• 제목/요약/키워드: National Brand Recognition

검색결과 62건 처리시간 0.028초

기업의 브랜드자산에 따른 CSR활동이 기업평판에 미치는 영향 (Influence of CSR Activities on Corporate Reputation Depending on Brand Equity)

  • 윤기창
    • 벤처혁신연구
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    • 제1권2호
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    • pp.13-34
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    • 2018
  • 본 연구는 현재는 기업들은 브랜드자산과 기업평판을 구축에 기업의 전사적 역량을 투입하고 있다. 브랜드가치가 높다는 것은 소비자의 선택이 그만큼 많다는 것을 의미한다. 브랜드가치와 기업평판을 상승시키는 방법에는 여러 가지 전략이 있으나 본 연구에서는 CSR활동을 통해서 브랜드자산과 기업평판을 높이는 연구를 진행하게 되었다. 기업의 브랜드자산에 따른 CSR활동이 기업평판에 미치는 영향의 연구에 대한 요약은 다음과 같다. 첫째. 브랜드자산은 기업평판에 정(+)의 영향을 줄 것이다. 라는 가설은 브랜드인지도, 브랜드충성도, 지각된 품질에는 유의한 영향을 미쳤으나 브랜드이미지에는 유의한 영향을 미치지 않았다. 둘째. 브랜드자산은 윤리적책임에 정(+)의 영향을 줄 것이다. 라는 가설은 브랜드인지도, 브랜드충성도, 지각된 품질에는 유의한 영향을 미쳤으나 브랜드이미지에는 유의한 영향을 미치지 않았다. 셋째, 브랜드자산은 자선적책임에 정(+)의 영향을 줄 것이다. 라는 가설은 브랜드인지도, 브랜드충성도, 지각된 품질에는 유의한 영향을 미쳤으나 브랜드이미지에는 유의한 영향을 미치지 않았다. 넷째, CSR활동은 기업평판에 정(+)의 영향을 줄 것이다. 라는 가설은 윤리적, 자선적 모두 유의한 영향을 미치는 것으로 조사가 되었다. 다섯째. 윤리적책임은 브랜드자산과 기업평판간의 매개효과의 검정은 효과가 없는 것으로 조사가 되었다. 여섯째. 자선적책임은 브랜드자산과 기업평판간의 매개효과의 검정은 부분매개로 조사가 되었다. 이 결과를 종합해보면 기업은 평판을 구축하기 전에 브랜드인지도가 우선적으로 구축이 선행이 되어야 하며, 그 이유는 고객들에게 기업, 제품, 서비스가 인지가 되어야 브랜드자산의 다른 요소들도 평가를 할 수 있기 때문이며, 지속적인 CSR활동을 진정성을 가지고 진행해야 한다. 마지막으로 소비자들은 과거와 다르게 저 차원의 경제적책임, 법적책임보다 고 차원의 CSR활동인 자선적책임을 원하고 있으므로 기업과 실무자들은 브랜드자산, 기업평판 구축에 CSR활동을 전략적이며, 장기적인 관점에서 실행이 요구되며, 최고경영자의 지속적인 관심과 예산을 충분히 확보하여 진행한다면 그 효과가 발생할 것이다

The Influence of Brand Awareness on the Intention of Buying Counterfeit Brands

  • Ren, Chang-Man;Kang, Min-Jeong
    • 산경연구논집
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    • 제9권10호
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    • pp.7-14
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    • 2018
  • Purpose - This paper want to confirm whether the guilty consciousness moderates the relationship between luxury brand awareness and purchase intention. The purpose of this study is to clarify the effect of buying intention of counterfeit luxury brand and to increase intention of purchase of genuine brand. Research design, data, and methodology - This study was analyzed using SPSS 19 and SPSS Macro. An internal consistency analysis was performed to verify the reliability of the measuring instruments and Pearson's miniscule correlation to examine the correlation of variants. In addition, the data were averaged to perform regression analysis and to see the control effects of guilt, and the significance of the control effect was verified using SPSS Macro. Results - The first hypothesis that the perception of luxury brands will have a positive effect on the intent of buying counterfeit luxury brands was found to be significant. Next, a hypothesis was also established that the sense of guilt would have a significant moderating effect on the relationship between the recognition of a luxury brand and the intention of buying a counterfeit brand. Conclusions - The study expanded the study of counterfeit brand names by making an empirical check on the effects of brand awareness and guilt for the first time in the research done so far.

