• Title/Summary/Keyword: Hedonic Model

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Exploratory Study on Consumer's Hedonic Value for Retail Advertising and Marketing Plans: Based on In-depth Interview on Consumer's Shopping Experience

  • Seo, Sangho
    • International Journal of Advanced Culture Technology
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    • v.8 no.1
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    • pp.13-18
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    • 2020
  • Going shopping would be a very reasoned and well-planned activity, however, at the same time, it would not. People may go shopping just for fun and as their leisure. The motivations for going shopping and their experiences cannot be fully explained with the economic utility or the information-processing model. Thus, this study explored the hedonic aspect of the experiences of shopping as an alternative explanation to consumers' motivations of shopping and discussed retail advertising and marketing plans. An in-depth interview was conducted to obtain a better understanding about hedonic value, and it was found that hedonic value affects a consumer's shopping experience and that understanding consumers' motivations for shopping and establishing competitive advertising and marketing plans is important in drawing more consumers. Strategic implications for establishing further retail advertising and marketing plans obtained from the findings were also suggested.

Sustaining the Use of Quantified-Self Technology: A Theoretical Extension and Empirical Test

  • Ayoung Suh
    • Asia pacific journal of information systems
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    • v.28 no.2
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    • pp.114-132
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    • 2018
  • Quantified-self technologies (QSTs) provide functions for users to collect, track, and monitor personal data for self-reflection and acquisition of self-knowledge. Although QSTs require prolonged use to reap the attendant benefits, many users stop using their devices or tracking within weeks or months. To address this issue, this study seeks to determine ways to sustain the use of QSTs. Combining motivational affordance theory with technology continuance theory, this study develops a theoretical model that accounts for an individual's continued intention to use a QST. Within the proposed model, unique QST affordances were identified as antecedents of individual motivation in relation to technology continuance, and their different roles in stimulating hedonic, utilitarian, and eudaimonic motivations were examined. The model was tested using data collected from 180 QST users. Results demonstrate that although utilitarian and eudaimonic motivations are complementary forces in determining continuance intention, hedonic motivation loses its predictive power in favor of eudaimonic motivation. Tracking, visualizing, and sharing affordances play different roles in elevating user motivations. The sharing affordance does not influence utilitarian and eudaimonic motivations, but it positively influences hedonic motivation. This research contributes to the literature on technology continuance by shifting scholarly attention from hedonic-utilitarian duality to eudaimonic motivation, characterized by meaning, self-growth, and pursuit of excellence.

A Hedonic Model Effects for Consumer-oriented Retargeting Advertising Based on Internet of Things

  • Kim, Bo-Ram;Yoon, Yong-Ik;Chung, Man-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.75-80
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    • 2017
  • In this study, we developed a Hedonic Model for Retargeting Advertising Based on Consumer-centerd IoT space for offering useful, interest, and interactive information to consumer. And most existing relative researches about Internet of Things but, this paper focusing on the Type of information, humor, and interactive and analyze the attitude and clicks intention to Retargeting Advertising Based on Consumer-centerd Internet of Things. According to the results, humor Advertising is positively related to attitude and click intention toward Internet of Things Advertising. But information Ad and interactive Ad affect positive to click intention. This is mean that click intention is more immediate reaction of consumers in the IoT space. Therefore Future research will be designed in a more interactive elements that can lead to positive reaction of consumers on the Internet of Things be more effective if you advertise advertising.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Happiness Leisure Experiences in Consumption

  • RODRIGUES, Paula;SOUSA, Ana;VELOSO, Monica
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.3
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    • pp.377-388
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    • 2022
  • The Personal sense of uniqueness (PSU) is positively associated with subjective well-being and has been recently shown its correlation with happiness, influencing consumer's experience behavior. However, the effects of hedonic and eudaimonic experience on conspicuous and inconspicuous (consumer's need for status and inner fulfillment) are unknown. The purpose of this research is to address a gap existing in the literature by testing the effects of PSU on hedonic and eudaimonic leisure experiences and how happiness leisure experiences effects conspicuous and inconspicuous consumption. The relationships hypothesized in the model are tested using partial least squares structural equation modeling (PLS-SEM) and bootstrapping procedure. Data was gathered using a self-administrated survey, answered by 200 consumers based on consumers' leisure experiences. The findings of this study suggest that (i) PSU positively and significantly influence hedonic and eudaimonic happiness; (ii) the effect of PSU on eudaimonic happiness is higher than in hedonic happiness; (iii) eudaimonic happiness positively and significantly influence conspicuous and inconspicuous consumption; and (iv) hedonic happiness negatively and significantly influence conspicuous and inconspicuous consumption. This study helps fill a gap in the literature by introducing and testing the effect of hedonic and eudaimonic leisure experiences and the relationship between these constructs and PSU and (in) conspicuous consumption.

