• 제목/요약/키워드: Facebook Marketplace

검색결과 5건 처리시간 0.021초

The E-Servqual Effect on the Stickiness Intention of Marketplace During COVID-19 Pandemic: An Empirical Study in Indonesia

  • KUSUMAWATI, Andriani;AUGUSTINAH, Fedianty;ALHABSYI, Taher;SUHARYONO, Suharyono
    • The Journal of Asian Finance, Economics and Business
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    • 제8권8호
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    • pp.573-581
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    • 2021
  • This paper examines the effect of e-service quality on the users of the Facebook marketplace. Users can always have stickiness intention. Stickiness intention is regarded as repetitive visits to and use of a certain website because of a commitment to continue using that website. Hence, we examine and explain the influence of e-service quality variables on stickiness intention. The variables used for e-service quality include efficiency, fulfillment, system availability, and privacy. The researchers related stickiness intention variable to online media users who always use the Facebook marketplace longer than other marketplaces, and users who visit the Facebook marketplace more often than other marketplaces. The method of data analysis was using inferential statistics GeSCA method. The GeSCA method is a Structural Equation Modeling (SEM) technique that can directly analyze latent variables, indicators, and measurement errors. The results of the GeSCA method before the COVID-19 pandemic states that an increase in e-service quality by 77.5% will increase stickiness intention by 61.2%. The results of the GeSCA method after the COVID-19 pandemic states that an increase in e-service quality by 85.2% would increase stickiness intention by 81.1%. This indicates that Facebook marketplace users had more stickiness intention for the Facebook marketplace.

Analysis of Indonesian User Behavior Distribution on Facebook Marketplace

  • HAMZAH, Muhammad Luthfi;UTAMA, M Hamdala;PURWATI, Astri Ayu
    • 유통과학연구
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    • 제20권8호
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    • pp.47-57
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    • 2022
  • Purpose: The purpose of this study is to find out whether it has a significant effect or not, the 5 hypotheses proposed include the Attitude toward behavior variable on behavioral intention, Subjective norm on behavioral intention, Perceived behavioral control on behavioral intention, Behavioral intention on behavior and Perceived behavioral control on Behavior. Research design, data and methodology: The data processing method in this study uses the SEM method based on Partial Least Squares (PLS), The study was conducted on 100 respondents as a sample. Results: Based on the results of data analysis, it is concluded that from the 5 hypotheses proposed, only 2 have a significant effect, namely the subjective norm variable has a significant effect, on behavioral intention and the perceived behavioral control variable has a significant effect on behavior while the other 3 hypotheses have no significant effect. The results of this study are expected to help the public to make decisions in utilizing the distribution of facebook marketplace. Conclusion: This study concludes that the distribution of the use of the Facebook marketplace is a subjective norm variable has a positive effect on the behavioral intention variable and the perceived behavioral control variable has a positive effect on the behavior variable.

Predicting Arab Consumers' Preferences on the Korean Contents Distribution

  • Park, Young-Eun;Chaffar, Soumaya;Kim, Myoung-Sook;Ko, Hye-Young
    • 유통과학연구
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    • 제15권4호
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    • pp.33-40
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    • 2017
  • Purpose - This study aims to examine the analysis of pattern on Arab countries consumers' preferences of the Korean Contents using social media, Facebook since Korean entertainment contents have been distributed in the global marketplace. Then we focus on developing Predictive model using a Data Mining Technique. Research design, data and methodology - In order to understand preference growth of Korean contents in Arabic countries, we- collected data from two popular Facebook pages: 'Korean movies and drama' and 'K-pop'. Then, we adopted a data-driven approach based on Data Mining techniques. Results - It is obvious that the number of likes for K-pop will increase for all North African and Middle Eastern countries, however concerning Korean Movies and Drama except Tunisia it is decreasing for Algeria, Egypt and Morocco. Also, concerning Saudi Arabia and United Arab Emirates, the number of likes will decrease for Korean Movies and Drama which is not the case for Iraq. Conclusions - It is noted in this study that K-contents such as drama, movie and music are sometimes a gateway to a wider interest in Korean culture, food and brands. Moreover, this study gives significant implications for developing predictive model to forecast Korean contents' consumption and preferences.

Consumer Engagement in Online Anti-BrandCommunities

  • 최세정
    • 인터넷정보학회지
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    • 제14권1호
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    • pp.8-28
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    • 2013
  • In a backlash against corporate branding and capitalism, a growing number of consumers are resisting current marketplace practices and big corporate brands. One particular form of this phenomenon is the emergence of anti-brand communities in social media. The current study, which surveyed a sample of 251 anti-brand community members on Facebook, provides a preliminary understanding of the characteristics and antecedents of anti-brand communities as a new platform for consumer empowerment and anti-brand activism. Findings suggest that consumers' engagement in online anti-brand communities, especially through social media, may be triggered by their negative experiences with employees, product quality, post-purchase service, and value/price. They are motivated, the results show, by seven primary factors: altruism, revenge, advice seeking, convenience, sympathy seeking, socialization, and the need to vent.

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가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로 (Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears)

  • 손봉진;박다슬;최재원
    • 지능정보연구
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    • 제22권3호
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    • pp.165-183
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    • 2016
  • 스마트폰을 넘어 차세대 IT 비즈니스의 주목할 만한 후보군으로 가상현실이 이슈가 되고 있다. 가상현실은 컴퓨터와 VR헤드셋을 통해 구현한 입체적인 가상공간을 제공함으로써 사용자의 시각을 완전히 장악하고, 청각, 촉각 등 오감과의 상호작용 및 음성, 동작인식 등을 통해 가상공간을 마치 현실처럼 느끼게 한다는 점에서 향후 주목할 만한 산업 분야로 떠오르고 있다. 많은 글로벌 대기업들이 가상현실과 관련한 사업에 투자를 하고 있으나 소비자의 관점에서 가상현실 관련 제품군은 아직 쉽게 접하거나 구매하기 어려운 제품군으로 인식된다. 그렇기 때문에 소비자의 태도 변화가 큰 변화가 발생되고 있지 않으며 Acception & Diffusion 모델의 초기단계에 지나지 않아 구매로 연결되지 않는 실정이다. 본 연구는 기존 선행연구의 관점을 바탕으로 가상현실 헤드기어 제품들의 판매 촉진을 위한 사용자 관점에서의 사용자 저항을 매개 변수로 저항을 감소시키고 사용 및 구매의도에 영향을 주는 선행요인들을 도출하고자 하였으며 사용자가 가지고 있는 태도에 대한 자신감에 영향을 주어 행동 의도까지 변화시키는 현상에 대한 분석을 하고자 하였다. 본 연구의 결과는 태도 자신감에 대한 사용 용이성과 사용 혁신성의 영향력을 확인할 수 있었다. 마찬가지로 사용자 혁신저항에 영향력을 주는 변수로는 가격, 심미적 외관, 즐거움, 콘텐츠 및 화질 관련 변수들을 도출하였다. 결과적으로 본 연구는 태도 자신감의 가상현실 혁신 수용에 대한 영향력을 제시하고 가격 이외 변수인 콘텐츠의 양과 저항감의 관계성을 바탕으로 관련 변수들을 제시하였다. 특히 초기 시장인 가상현실 제품의 특성에 따라 브랜드에 대한 선점효과의 필요성과 콘텐츠의 부족함 등이 실무적으로 해결해야 할 과제로서 확인되었다.