TV 홈쇼핑 의류 자체상표의 자산형성 연구 (A Study on the Equity Formation of Apparel Private Brand with TV Home-shopping)

  • 류은정
    • 복식문화연구
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    • 제17권2호
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    • pp.330-342
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    • 2009
  • The purpose of this study was to investigate the equity formation of private apparel brand according the service quality of TV home-shopping. A questionnaire was designed for the survey and the subjects were 383 female adults in Seoul and the Kyongnam province, Korea. The statistical analyses were carried out in the forms of frequency, factor analysis and path analysis of SPSS WIN 14.0. The findings throughout the research are as follows; First, the underwear sets and single item apparel sets with private brand had been well sold at better price. Second, the service quality of TV home shopping was perceived as the four factors of safety, contents, informative faculty and reliability. The reliability and contents factors had higher effects on the equity formation of private apparel brand. Third, the brand image, perceived quality, brand recognition as the cognitive dimension had influenced on the hedonic and utilitarian attitudes. The hedonic attitude and perceived quality had a great deal influence on the purchasing intend as the last behavior dimension.

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[Review] The Impact of Character Collaboration Product Characteristics on Brand Awareness and Purchase Intention: Focusing on F&B Products

  • Kyung Tae JANG;Senghyeon LEE;Seong-Soo CHA
    • 식품보건융합연구
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    • 제10권2호
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    • pp.1-5
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    • 2024
  • This study aims to investigate the impact of character collaboration product characteristics on brand awareness and purchase intention within the food and beverage (F&B) industry, with a special focus on Generation MZ's growing interest in such products. The methodology involves a comprehensive review of existing literature on character marketing, brand awareness, and consumer purchase intention, supplemented by case studies of successful character collaborations in the F&B sector. The findings reveal that character collaborations significantly impact brand awareness and purchase intentions, particularly among younger consumers like Generation MZ. These collaborations not only rekindle nostalgia but also introduce new and exciting consumer experiences, effectively attracting a wide demographic. The success of character-themed products, from Pokémon bread to Coca-Cola's League of Legends collaboration, underscores the strategy's effectiveness in boosting brand recognition and consumer engagement. The implications of this research are manifold for the F&B industry. Firstly, it highlights the importance of leveraging popular characters to forge emotional connections with consumers. Secondly, it suggests that product development should closely align with consumer preferences and market trends to maximize appeal. Lastly, it positions character collaboration as a strategic marketing tool that not only enhances product sales but also strengthens brand loyalty and facilitates sustained brand growth.

지질자원 전문기관 브랜드인지도 제고방안 연구 (A Study on Enhancing Brand Recognition in the Research Agency of Geoscience and Mineral Resources)

  • 김찬석;김성용;박은숙;최병관
    • 자원환경지질
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    • 제44권5호
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    • pp.443-449
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    • 2011
  • 본 연구는 한국지질자원연구원(KIGAM)이 전개하는 다양한 연구 활동과 성과를 국민에게 효율적으로 전달하여 '국민이 자랑스러워하는 기관'으로서 KIGAM의 위상과 역할을 재정립하는데 기여하기 위하여 KIGAM 브랜드 인지도에 대한 조사를 수행하였다. 지질자원기술의 연구성과와 국가 브랜드 간 연관성에 대해서 외부 공중의 절반(49.9%)이 관련이 있다고 인식하였고, 지질자원기술의 연구성과가 한국 과학기술력 증진에 기여하는 가에 대하여 42.3%가 긍정 적으로 응답하였으며, 지질자원기술 연구성과에 대해서는 14.4%만이 접한 적이 있다고 응답하였다. 브랜드 인지도를 제고하기 위한 대안으로는 혜택적 메시지 개발, 브랜드관리 위원회 운영, 국민 친화적 주제에 대한 지질자원기술 연구성과의 관여도 증진, 청소년 대상 '지질자원기술 교육용 보드 게임' 개발 배포, 장소 PR(location PR)의 활성화, 온라인 Q&A 게시판의 활성화, 스타 연구원 발굴과 원장 PI 활동을 제시할 수 있다.

국내 지역 쌀 상품의 브랜드 마케팅전략에 관한 연구 (A Study on a Brand Marketing Strategy of Domestic Rice Products)

  • 임기흥
    • 디지털융복합연구
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    • 제6권3호
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    • pp.65-73
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    • 2008
  • The food crisis is gradually augmented, which derives from a world-wide process. And it is the actual conditions for which there is no solution on national level. Rice is a fundamental agricultural products, and it makes up a large percentage in the Korean farming industry. Especially, the environment around the domestic rice market has rapidly been changing and shrinking because of the open policy in the International market. In order to compete with the international market, Korea must be strong in stable-based construction and international marketing strategies of domestic rice products. Most of consumers recognize the importance of developing a brand-name rice. However, the degree of recognition on the brand-name rice is still very low. The Purpose of this paper Is to drive brand marketing strategy for positioning of domestic rice products.