Evaluating the Performance of a Polygon based Approach to Represent Apartment Complexes in a GIS based Hedonic Housing Price Analysis

  • Sohn, Chul
    • Spatial Information Research
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    • v.16 no.4
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    • pp.489-497
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    • 2008
  • Currently, GIS has been widely used in the hedonic analyses of urban apartment housing markets in Korea. In those analyses, the apartment complexes are typically represented as the points or the polygons on the GIS maps and the location variables of the analyses are measured based on the points or the polygons. In this study, the relative performance of the point based approach and the polygon based approach in a GIS based hedonic analysis was compared using the apartment housing market data from the north eastern part of the city of Seoul and Davidson and MacKinnon Test. The results from this study indicate two things. First, two approaches can produce substantially different results in a hedonic price model estimation. Second, the polygon based approach produces a hedonic price model which explains the price variations better than the point based approach. These findings suggest that Korean researchers who are interested in improving quality of hedonic price model estimations and use GIS to measure the location variables for hedonic price models should consider using the polygon based approach with the point based approach. This is because the polygon based approach can produce the location variables with the shortest straight line distances and can explain the housing price variations well.

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Effect of Perceived Value on Memories, Attitudes, and Loyalty: Social Enterprise Products (사회적기업 제품의 지각된 가치가 기억, 태도, 그리고 충성도에 미치는 영향)

  • Park, Sang-Keum;Lee, Yong-Ki;Yoo, Dongkuen
    • Journal of Distribution Science
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    • v.13 no.12
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    • pp.73-84
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    • 2015
  • Purpose - Various social issues have arisen since the beginning of the 21st century therefore, enterprises that disregarded social issues have become unsustainable, and social enterprises have appeared to address these issues. A social enterprise is a social mission-focused organization that uses a market-based strategy and has a vulnerable business structure. To be self-sustainable, a social enterprise should make consumers aware of the value that it provides and secure its profitability through consumer consumption. From this perspective, this study investigates the relationship between perceived value (utilitarian and hedonic) and loyalty, and examines how memory and attitudes play mediating roles between perceived value and loyalty. For these purposes, the author developed a structural model consisting of several variables. In this model, perceived value, which was utilitarian and hedonic, was proposed to affect the memory and attitudes toward social enterprise products, thus increasing loyalty. Therefore, memory and attitudes were proposed as core mediating variables between perceived value and loyalty. Research design, data, and methodology - To analyze the proposed model, data were collected from 582 respondents and analyzed using SPSS 21.0 and AMOS 21.0. To test unidimensionality and the nomological validity of the measures of each construct, we employed a scale refinement procedure. The results of the reliability test with Cronbach's α and confirmatory factor analysis warranted the unidimensionality of the measures for each construct. In addition, the nomological validity of the measures was warranted from the results of the correlation analysis. The result of the overall model analysis demonstrated a good fit (χ2=529.881, df=144, χ2/df=3.680, p-value=0.000, GFI=0.905, NFI=0.948, CFI=0.961, RMR=0.036, RMSEA=0.068). Results - The findings are summarized as follows. First, the hedonic and utilitarian value of social enterprise products had positive effects on memory and attitudes. Second, the hedonic value of social enterprise products more strongly affects memory and attitudes than utilitarian value. Third, memory and attitudes had positive effects on loyalty. Lastly, memory had a stronger effect on loyalty than attitudes. Conclusions - The purchase rate of social enterprises' products increases only if the products are included in the "information search" and "alternative evaluation" processes in consumers' purchase decision-making processes. Therefore, a social enterprise must actively promote the fact that it pursues a social value, and shares both the hedonic and utilitarian values of its products. Accordingly, because hedonic value has a more significant impact on a company and attitudes, a social enterprise should develop hedonic values for product consumption, thereby leading consumers who care about value consumption to purchase its products. Moreover, a social enterprise must maintain good memories and attitudes for consumers because memory does not change over time, although attitude does. The limitations of this study and suggestions for future research are as follows. This study viewed "consumer loyalty" as the success factor of social enterprises, thereby considers an "increase in sales" as the success factor. Therefore, in future studies, diverse factors, including social contribution and word-of-mouth intention, should be regarded. In addition, future studies need to thoroughly review and make assurances about the relationship between memory and attitude.

