• Title/Summary/Keyword: Level of Marketing Strategy

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A Structual Analysis of the Relationship between Brand Image and Country Image of Global Product (글로벌 제품의 브랜드 이미지와 국가 이미지에 관한 구조적 관계 분석)

  • Bong-Soo Lee
    • Korea Trade Review
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    • v.46 no.6
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    • pp.55-71
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    • 2021
  • The purpose of this study was to establish the causal structural model among brand image and country image associated with consumers' purchase decision of products. The specific objectives were 1) to analyze the effects of brand image on consumers' purchase decision of products, 2) to analyze the effects of country image on consumers' purchase decision of products, 3) to analyze the effects of brand image on country image, 4) to analyze the mediating effects of country image between brand image and consumers' purchase decision of products. The conclusions of this study are as follows: First, companies must have an advantage strategy for brand image along with country image. To this end, a strategy to promote the brand image through various media is effective. Second, it is necessary to find new transformation through the establishment of brand identity at the corporate level so that consumers can have a good impression on the brand image. Third, it is important for companies to make efforts at the level of brand image and country image to provide consumers with information that can increase expectations and actual satisfaction and to build product reputation. In addition, it is necessary to embody brand images and country images into global marketing mix strategies. Fourth, if companies build a brand image that symbolizes a differentiated culture, the brand image can have a positive effect on consumer purchase decisions. Along with this, companies can further increase their positive effects by developing representative brand image contents. Fifth, this study confirmed that the higher the image level of the manufacturing country in a situation where consumers' preferences are diversifying, the more the brand image leads to consumers' purchasing decisions. Therefore, brand managers are required to build a country image suitable for the existing brand image when advertising at the time of product introduction.

The Influence of Art-provoked Affect on Product and Product Attributes Evaluation (명화(名畵)에서 유발된 감정이 차용된 제품과 제품속성 평가에 미치는 영향)

  • Kim, Hanku;Jung, Bohee;Chu, Wujin
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.99-130
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    • 2011
  • In recent years, a new way of differentiating product design has emerged -better known as 'masterpiece marketing,' this is a strategy where famous art pieces are borrowed on to product designs. Because the recent trends of well-being and LOHAS have encouraged the consumers' desires to enjoy culture and live a more opulent lifestyle, famous and notable paintings have grown to be more of "approachable masterpieces" to the public. As a strategy intended to develop a new consumerism, while still prioritizing customers' values and their satisfaction, companies have been drawn to this new type of marketing. The current consumption society has converted renowned art pieces from simply works of 'high culture' to a further way of marketing, aimed to differentiate products and dominate the market. Though many products have had masterpieces applied to their designs and have been noticed for their marketability, there has been less systematic research done on the scientific background behind this marketing approach. This research focused on the art pieces' fundamental nature of inducing emotions in the viewer, and hypothesized about how the evaluation of a product may be influenced by the affect provoked by the art piece used. To be more specific, if art pieces with different levels of pleasure and arousal -the two axis of emotion suggested by existing research on emotion -were used on each product, the goal was to see how the different levels influenced the consumer's assessment of the products, focusing on product's type as well as the evaluation of their attributes. First, a pretest was done to verify the relationship between the emotion provoked by the art piece and the consumer's preference. There were two types of surveys, each with five drawings from the ten that were assumed to differ in levels of the two axis of emotion. The survey was composed of questions asking for positive emotion, negative emotion, level of arousal, and preference. The correlation between the measurements of positive and negative emotions was -0.792, so an integrated entry was used in the analysis by subtracting the measurement of negative emotions from that of positive emotions. The first hypothesis that paintings that provoke positive emotions will be more preferred than paintings that bring out negative emotions was supported; and through this research, paintings that were to be used for the products were selected. The second pretest was conducted to settle on an item that would be used in the research. Items meant to measure utilitarian and hedonic attributes of milk and chocolate, the two products to be used in the research, were extracted. Because milk is a utilitarian product with strong practical attributes while chocolate is a hedonic product with strong hedonic attributes, these two were selected to be used in this research. The first study was executed to see if there is a difference in attitude about products that have different painting on their designs, which either induces positive or negative emotions. It was also to verify whether this difference in attitude was mediated by the viewer's preference for the art piece. This study showed that when positive emotion inducing painting was used, the product was better evaluated compared to the product with a painting that provokes a negative emotion, thus supporting the second hypothesis. It was also supported that the effect of affect on product evaluation was mediated by preference for the art piece. The second study was done to see the influence of the level of arousal on the evaluation of the product's attributes. Art pieces that differ in the level of arousal were selected through the pretest, and later it verified the hypothesis that the level of arousal has an effect on the assessment of the attributes of the product. In the case of milk, a utilitarian product, the fourth hypothesis that a high-arousal painting will better evaluated for its hedonic attributes was supported, as well as the fifth, which hypothesized that a low-arousal painting will receive a higher assessment for its utilitarian attributes. However, for chocolate, a hedonic product, both fourth and fifth hypotheses were not supported. This study is significant for the following basis: first, it verified the importance of the emotion induced by the painting on the evaluation of the product's attributes, by applying a systematic and scientific method. Second, it expanded from the existing research on positive/negative emotions to confirm the additional influence of the state of arousal on product evaluation.