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유통업체 의류 상표에 대한 소비자 태도 형성 (Consumer Attitude Formation on Private Apparel Brand)

  • 최미영;이은영
    • 한국의류학회지
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    • 제30권8호
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    • pp.1210-1221
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    • 2006
  • The strength of the PB(Private Brand) is that it can eliminate intermediary in the distribution channel and thoroughly control the quality under its own name. This study has developed traditional studies on private brand proneness in approaching data processing and empirical point of view of a consumer's attitude buildup process on PB through 'recognition-attitude-action(behavioral attitude)'. The subjects of this study are consumers in their $20s{\sim}40s$ who are main customer groups of PBs. A screening process has taken place to select consumers with purchasing experiences of retailor PBs. The data is analyzed by 'Structural Equation Modeling' of Amos 5.0 to verify consumer attitude formation model on private apparel brand. The results generated from this study are as follows: First, the proposed consumer attitude model on private apparel brand consists of store evaluation, experiential product evaluation, cognitive product evaluation, hedonic attitude, utilitarian attitude and purchase intention. Second, not only positively influence on utilitarian attitude but hedonic attitude can arouse positive emotional reaction of a consumer. Third, the store evaluation is ahead of the product evaluation because PB is more related to the image of a store. The influence of the store on PB is relatively stronger when compared with NB.

비주얼 머천다이징 효과에 관한 연구: 한국과 중국 소비자의 비교문화연구 (A Study of Visual Merchandising Effectiveness: A Cross-cultural Study of Korean and Chinese Consumers)

  • 박현희;이금;전중옥
    • 한국의류산업학회지
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    • 제12권4호
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    • pp.439-449
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    • 2010
  • The purpose of this study is to identify the differences in persuasive effectiveness of visual merchandising between consumers in Korea and China including the moderating roles of shopping value in effectiveness of visual merchandising. For the cross-cultural experiment, 2(degree of sensuousness of VM: high vs. low)${\times}$2(involvement: high vs. low)${\times}$2(nation: Korea vs. China) factorial design were used. A total of 480 questionnaires allocating 60 students to each group were distributed. The results were as follows. First, Chinese consumers were likely to respond favorably regardless of the degree of sensuousness of VM, while Korean consumers were more positive in high degree of sensuousness of VM. Second, aesthetic cognition of VM and attitude toward VM had positive influences on brand cognition in both countries. Third, Korean consumers with greater recognition of aesthetic attributes of VM had more positive brand attitude, while Chinese consumers with greater recognition of utilitarian attributes of VM had more positive brand attitude. Fourth, there were moderating effects of shopping value in persuasive effectiveness of VM in Chinese consumer group, while there were no significant moderating effects in Korean consumer group. With the cross-cultural interpretation of the fin-dings, strategic implications and suggestions for the global fashion retailing, specifically fashion visual merchandising, are provided.

전통시장에 대한 기업의 지역사회 특화 스폰서십이 브랜드 자산에 미치는 영향: 포스코와 포항 죽도시장의 협력사례를 중심으로 (How community-specific sponsorship of a traditional market creates brand equity: The interdependent relationship between POSCO and the Jukdo Market)

  • 나혜수;이광근
    • 유통과학연구
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    • 제9권4호
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    • pp.51-61
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    • 2011
  • 기업의 지역사회 특화 스폰서십이란 기업이 특정 지역사회에서 사회적 및 경제적 자산의 획득을 기대하고 그 지역에 소속되어 있는 개인이나 조직에 금전 또는 기업의 제품·서비스를 제공함으로써 상호의존적인 관계를 형성하는 것을 가리킨다. 보통 스폰서십은 전국적인 인물이나 조직에 대한 스폰서링을 통해 브랜드의 노출을 극대화하여 브랜드 자산에 영향을 미치려고 한다. 반면, 지역사회 특화 스폰서십은 영향을 미치고자 하는 범위가 특정 지역사회에 국한되어 있다. 그 한 사례가 포스코와 죽도시장의 협력관계이다. 포스코는 사회공헌 활동의 하나로 죽도시장을 지원하고 있다. 이러한 지원에 대하여 죽도시장은 시장 내에 포스코 깃발을 게양하여 상인 및 일반쇼핑객에게 알리고 있다. 포스코는 이러한 스폰서십을 통해 상인들이 주도하는 지역 여론의 지지라는 사회적 자산을 획득한 적이 있다. 그런데 그것이 경제적 자산의 개발로 연결되었는지는 아직 측정되지 않았다. 따라서 본 연구에서는 포스코와 죽도시장의 스폰서-스폰시 관계가 현재적 및 잠재적으로 경제적 자산을 창출하는 데 영향을 미쳤는지를 확인하기 위하여 스폰서십이 브랜드 자산을 구성하는 기업 이미지 제고와 브랜드 충성도 강화에 어떻게 영향을 미쳤는지를 검정하였다. 연구결과는 포스코와 죽도시장 사이의 지역사회 특화 스폰서십은 사회적 자산뿐만 아니라 경제적 자산을 창출하는 데 공헌하는 것으로 나타났다. 단, 일반쇼핑객 집단과 상인집단에 따라 기업 이미지와 브랜드 충성도에 다르게 영향을 미치는 것으로 나타났다.

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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