaged degree( Red Tag, Yellow Tag, Green Tag). Experts in this field input their experience into this model, and these are analyzed by Analytic Hierachy Process(AHP)/Expert Choice(EC) software. Therefore, we can decide a prioity against distribution of resources by each time zone which is in accordance with damaged degree. The result of this study would be helpful to a person who is in charge of relief from calamity in order him to make a decision toward distribution of resources.

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A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.33-44
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    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

A Survey Study on the Opinions of Tourists and Local Residents for the Remodelling of Youngwol Gossi-cave Area (영월 고씨동굴관광지 리모델링을 위한 관광객 및 지역주민 의견에 관한 조사 연구)

  • Choi, Jang-Soon;Hwang, Gil-Sik
    • Journal of the Korean Institute of Rural Architecture
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    • v.10 no.1
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    • pp.1-9
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    • 2008
  • The purpose of this study is to investigate and analyse the opinions of tourists and local commercial residents for remodelling of Youngwol Gossi-cave area so that to find the way how to activate it. Therefore this study has been focused on the opinions of tourists to visit it, local merchants to sell goods and foods and officers to take charge of the control office. The present conditions of Gossi-cave area are stagnated since the service level is low by the excessive competition among the local merchants. As a result, the inner troubles have arisen among the local merchants. Therefore firstly the sustainable and future-oriented remodelling development of Youngwol Gossi-Cave area is required. And then the basic remodelling plan of participant type to be centered with tourists and local residents as the central figures through local residents' ability strengthening must be established. Lastly the basic remodelling plan through the connection of surrounding tour resources and the resource increase of local amenities must be established. Also it is necessary for the conversion as a tour place of sojourn by supplying with various shows through connections among surrounding tour resources worthy of seeing and the creation of concept to provide the excitement through the education and experience in a basic remodelling plan direction of Youngwol Gossi-cave area.

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A Study on Interactive Design Characteristics shown in Corporate Participated Public Spaces (기업참여 공공 공간의 인터랙티브 디자인 특성에 관한 연구)

  • Song, Yong-Ju;Shim, Eun-Ju
    • Korean Institute of Interior Design Journal
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    • v.18 no.1
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    • pp.72-79
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    • 2009
  • Due to characteristics of modern society including technological development, various methods engaging interaction between people and manmade environment have become one of the major issues raised in various fields of deign so called interactive design. Interactive design started as the interface between human and computer system, but now expanded to interior design field enhancing spatial experience of users. Now, many corporates are looking into interactive design to bridge the gap between company or brand identity and consumers as marketing tool. The current study investigates interactive concepts and characteristics of corporate participated public spaces and tries to define their design methods according to spatial marketing strategies. Using theoretical inquiry, cultural events and delivery of corporate identity information were defined as two major spatial strategies through cognitive or behavioral approaches. Moreover, digital, constructive, and expressive presentations were found to be most common design methods. Through this theoretical framework, 7 selected samples in Korea are analyzed in order to find detailed design characteristics. It is hoped that this study may serve in understanding current design approaches of interactive corporate public spaces and useful guideline when designing interactive public spaces not only as means of marketing strategies but even for public goods.

The Effects of Photo Decoration Cues on Online Consumers' Affective Responses in Distribution Science

  • SHIHUI, Huang;FENG, Zhou
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.71-81
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    • 2021
  • Purpose: This study to seek to answer two research questions in distribution science: what photo decoration cues in online grocery stores could be identified? Could photo decoration cues significantly effect on the affective perception and behavioral intention of consumers? Research design, data, and methodology: his study conducted a laboratory experiment with a 2×2×2 factorial design to validate the proposed research model and test our proposed hypotheses. Research design, data and methodology: Two stages experiments were adopted in this study, among 360 voluntaries who have had an experience of online grocery shopping, 331 valid data had been collected and analyzed using MANOVA and PLS-SEM algorism. Results: (1) both reflective surface and complementary goods layout lead to visual appeal and shopping enjoyment; (2) contrast color usage positively impacts on visual appeal while does not significantly affect shopping enjoyment; (3) consumers' affective responses positively impact attitudes toward product and store which in turn lead to purchase intention and store loyalty. Implications for research and practice are discussed. Conclusions: Using the media richness theory, visual rhetoric theory and visual design literature as the theoretical foundation, the study provides a solid foundation to comprehend the impact of photo design artifacts on consumers' affective responses when online consumers shopping online for fresh grocery.

