Journal of the Korean Society of Clothing and Textiles
/
v.32
no.12
/
pp.1891-1902
/
2008
With concerns for consumers' return behaviors affecting internet shopping malls' profits and product management in the internet clothing market, this study is designed to investigate determinants affecting return and path models for return behaviors. For an empirical study, questionnaires are prepared and respondents in their 20s and 30s with internet clothing purchase experience are selected using the convenience sampling. A total of 517 questionnaires are used for the final analysis. Data are analyzed by using SPSS 12.0 software and descriptive statistics, $x^2$-test, discriminant analysis, regression analysis, and path analysis is conducted. The results are as follows. First, ones who have returned after purchasing clothing items in internet shopping reached 63.4% of the total consumers. Respondents returned items with price at 50 thousand won or less stood at 67.2%, and the most frequent return shopping malls are open markets with their return rate at 51.1%. Second, variables such as risk perception, information search, impulse buying, buying experience, and age have a positive effect on return experience. Impulse buying and buying experience turn out to have a significant effect on the degree of return, but risk perception, information search, age, and gender to have an insignificant effect. Return intention is significantly affected by risk perception, gender, and age. Third, the analysis of path model for return experience shows that perceived risk has a positively effect, and information search has a direct effect as well as an indirect effect through buying experience or impulse buying. The analysis of path model for the degree of return shows that risk perception does not have effect, but information search has indirect effect through buying experience or impulse buying. This study is thought to find consumers' return behavior characteristics in online shopping, and help businesses operating online shopping malls to efficiently manage returns and set up strategies against returns.
Journal of Fisheries and Marine Sciences Education
/
v.28
no.1
/
pp.198-210
/
2016
This study firstly aims to estimate a leading-price of Jeju flounders with various price-classes by fish weight and secondly plans to provide policy implications of flounder purchase projects by understanding dynamic changes and interactions among flounder producer price-classes caused by price impulses in the market. This study applies an unit root test for stability of data, uses a Granger causality test to estimate the leading-price among producer prices by fish weight, employs the vector autoregressive model to analyze statistical impacts among t-1 variables used in models, and finally utilizes impulse response analyses and forecast error variance decomposition analyses to understand dynamic changes and interactions among change rates of the producer prices caused by price impulses in the market. The results of the study are as follows. Firstly, KPSS, PP, and ADF tests show that the change rate of Jeju flounder monthly producer prices by fish weight differentiated by logarithm is stable. Secondly, the Granger causality test presents that the change rate of the 1kg flounder producer price strongly leads it of 500g, 700g, and 2kg flounder producer prices respectively. Thirdly, the vector autoregressive model indicates that the change rate of the 1kg producer price in t-1 period statistically, significantly influences it of own weight in t period and also slightly affects price change rates of other weights in t period. Fourthly, the impulse response analysis indicates that impulse responses of structural shocks for the change rate of the 1kg producer price are relatively more powerful in its own weight and in other weights than shocks emanating from price change rates of other weights. Fifthly, the variance decomposition analysis points out that the change rate of the 1kg producer price is relatively more influential than it of 500g, 700g, and 2kg producer prices respectively. In conclusion, the change rate of the 1kg Jeju flounder producer price leads the change rates of other ones and Jeju purchase projects need to be targeted to the 1kg Jeju flounder producer price as the purchase project implemented in 2014.
Journal of the Korean Society of Clothing and Textiles
/
v.32
no.6
/
pp.890-901
/
2008
This study explores an initial framework for online product categorization by examining the relationships among Internet motivations, buying tendencies, and online purchase intentions for product categories. A total of 217 usable questionnaires were obtained from respondents in a southwestern state in the United States. A path model using a correlation matrix with maximum likelihood was estimated using LISREL 8.53. Findings indicated that Internet motivations consisted of four factors: Diversion, Economic, Information, and Social motivations. In addition, online products were classified into three categories based on purchase intentions: Sensory, Cognitive, and Search products. Estimated path model showed that diversion and economic motivations affected impulse buying tendency, whereas economic, information and social motivations influenced planned buying tendency in the online context. Also, the buying tendencies were significantly related to online purchase intentions for the product categories. Purchase intentions for sensory products were more strongly affected by impulse buying tendency, whereas purchase intentions for cognitive and search products were more strongly affected by planned buying tendency. Theoretical and managerial implications were discussed for devising an appropriate e-market strategy for specific product categories.
