Effect of Psychological Variables on Decision-making Time in the Online Centipede Game (온라인 지네 게임으로 알아본 심리적 변인이 의사결정 시간에 미치는 영향)
-
- Journal of Digital Convergence
- /
- v.15 no.12
- /
- pp.169-185
- /
- 2017
Given that nowadays things get very fast due to the pervasive use of the Internet and mobile devices, decision-making time can be an important variable in the online economic decisions. Although in experimental and behavioral economics, measures like scores or earnings are usually preferred, this study argues that the time variable can be dealt with as a new decision outcome. Thus, by selecting some psychological factors presumably impactful in the online context (i.e., incidental emotions, psychological distances, and individual's impulsivity), this study tested their effect on decision time in the online centipede game. As a result, the mean decision time in the game was longer (1) in the happiness condition than in the anger condition and (2) in the friend condition than in the stranger condition. The people with attention difficulties spent a short time in the decision and the people who dislike complex problems spent a short time in explaining their decision. This study can contribute to the field as it used the decision time as the dependent variable and it tested the effect of psychological factors in the context of online decision-making. Future studies can be conducted in other online decision situations or by considering other psychological variables.
Purpose - Despite the importance of price, many companies do not implement pricing policies smoothly, because typical price management strategies insufficiently consider logistics efficiency and an increase in logistics costs due to logistics waste. This study attempts to examine the effect of product line pricing, which corresponds to product mix pricing, on logistics efficiency in the case of manufacturer A, and analyzes how logistics performance changes in response to these variables. Research design, data, and methodology - This study, based on the case of manufacturer A, involved research through understanding the current status, analyses, and then proposing improvement measures. Among all the products of manufacturer A, product group B was selected as the research object, and its distribution channel and line pricing were examined. As a result of simulation, for products with low loading efficiency, improvement measures such as changing the number of bags in the box were suggested, and a quantitative analysis was conducted on how these measures influence logistics costs. The TOPS program was used for the Pallet loading efficiency simulation tool in this study. To prevent products from protruding out of the pallet, the maximum measurement was set as 0.0mm, and loading efficiency was based on the pallet area, and not volume. In other words, its size (length x width) was focused upon, following the purpose of this study and, then, the results were obtained. Results - As a result of the loading efficiency simulation, when the number of bags in the box was changed for 36 products with low average loading efficiency of 73.7%, as shown in