Marketing Strategy of the Small Business Adaptation to Quarantine Limitations in the Sphere of Trade Entrepreneurship

  • Ivanova, Nataliia;Popelo, Olha;Avhustyn, Ruslan;Rusak, Olena;Proshchalykina, Alina
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.149-160
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    • 2022
  • The article considers the peculiarities of developing a marketing strategy for the adaptation of small businesses to quarantine restrictions in the field of commercial entrepreneurship. The importance of reformatting the existing marketing strategy in connection with the change of key conditions of trade activity with the introduction of quarantine restrictions due to the covid19 virus epidemic is substantiated. Quarantine restrictions and the temporary introduction of lockdown in various countries around the world, including Ukraine, have not only caused a crisis for small businesses. But they became a shock therapy and accelerated the digitalization of retail. Trends in digitalization and development of digital infrastructure allow both to adapt the structures of commercial entrepreneurship to the current conditions, and set directions for development in the long run. Particular attention in the article is paid to changing the business model and automation of sales processes based on the introduction of vending. The preconditions and existing experience of vending in Ukraine are analyzed. An outline of the business model of the project for the sale of goods through vending machines has been developed.

The Impacts of Online Game Reviews' Characteristics on Review Helpfulness: Based on Topic Modeling Analysis (온라인 게임 리뷰의 특성이 리뷰 유용성에 미치는 영향: 토픽모델링을 활용하여)

  • Bae, Sung Hun;Kim, Hyun Mook;Lee, Ui Jun;Lee, Sae Rom
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.161-187
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    • 2022
  • Purpose This study analyzed the topic of game review contents and how the characteristics of game reviews affect the reviews helpfulness. In addition, this study explore the content of game reviews according to the game's sales strategy such as early access strategy and releasing without early access. Design/methodology/approach We collected a list of 3,572 action genre games released in 2020. 58,336 online reviews were collected by random sampling 50 reviews in each games, and topic modeling was performed on those reviews. We dynamized the results of topic modeling and analyzed the effect on review helpfulness with multiple regression analysis. Findings The results of analysis indicate that the longer the review is or the shorter the time it is written, the more helpful the review is. In addition the topic with positive and negative review has a significant effect on the review helpfulness. As a result of exploratory analysis, games from early access had relatively fewer reviews of story-related topics than games that were released without early access. These findings can present direct guidelines for collecting specific opinions from customers in the game industry when releasing games.

The Influence of Guilt on Preference towards Imported Products: Focusing on Chinese Consumers (소비자의 죄책감이 수입품 선호에 미치는 영향에 관한 연구: 중국 소비자를 중심으로)

  • Chen, Xuan-Mei;Song, Ji-Young;Jeong, Hyewook
    • Asia-Pacific Journal of Business
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    • v.13 no.2
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    • pp.51-61
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    • 2022
  • Purpose - This paper investigates how consumers' feelings of guilt affect their preference for imported products. Choosing imported products over domestic products reveals that consumers' motivation is to improve themselves. This study also tries to examine whether choosing imported goods has a restorative effect on feelings of guilt. Design/methodology/approach - We ran two experiments to test our hypothesis. Participants were recruited in China and the data analysis software used in this study was SPSS 26.0 for analysis. Findings - The results show that consumers with guilt feelings are more likely to import products than to consume domestic products, the second result shows that choosing imported products has an effect on guilt. In addition, consumers with low self-efficacy in a guilty condition prefer imported products to domestic products. Research implications or Originality - Based on previous research that focused on how guilt activates consumers' self-improvement goals, this study shows that when consumers experience feelings of guilt, they prefer imported products to reduce their negative feelings. These findings are discussed in the light of their implications for research on consumer self-motivation and ways of coping with it.

Research on the Development of China "Supermarket-Farmer Direct Purchase" Mode

  • Huang, Yanyan;Kang, Tae-won
    • The Korean Journal of Franchise Management
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    • v.4 no.1
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    • pp.113-129
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    • 2013
  • The realization of agricultural modernization, the solving of the "three rural" issue as well as the increment of farmers' income is one of China's top priority. Thus, under the support and encouragement of government's relevant policies, China has introduced the "Supermarket-Farmer Direct Purchase" which is a new mode for the supply of agricultural products. This is an innovative of agricultural products circulation mode, and the comprehensive promotion will help supermarkets get cheap goods directly from the hands of farmers, thus forming price competitiveness; farmers can also get profits and subsidies from supermarkets which can eliminate middlemen's profit, thus increasing their revenue; consumers can both get a guarantee of food safety and save expenses, and the win-win situation for the supermarkets, farmers, and consumers will be achieved. However, the dilemma between "farmers having difficulty in selling" and "supermarkets having difficulty in buying" is still frequent. So in this thesis, through theoretical research and situation analysis, each relevant part of the "Supermarket-Farmer Direct Purchase" mode will be studied as a whole. Moreover, effectiveness will be evaluated and relevant problems will be identified. Then, based on foreign experience and our national conditions, new modes and advice will be provided for users in different circumstances.