This study tries to search and analyze empirically the clothing merchandise purchase motivation and behavior made by foreign visitors who bought clothes as tour memorials in South Korea. To make a empirical study we made survey research and evaluated 30 items for the survey of clothing purchase motivation and 25 items for the survey of the importance and satisfaction revealed at the time of purchase with the standard of Likert 5 point. We had chosen 614 sample participants including 176 English speakers, 211 Japanese speakers, and 277 Chinese speakers among those foreign tourists who had purchased clothing materials at the Dongdaemun Shopping Mall. The result of analysis is as follows : As the result of factor analysis about the clothing merchandise purchase, we had 6 factors. They are (1)impulse, (2)utility, (3)fashionableness, (4)tour commemoration (5)psychology (6)economy. As the result of cluster analysis based on the standard of selected 6 factors of clothing merchandise purchase motivation, we could divide three groups such as (1)the pursuit type of clothing merchandise purchase, (2)the pursuit type of recreation of feeling (3)the pursuit type of tour memorial. As the result of analysis on the items of purchased clothing merchandise, the highest frequency of purchase was made by T-shirt, then by the order of sweater, blouse, and aloha shirt, pants, and jacket. In regard to the importance of items related to clothing merchandise, the highest importance was made by design, then by the order of price, size, color and utility, and style. In regard to the items related to the service of shopping mall, the highest satisfaction was made by the convenience of business hour. Meanwhile, the lowest satisfaction was made by the inconvenience of fitting room, the speaking and by ability of foreign languages by sales agents.
KSII Transactions on Internet and Information Systems (TIIS)
/
v.12
no.2
/
pp.626-642
/
2018
Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the purchasing behavior of consumers involves not only making rational decisions, but also making irrational decisions. Hence, their purchase behavior is affected by propensities for conspicuous consumption, impulsive consumption, and habitual consumption. Playing games can be highly addictive, and players often display such addictive behaviors. Our study explored both the rational and irrational factors in purchase behavior to understand how they are associated with purchasing game items. A total of 366 pieces of data were collected from Korean online game users through a survey. Regression analyses of the collected data showed that the behavior of buying game items was influenced not only by the intention to purchase which is a rational factor in consumption, but also by such irrational factors as habit, impulse, and ostentation which should be further emphasized in future studies.
The objective of this study is to provide basic marketing data that is useful for domestic cosmetics companies by investigating purchase decision factors in cosmetics shopping. To this end, a mobile survey was conducted with a total of 300 men and women, aged 20-30, residing in Seoul and the surrounding Gyeonggi province. The collected data was analyzed by using SPSSWIN 21.0. Next, frequency analysis, factor analysis, reliability analysis, descriptive statistical analysis, correlation analysis and multiple regression analysis were performed. The results outlined consumer's purchase decision factors and suggest retailers should focus on services, such as additional events and samples, convenience of the shop itself, training salespeople to be kind and informative, promotion and services by carefully choosing models and celebrities to advertise and encourage impulse purchases, increasing product quality, improving their reputation in SNS, improve the perceived reliability of the shop by stocking famous brands prominently, advertisement, promotion and being reliably trendy and being reliably trendy. However, product loyalty was not an important factor consumers aged 20-30, these people are using SNS a lot so buy a wide variety of products. In this way, the cosmetics companies should establish marketing strategies in line with consumer habits.
Social commerce is not only a new form of shopping malls that did not exist in the past, but also a new form of media as it gets combined with social networking services. The purpose of this study is to analyze the influence of clothing involvement on the relationship between shopping values, attitudes, and purchase intentions of consumers in the group-buying type of social commerce. A specialized Internet survey company carried out the survey targeting consumers in their 20s and 30s with experience of purchasing fashion products using group-buying type of social commerce. A total of 200 questionnaires were used for the final analysis. Descriptive statistics, factor analysis, t-test, and regression analysis were conducted by using SPSS 12.0 and AMOS 19.0. The results are as follows. First, diversity/informativeness, impulse/accumulation, price, convenience, reliability, interaction, and adventure were identified as shopping value dimensions. Second, especially in cases of diversity/informativeness, price, and interaction, there were significant differences between the high involvement group and the low involvement group. Third, five of the categories, which were diversity/informativeness, price, convenience, reliability, and interaction, had significant influence on attitude and purchase intention. When the attitude variable was included with shopping value as independent variables in the regression model to predict purchase intention, the attitude variable presented a full mediating effect or a partial mediating effect between shopping value and purchase intention. Also, the relationship among shopping value, attitude, and purchase intention was different to some degree according to the level of consumer clothing involvement.
