• Title/Summary/Keyword: Offline Market

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Fashion Material Information and Hedonic Shopping Motives by Types of Internet Shopping Malls (인터넷 쇼핑몰의 유형에 따른 쾌락적 쇼핑동기와 패션소재 정보에 관한 연구)

  • Choi, In-Ryu
    • The Research Journal of the Costume Culture
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    • v.20 no.2
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    • pp.195-207
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    • 2012
  • In South Korea, the growth of online shopping malls that are overtaking traditional offline distributors in sales requires the latter to concentrate on developing a variety of contents amidst the ever-changing and competitive market environment. First of all, attention should be paid to information on fashion item materials. This study examined the current status of online shopping malls with a focus on their three different types-specialized malls, general malls, and open markets-and investigated consumers' hedonic shopping motives and influence on fashion materials in terms of purchasing behavior. In doing so, this study surveyed men and women in their 20s-30s residing in Seoul or its surrounding cities and used a total of 255 questionnaires for statistical analysis. The statistical software program SPSS 15.0 was used to conduct frequency analysis, factor analysis, reliability analysis, and multiple regression analysis. The study results showed that in general and specialized shopping malls, consumers granted greater reliability and importance to fashion materials when their interest in shopping or attention to fashion items/brands was high and when they wanted rare items. In open markets, the more interest consumers had in shopping and the more sensitive they were to fashion information, the more dependent they were on prices; in other words, prices were found to have a greater influence on their purchase decisions than the quality of fashion materials. The findings of this study would be useful to marketers and distributors who are trying to develop their marketing strategies based on fashion material information, according to the different types of online shopping malls.

Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

The Valuation of Art in the Online Art Market: Based on the Experience of the Selected Korean Artists on Saatchi Art (온라인 미술시장에서 신진 미술가 작품의 가치화과정에 관한 연구 - 사치아트(Saatchi Art) 선정 국내작가 경험을 중심으로 -)

  • Lee, Jin Woo
    • Korean Association of Arts Management
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    • no.56
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    • pp.189-215
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    • 2020
  • This study aims to understand the process of valuing contemporary artworks by young and emerging artists via online art platforms. This paper conceptualizes Bourdieu's theory of cultural capital, which theoretically guides us for conducting a case study of Saatchi Art. This article mainly collected data by interviewing seven Korean artists who were selected by our case with the supplement information carried out direct observation and document reviews. By analyzing the gathered data, the key finding of this research is that the selection of artists in Saatchi Art's curatorial program implicitly admits and guarantees the value of their artworks. By doing so, it contributes to building symbolic capital for the selected artists. This article also contends that such construction of the artists' symbolic capital results from the accumulated symbolic capitals of the founder and curator of the online platform. The theoretical contribution of this paper is to expand previous research on valuing artworks in the offline art world into the online one.

The Direction of the Korean Real Estate STO Market: Focused on MZ Generation (국내 부동산 STO 시장 발전 방향: MZ 세대를 중심으로)

  • Lee, Sangyeon;Son, Yerim;Yang, Hee-Dong
    • Knowledge Management Research
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    • v.23 no.1
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    • pp.27-46
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    • 2022
  • The current era's focus is on the surge in real estate prices triggered by the global economic downturn. This study advocated STO-based dispersed investment for the MZ generation, who has less capital than earlier generations. Existing real estate investment methods were categorized into online, offline, and hybrid formats and the effectiveness of the suggested STO was given in this study through case analysis domestically and overseas. The entry of STO into the financial industry was positively proved, and the efficacy of blockchain technology was validated, through the investigation of the STO framework. The findings of this study are projected to revitalize the new real estate sector by actively supporting the access of the MZ generation into the current inflexible real estate investment market by the application of blockchain and reflecting MZ generation's investment propensity.