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Influencing Factors in High vs. Low Share Brand Choice

  • Kang, Yong-Soon;Moon, Sang-Kil;Suh, Jae-Beom
    • Management Science and Financial Engineering
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    • v.13 no.1
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    • pp.73-91
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    • 2007
  • We investigate factors that influence the choice of high-share brands(HSBs) vs. low-share brands(LSBs) among various product and consumer characteristics related to brand-share perceptions. Specifically, using 8 product categories varying in terms of purchase decision involvement, we show how the influencing factors vary across the categories. At the general level that cover all the 8 categories, our hierarchical Bayesian regressions analysis shows that factors that favor high-share brands are purchase decision involvement, search goods, experience goods, price-quality relationship, positive network externalities, and price-prestige beliefs. Conversely, consumers who value variety seeking and need for uniqueness favor low-share brands. The effects of these factors, however, vary across product categories. The identification of these characteristics can help brand managers establish a more effective brand-share strategy in such areas as setting an optimal market share goal, extending a brand, and developing ad copy. Furthermore, our consumer segmentation analysis demonstrates the general market has two distinct segments - (1) a segment composed of HSB buyers(86%) and (2) a segment composed of LSB buyers(14%). The two segments are also shown to have different significant factors that explain their brand choice. Our segmentation analysis can help marketers establish a marketing strategy that targets a specific segment of interest.

A STUDY ON STRATEGIC DECISION SUPPORT SYSTEM (전략적 의사결정 지원시스템에 관한 고찰)

  • 오승헌
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.13 no.21
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    • pp.7-10
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    • 1990
  • In the modern society where information system based on the computer in organization have been developed over again. A decision support system is one of the most popular topics. The computer have been discussed in relation to management strategy between enterprisers and researchers so far, but the accumulation of data resource and communication foundation have not been attended in actuality. The organic connection between business and information technique have been less progressed than our expectation. At this point of time. such a technical restrution getting removed, We have closed a gap between management strategy and computer. Now we are taking a growing interest in computer use for supporting proceedings decision, a lot of strategic marketing decision is wifely used in such a case, and the technical development is comming to advanced. In this study, I Investigate such a new tendency as strategic program and proceedings decision system. I will especially focus my study on a strategic program and a budget control corporation, so to speak, on strategic budget management system. Concretely the purpose of this study is to investigate what functions the proceedings decision support system requires in order to deal with the problem of strategic level and to practically establish the system with the use of DSS GENERATOR/ARISTOTLE in my laboratory.

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A Basic Study on Establishing Action Strategy for Introduction of Marine Telemedicine (해양 원격의료 도입을 위한 추진전략 마련 기초연구)

  • JEON, Yeong-Woo;KIM, Jae-Ho
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.5
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    • pp.1211-1220
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    • 2015
  • There exists dead zone from the aspects of health equity and health medical equity for maritime personnel. They could not have been benefited from disease prevention and health promotion in comparison with shore personnel due to the restricted medical accessibility caused by long voyage ship operation. Furthermore, the system of health management and medical assistance for maritime personnel is insufficient, the continuous health monitoring system does not exist, nor health diagnosis system, maritime industrial accidents and occupational disease control systems are adequate. The International Maritime Organization and the International Labour Organization recommend their Member Governments to take necessary measures in the management of seafarers' health and diseases through conducting continuous and systematic investigation. Thus, this study intends to propose action strategy and tasks for introducing marine telemedicine system aiming to provide seafarers with health management service for the years to come. The conclusions of this study can be given as follows. First, it is required that a systematic medical service system needs to be provided to promote seafarers' health. Second it is recommended to establish the marine telemedicine system incorporating U-Health technology. Third, it is necessary to revise the relevant laws and regulations to introduce the marine telemedicine system. Fourth, it is also necessary to provide various assistance system at the national level in the furtherance of global marketing of marine telemedicine system.