Live commerce has recently received substantial attention due to the spread of the non-face-to-face consumption culture driven by the COVID-19 pandemic. Live commerce has a higher purchase conversion rate than other forms of commerce. Accordingly, the likelihood of impulse buying in a live commerce environment is expected to be high. However, there is a shortage of research on consumer impulse buying in the live commerce environment. This study designs a scenario-based experiment using the integrated model of consumption impulse formation and enactment. Through this method, this study validates the influence of the characteristics of live commerce (i.e., vicarious experience and real-time interaction) on consumers' likelihood of impulse buying and further examines the moderating role of a live commerce host feature (i.e., professionalism) in these relationships. The results of this study confirm that both vicarious experience and real-time interaction have a positive effect on consumers' likelihood of impulse buying and that professionalism strengthens the impact of vicarious experience on the likelihood of impulse buying. This study's scenario-based experimental design is meaningful because it analyzes the likelihood of impulse buying in the context of live commerce shopping. Additionally, it provides live commerce service and platform providers with practical insights into how to maximize profits and operate services more efficiently.
Journal of Information Technology Applications and Management
/
v.19
no.2
/
pp.79-96
/
2012
Thanks to the growth of information technology (IT), e-commerce transactions are rapidly developing. Consumers searched and purchased for products and services through e-commerce transactions and felt excitement and satisfaction through shopping behaviors in online shopping malls. The enlargement of company's marketing efforts and consumer tastes of the uncontrolled consumption for goods and services increased the impulsive purchase in online shopping malls. In diffusing consumers' e-impulse buying, consumers increased in expenditures according to unnecessary purchasing behavior in online shopping malls. However, enterprises increased sales and benefits due to consumers' impulse buying in online shopping malls. Accordingly, in research areas of enterprises and consumers levels, the studies of e-impulse buying will provide significant values for marketers of companies. In this study, we analyzed the relationships among intention to use, trust, and value in online shopping malls. And we also analyzed the moderating effect of e-impulse buying with utilitarian and hedonic value to establish trust in online shopping malls. The result of this study showed that hedonic and utilitarian value should have a positive impact trust and trust should have a positive impact intention to use in the online shopping malls. The e-impulsive buying showed a moderating effect on the relationship between hedonic value and trust in online shopping malls. The e-impulsive buying didn't show, however, a moderating effect on the between utilitarian value and trust in online shopping malls. The results of this study will provide valuable implications for implementing e-commerce strategies.
An aging population and increasing consumer demand for high-quality and innovative new products are key drivers for growth in the cosmeceutical industry. Cosmeceuticals are defined as products with biologically active ingredients that have a measurable effect on the user. This study explored the effects of shopping orientation and store attributes on impulse buying behavior for cosmeceuticals. We obtained 437 usable questionnaires from university students who had purchased cosmeceutical products. Data analysis was conducted using confirmatory factor analysis and structural equation modeling analysis via AMOS 18.0. The findings were: 1) hedonic shopping orientation and convenience shopping orientation had positive effects on product efficacy and promotion of the cosmeceutical store 2) brand shopping orientation had a positive effects on store atmospheric, skin care service, and brand of the cosmeceuticals store and 3) product efficacy and promotion of store attributes had a direct effect on impulse buying behavior for cosmeceuticals. Consumers who tended to enjoy the shopping to refresh themselves and to experience convenient shopping were likely to purchase cosmeceuticals impulsively, which mediated by the store attributes (product efficacy and promotion). Therefore, we confirmed partly causal relationships among the shopping orientation, store attributes, and impulse buying behavior of cosmeceuticals. Both managerial and theoretical implication for practitioners and researchers were discussed for managing product information more efficiently along with promotion strategies to trigger cosmeceuticals consumers in the context of shopping.
본 웹사이트에 게시된 이메일 주소가 전자우편 수집 프로그램이나
그 밖의 기술적 장치를 이용하여 무단으로 수집되는 것을 거부하며,
이를 위반시 정보통신망법에 의해 형사 처벌됨을 유념하시기 바랍니다.
[게시일 2004년 10월 1일]
이용약관
제 1 장 총칙
제 1 조 (목적)
이 이용약관은 KoreaScience 홈페이지(이하 “당 사이트”)에서 제공하는 인터넷 서비스(이하 '서비스')의 가입조건 및 이용에 관한 제반 사항과 기타 필요한 사항을 구체적으로 규정함을 목적으로 합니다.