The Effect of Herding Behavior and Perceived Usefulness on Intention to Purchase e-Learning Content: Comparison Analysis by Purchase Experience (무리행동과 지각된 유용성이 이러닝 컨텐츠 구매의도에 미치는 영향: 구매경험에 의한 비교분석)

  • Yoo, Chul-Woo;Kim, Yang-Jin;Moon, Jung-Hoon;Choe, Young-Chan
    • Asia pacific journal of information systems
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    • v.18 no.4
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    • pp.105-130
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    • 2008
  • Consumers of e-learning market differ from those of other markets in that they are replaced in a specific time scale. For example, e-learning contents aimed at highschool senior students cannot be consumed by a specific consumer over the designated period of time. Hence e-learning service providers need to attract new groups of students every year. Due to lack of information on products designed for continuously emerging consumers, the consumers face difficulties in making rational decisions in a short time period. Increased uncertainty of product purchase leads customers to herding behaviors to obtain information of the product from others and imitate them. Taking into consideration of these features of e-learning market, this study will focus on the online herding behavior in purchasing e-learning contents. There is no definite concept for e-learning. However, it is being discussed in a wide range of perspectives from educational engineering to management to e-business etc. Based upon the existing studies, we identify two main view-points regarding e-learning. The first defines e-learning as a concept that includes existing terminologies, such as CBT (Computer Based Training), WBT (Web Based Training), and IBT (Internet Based Training). In this view, e-learning utilizes IT in order to support professors and a part of or entire education systems. In the second perspective, e-learning is defined as the usage of Internet technology to deliver diverse intelligence and achievement enhancing solutions. In other words, only the educations that are done through the Internet and network can be classified as e-learning. We take the second definition of e-learning for our working definition. The main goal of this study is to investigate what factors affect consumer intention to purchase e-learning contents and to identify the differential impact of the factors between consumers with purchase experience and those without the experience. To accomplish the goal of this study, it focuses on herding behavior and perceived usefulness as antecedents to behavioral intention. The proposed research model in the study extends the Technology Acceptance Model by adding herding behavior and usability to take into account the unique characteristics of e-learning content market and e-learning systems use, respectively. The current study also includes consumer experience with e-learning content purchase because the previous experience is believed to affect purchasing intention when consumers buy experience goods or services. Previous studies on e-learning did not consider the characteristics of e-learning contents market and the differential impact of consumer experience on the relationship between the antecedents and behavioral intention, which is the target of this study. This study employs a survey method to empirically test the proposed research model. A survey questionnaire was developed and distributed to 629 informants. 528 responses were collected, which consist of potential customer group (n = 133) and experienced customer group (n = 395). The data were analyzed using PLS method, a structural equation modeling method. Overall, both herding behavior and perceived usefulness influence consumer intention to purchase e-learning contents. In detail, in the case of potential customer group, herding behavior has stronger effect on purchase intention than does perceived usefulness. However, in the case of shopping-experienced customer group, perceived usefulness has stronger effect than does herding behavior. In sum, the results of the analysis show that with regard to purchasing experience, perceived usefulness and herding behavior had differential effects upon the purchase of e-learning contents. As a follow-up analysis, the interaction effects of the number of purchase transaction and herding behavior/perceived usefulness on purchase intention were investigated. The results show that there are no interaction effects. This study contributes to the literature in a couple of ways. From a theoretical perspective, this study examined and showed evidence that the characteristics of e-learning market such as continuous renewal of consumers and thus high uncertainty and individual experiences are important factors to be considered when the purchase intention of e-learning content is studied. This study can be used as a basis for future studies on e-learning success. From a practical perspective, this study provides several important implications on what types of marketing strategies e-learning companies need to build. The bottom lines of these strategies include target group attraction, word-of-mouth management, enhancement of web site usability quality, etc. The limitations of this study are also discussed for future studies.