Factors Influencing the Reuse of Mobile Payment Services in Retail

  • KIM, Soon-Hong;YOO, Byong-Kook
    • Journal of Distribution Science
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    • v.18 no.3
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    • pp.53-65
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    • 2020
  • Purpose: This study tests the suitability of a new technology acceptance model for a mobile payment system by checking how statistically significant the change is from the UTAUT (Unified Theory of Acceptance and Use of Technology) and UTAUT 2 models. Research, Data, and Methodology: We surveyed 250 students at Incheon University who are using the mobile payment system. The analysis was conducted on 243 valid questionnaires. The survey was conducted for one month in October 2018. The collected data were analyzed using SPSS and hierarchical regression analysis was applied. Results: Using hierarchical regression analysis, this study confirmed whether the newly added hedonic motivation, switching cost, and perceived risk variables in the UTAUT2 model are good explanatory variables. Mobile payment usage experience was found to have a moderating effect on mobile payment reuse intention. According to the analysis, the UTAUT2 model brought about more influential change than the variables of the UTAUT model. Conclusions: This study found that consumers' psychological factors added in the UTAUT2 model greatly influenced the reuse intention for mobile payment. As an implication of this study, mobile payment providers need to develop strategies that could meet hedonic motivation, switching cost and perceived risk for their customers.

The Effect of Positive and Negative Emotions on Shopping Value and Approach Behaviors of the Internet Apparel Shopping Site (긍정적, 부정적 쇼핑감정이 쇼핑가치와 인터넷 의류 쇼핑사이트 접근행동에 미치는 영향)

  • Park, Hyo-Eun;Yoh, Eun-Ah
    • Journal of Distribution Research
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    • v.15 no.2
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    • pp.101-122
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    • 2010
  • In this study, it is explored whether positive and negative emotions affected hedonic and utilitarian values experienced while shopping apparel in the Internet. In addition, the effect of hedonic and utilitarian shopping values on store approach behaviors was explored. For this study, Babin and Attaway's research model that was used for off-line shopping malls was adopted to investigate the relationships among research variables. Data obtained through experiments with 278 female college students were submitted for an analysis. Exploratory and confirmatory factor analysis and structural equation modeling with AMOS 6.0 were used to analyze data. Based on the model test, negative emotions negatively affected hedonic and utilitarian shopping value perception while positive emotions positively affected hedonic and utilitarian shopping value perception for the Internet apparel shopping site. Hedonic and utilitarian shopping values positively influenced attitude toward the Internet shopping site while only utilitarian shopping value affected revisiting Internet apparel shopping site. Managerial and academic implications were generated based on results.

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The Research on the Factors of the Experiential Intention on Broadcast Program - hedonic value and utilitarian value - (방송프로그램의 특성이 경험의도에 주는 영향 - 실용적 가치와 쾌락적 가치의 매개 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.217-236
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    • 2012
  • This study attempts to suggest a model on the factors of the experiential intent. We propose a model that includes (1) the entertainment, aesthetic, empathy, information as exogenous constructs, (2) utilitarian value and hedonic value, as mediating constructs (3) experiential intent, as endogenous construct. To test the model, we analyze the data using the LISREL structural modeling. The results of our analyses suggest, as expected, that program traits -entertainment, aesthetic, empathy, information- influence utilitarian value and hedonic value, in turn, utilitarian value and hedonic value influence the experiential intent. We conclude with a discussion of managerial implications, including the potential to advance understanding the factors of experiential intent on broadcast program.

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