제 2 조 (용어의 정의)
① "이용자"라 함은 당 사이트에 접속하여 이 약관에 따라 당 사이트가 제공하는 서비스를 받는 회원 및 비회원을
말합니다.
② "회원"이라 함은 서비스를 이용하기 위하여 당 사이트에 개인정보를 제공하여 아이디(ID)와 비밀번호를 부여
받은 자를 말합니다.
③ "회원 아이디(ID)"라 함은 회원의 식별 및 서비스 이용을 위하여 자신이 선정한 문자 및 숫자의 조합을
말합니다.
④ "비밀번호(패스워드)"라 함은 회원이 자신의 비밀보호를 위하여 선정한 문자 및 숫자의 조합을 말합니다.
제 3 조 (이용약관의 효력 및 변경)
① 이 약관은 당 사이트에 게시하거나 기타의 방법으로 회원에게 공지함으로써 효력이 발생합니다.
② 당 사이트는 이 약관을 개정할 경우에 적용일자 및 개정사유를 명시하여 현행 약관과 함께 당 사이트의
초기화면에 그 적용일자 7일 이전부터 적용일자 전일까지 공지합니다. 다만, 회원에게 불리하게 약관내용을
변경하는 경우에는 최소한 30일 이상의 사전 유예기간을 두고 공지합니다. 이 경우 당 사이트는 개정 전
내용과 개정 후 내용을 명확하게 비교하여 이용자가 알기 쉽도록 표시합니다.
제 4 조(약관 외 준칙)
① 이 약관은 당 사이트가 제공하는 서비스에 관한 이용안내와 함께 적용됩니다.
② 이 약관에 명시되지 아니한 사항은 관계법령의 규정이 적용됩니다.
제 2 장 이용계약의 체결
제 5 조 (이용계약의 성립 등)
① 이용계약은 이용고객이 당 사이트가 정한 약관에 「동의합니다」를 선택하고, 당 사이트가 정한
온라인신청양식을 작성하여 서비스 이용을 신청한 후, 당 사이트가 이를 승낙함으로써 성립합니다.
② 제1항의 승낙은 당 사이트가 제공하는 과학기술정보검색, 맞춤정보, 서지정보 등 다른 서비스의 이용승낙을
포함합니다.
제 6 조 (회원가입)
서비스를 이용하고자 하는 고객은 당 사이트에서 정한 회원가입양식에 개인정보를 기재하여 가입을 하여야 합니다.
제 7 조 (개인정보의 보호 및 사용)
당 사이트는 관계법령이 정하는 바에 따라 회원 등록정보를 포함한 회원의 개인정보를 보호하기 위해 노력합니다. 회원 개인정보의 보호 및 사용에 대해서는 관련법령 및 당 사이트의 개인정보 보호정책이 적용됩니다.
제 8 조 (이용 신청의 승낙과 제한)
① 당 사이트는 제6조의 규정에 의한 이용신청고객에 대하여 서비스 이용을 승낙합니다.
② 당 사이트는 아래사항에 해당하는 경우에 대해서 승낙하지 아니 합니다.
- 이용계약 신청서의 내용을 허위로 기재한 경우
- 기타 규정한 제반사항을 위반하며 신청하는 경우
제 9 조 (회원 ID 부여 및 변경 등)
① 당 사이트는 이용고객에 대하여 약관에 정하는 바에 따라 자신이 선정한 회원 ID를 부여합니다.
② 회원 ID는 원칙적으로 변경이 불가하며 부득이한 사유로 인하여 변경 하고자 하는 경우에는 해당 ID를
해지하고 재가입해야 합니다.
③ 기타 회원 개인정보 관리 및 변경 등에 관한 사항은 서비스별 안내에 정하는 바에 의합니다.
제 3 장 계약 당사자의 의무
제 10 조 (KISTI의 의무)
① 당 사이트는 이용고객이 희망한 서비스 제공 개시일에 특별한 사정이 없는 한 서비스를 이용할 수 있도록
하여야 합니다.
② 당 사이트는 개인정보 보호를 위해 보안시스템을 구축하며 개인정보 보호정책을 공시하고 준수합니다.
③ 당 사이트는 회원으로부터 제기되는 의견이나 불만이 정당하다고 객관적으로 인정될 경우에는 적절한 절차를
거쳐 즉시 처리하여야 합니다. 다만, 즉시 처리가 곤란한 경우는 회원에게 그 사유와 처리일정을 통보하여야
합니다.