Market evaluation and marketing strategy to expand the consumption of Pleurotus nebrodensis variety 'Uram' (백령느타리 '우람'의 소비확대를 위한 시장평가와 마케팅 전략)

  • Kim, Yeon-Jin;Lee, Ja-Young;Kim, Jeong-Han;Choi, Jun-Yeong;Lee, Chae-Young;Lee, Chan-Jung;Lim, Gab-June
    • Journal of Mushroom
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    • v.20 no.3
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    • pp.173-177
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    • 2022
  • Mushroom production in Korea is concentrated on five major mushroom types. To create a new source of income for farmers, it is necessary to establish new mushroom production and marketing systems. This study was conducted to evaluate the marketability of and establish a marketing strategy for Pleurotus nebrodensis variety 'Uram'. The evaluation of distributors showed that it was necessary to cultivate mushrooms of uniform shape and size, to compensate for their low storability, and to sell them in small packages. The consumer evaluation showed that the texture of P. nebrodensis had the highest level of satisfaction for quality, but the levels of satisfaction for size and shape were low. In the consumer evaluation, as in the distributor evaluation, improvements in cultivation were found to be necessary, as the storage time is short due to a high moisture content. An evaluation of the market gave the following results regarding the marketing strategy. It was found to be necessary to consider the production of mushrooms of a uniform shape and size and sell them in small packages in the range of 150 to 300 g. The price of the mushrooms should be set using a high-end strategy for high-end sales. The mushrooms should be introduced to local food and eco-friendly stores in the early stages of production. Subsequently, if farmhouse production increases, shipments should be made to wholesale markets through a regular contract. Finally, considering that P. nebrodensis is an unfamiliar mushroom to consumers, it is necessary to promote it by increasing the accessibility of consumers through tasting events and experience groups.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

A Comparative Analysis of Determinant Factors for the Level of Satisfactions Regarding Membership and Public Golf Courses (골프장 이용의 만족도 결정요인 - 회원제와 대중 골프장의 비교 -)

  • Ko, Dong-Wan;Woo, Je-Chul
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.3
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    • pp.13-21
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    • 2007
  • Golf has emerged as one of the key leisure activities in Korea. This study examines the characteristics of golf consumption typology. A total of 256 questionnaires were collected from membership and public golf courses in the Incheon and Gyeonggi district. This study explores user satisfaction with and service at the golf course. The results of this research show that there are primary factors in user satisfaction regarding course facility, scores and operational services. Detail responses regarding these golf courses prove that the whole of the golf course, satisfaction with the course layout, landscaping and user gratification with the golf facilities are influenced by contentment with the management of the golf course. Satisfaction with scores were correlated with user contentment with the golf course. Detailed factors regarding operational services cited such aspects as ease of reservations, staff and tee time, all factors related to the smooth arrangements and progress that are influenced by operational services. This research was more concerned with course design and facility operations than marketing operations, which can satisfy users through investment in variety and expansion of the course facilities. Satisfaction in these areas is correlated to revisits and recommendations to others. The types of membership and public golf courses face difficulty in development, operation, and facilities maintenance, among other features. This paper will help separate out each quality in order to formulate difference stratagems for marketing and operation tactics in the future.

An Analysis of an Influencing Factor in the Export Performance of ICT Company (ICT 기업의 해외수출 성과에 미치는 영향요인의 분석)

  • Yi, Seon-Gyu
    • Journal of Service Research and Studies
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    • v.5 no.2
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    • pp.1-13
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    • 2015
  • This study deduced an effect produced on the export performance of ICT company through precedent study. And the importance of each factor was analyzed, regarding the deduced influencing factors. And influencing factors in the export performance of ICT export companies were presented at a practical level on the basis of analysis results. According to the results of analysis, with regard to the influencing factor in the export performance of ICT company, companies' factors were interpreted as the most important influencing factor among the 1st hierarchical factors. According to the results of analysis after setting 12 factors for the 2nd hierarchical factor, 4 factors including export experience, CEO's market orientation, marketing strategy, and export market attractiveness were interpreted as very important factors. Therefore, it was possible to find that, with regard to the influencing factor in the export performance of ICT company, above all, enterprise internal factors- i.e., companies' factors, marketing factors- were more important influencing factors.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.