제 11 조 (회원의 의무)
① 이용자는 회원가입 신청 또는 회원정보 변경 시 실명으로 모든 사항을 사실에 근거하여 작성하여야 하며,
허위 또는 타인의 정보를 등록할 경우 일체의 권리를 주장할 수 없습니다.
② 당 사이트가 관계법령 및 개인정보 보호정책에 의거하여 그 책임을 지는 경우를 제외하고 회원에게 부여된
ID의 비밀번호 관리소홀, 부정사용에 의하여 발생하는 모든 결과에 대한 책임은 회원에게 있습니다.
③ 회원은 당 사이트 및 제 3자의 지적 재산권을 침해해서는 안 됩니다.
제 4 장 서비스의 이용
제 12 조 (서비스 이용 시간)
① 서비스 이용은 당 사이트의 업무상 또는 기술상 특별한 지장이 없는 한 연중무휴, 1일 24시간 운영을
원칙으로 합니다. 단, 당 사이트는 시스템 정기점검, 증설 및 교체를 위해 당 사이트가 정한 날이나 시간에
서비스를 일시 중단할 수 있으며, 예정되어 있는 작업으로 인한 서비스 일시중단은 당 사이트 홈페이지를
통해 사전에 공지합니다.
② 당 사이트는 서비스를 특정범위로 분할하여 각 범위별로 이용가능시간을 별도로 지정할 수 있습니다. 다만
이 경우 그 내용을 공지합니다.
제 13 조 (홈페이지 저작권)
① NDSL에서 제공하는 모든 저작물의 저작권은 원저작자에게 있으며, KISTI는 복제/배포/전송권을 확보하고
있습니다.
② NDSL에서 제공하는 콘텐츠를 상업적 및 기타 영리목적으로 복제/배포/전송할 경우 사전에 KISTI의 허락을
받아야 합니다.
③ NDSL에서 제공하는 콘텐츠를 보도, 비평, 교육, 연구 등을 위하여 정당한 범위 안에서 공정한 관행에
합치되게 인용할 수 있습니다.
④ NDSL에서 제공하는 콘텐츠를 무단 복제, 전송, 배포 기타 저작권법에 위반되는 방법으로 이용할 경우
저작권법 제136조에 따라 5년 이하의 징역 또는 5천만 원 이하의 벌금에 처해질 수 있습니다.
제 14 조 (유료서비스)
① 당 사이트 및 협력기관이 정한 유료서비스(원문복사 등)는 별도로 정해진 바에 따르며, 변경사항은 시행 전에
당 사이트 홈페이지를 통하여 회원에게 공지합니다.
② 유료서비스를 이용하려는 회원은 정해진 요금체계에 따라 요금을 납부해야 합니다.
제 5 장 계약 해지 및 이용 제한
제 15 조 (계약 해지)
회원이 이용계약을 해지하고자 하는 때에는 [가입해지] 메뉴를 이용해 직접 해지해야 합니다.
제 16 조 (서비스 이용제한)
① 당 사이트는 회원이 서비스 이용내용에 있어서 본 약관 제 11조 내용을 위반하거나, 다음 각 호에 해당하는
경우 서비스 이용을 제한할 수 있습니다.
- 2년 이상 서비스를 이용한 적이 없는 경우
- 기타 정상적인 서비스 운영에 방해가 될 경우
② 상기 이용제한 규정에 따라 서비스를 이용하는 회원에게 서비스 이용에 대하여 별도 공지 없이 서비스 이용의
일시정지, 이용계약 해지 할 수 있습니다.
제 17 조 (전자우편주소 수집 금지)
회원은 전자우편주소 추출기 등을 이용하여 전자우편주소를 수집 또는 제3자에게 제공할 수 없습니다.
제 6 장 손해배상 및 기타사항
제 18 조 (손해배상)
당 사이트는 무료로 제공되는 서비스와 관련하여 회원에게 어떠한 손해가 발생하더라도 당 사이트가 고의 또는 과실로 인한 손해발생을 제외하고는 이에 대하여 책임을 부담하지 아니합니다.
제 19 조 (관할 법원)
서비스 이용으로 발생한 분쟁에 대해 소송이 제기되는 경우 민사 소송법상의 관할 법원에 제기합니다.
[부 칙]
1. (시행일) 이 약관은 2016년 9월 5일부터 적용되며, 종전 약관은 본 약관으로 대체되며, 개정된 약관의 적용일 이전 가입자도 개정된 약관의 적용을 받습니다.