A Study on the Effect of The Service Quality Factors of SMEs in Korea on Utilization Performance of B2B Global Export E-commerce (우리나라 중소 수출제조기업의 서비스 품질요인이 B2B 글로벌 전자상거래 활용성과에 미치는 영향 연구)

  • Chang-Bong Kim;Hwa-Jung Hyun
    • Korea Trade Review
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    • v.47 no.2
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    • pp.155-174
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    • 2022
  • This study aims to analyze the effect of service quality on e-commerce utilization performance in B2B market. Measurement factors derived from the survey were examined, and whether they had a positive effect on the performance of e-commerce utilizing was examined. The survey period was conducted on the Likert-5 score scale for about four months from November 2021 to February 2022, and 2,200 copies were distributed online and offline, and a total of 268 copies were used for empirical analysis. The moderating effect of the research methodology was analyzed by using multiple regression analysis and PROCESS MACRO. Three factors of service quality were secured and the influence relationship on e-commerce utilization performance was derived. Study results were as follows. First, interaction, logistics and economics have a positive effect on the level of e-commerce utilization. It means SMEs can increase the level of use of e-commerce as they produce and deliver goods with high economic contribution from the perspective of foreign companies, accuracy of goods transportation services, and purchasing companies. Second, It was confirmed that the effect of service quality on the utilization performance of e-commerce varies depending on the degree of corporate image. Therefore, it will be important to plan a management strategy first to improve service quality in order to increase e-commerce activities.

A Study on the Selection Attributes for Restaurant, Customer Satisfaction, and Recommendation Intention on Traveling Domestic Tourists: Targeting Tourists for Rail-ro Tickets

  • Kim, Ju-Hee;Kang, Kyoung-Ku;Lee, Jong-Ho
    • Culinary science and hospitality research
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    • v.23 no.6
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    • pp.27-35
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    • 2017
  • The purpose of this study was to examine the causal relationship among restaurant selection attributes and customer satisfaction and recommendation tastes for young people in their twenties who use tickets for Rail-ro. Data collection was conducted to utilize questionnaire survey with online and offline distribution. The collected data were analyzed using a statistical program SPSS 21.0 with frequency analysis, reliability analysis, factor analysis, and regression analysis. The results of the study showed that Internet search is the most common source of information about restaurants during the trip, and restaurant choice attributes have an important impact on customer satisfaction, food quality, employee service and reputation, but hygiene did not have a big effect on customer satisfaction. In addition, customer satisfaction has a significant effect on recommendation intention. Concluding the results from this study, it investigated the significant attributes for customers selection of restaurants and provide meaningful advice for market managers to make useful marketing strategies to attract more clients and augment economic benefits.

Customer authentication service method for E-commerce (전자상거래를 위한 사용자 인증 기술)

  • 김지은;전현정;윤동식
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.309-316
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    • 2004
  • The industrial structure with Internet is changing from offline to online. By developing of network, E-commerce will be big market. It is natural to increase of E-commerce and interest of people. but, it is supported by system and technics. First of all, we need customer authentication service method. In this paper, we described about Electronic shopping mall Security by three main categories. One is general security solution of I-commerce, Second is analyzing about various threats, vulnerability and countermeasures to that. Third is security consideration of directory service in I-commerce circumstance.

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The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

A Study on Decision Making Process of Impulsive Buying on the Internet (인터넷 환경에서의 충동구매 의사결정과정에 관한 연구)

  • Oh, Jong-Chul;Yoon, Sung-Joon
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.1-19
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    • 2008
  • This study began with the proposition that, compared to the impulse buying in the conventional offline market, consumers will exhibit a different process of decision-making for impulse buying on the Internet as it has become easier to acquire information and purchase goods which are offered online like digital contents goods. To verify this roposition, this study attempted to find out the external and internal factors as that affect the impulse buying behavior by incorporating Theory of Planned Behavior In addition, this study seeks to confirm the role of alternative's attractiveness in terms of mediating between internal and internal factors affecting impulse buying. The major purpose of this study was to understand Impulse Buying Intention(IBI) for digital contents on the internet. The results of the this study showed that the behavior of impulse buying can be explained with the information searching in which the external factors for the marketing of digital contents affect the internal stimulation factors. It was also found that the impulse buying of digital contents on the Internet starts with non-planned impulse at the problem recognition stage, but planned decision-making will take over when it is proven to be effective with information searching.

Time Lost forever: Relational bonds of watch manufacturers with retailers in India

  • AMAWATE, Vibhas
    • Journal of Distribution Science
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    • v.19 no.5
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    • pp.23-34
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    • 2021
  • Purpose: This study identifies the critical elements of relationship management required to be studied in distribution sciences to create a relational bond of watch manufacturers with their retailers in India. The offline watch retail market is undergoing a rapid transformation due to technology intervention in the product portfolio and the advent of online retailing. The study identifies the interrelationships amongst the constructs of interdependence, trust, affective commitment, and information exchange to form long-lasting relational bonds in the watch industry. Research design, data and methodology: We used a path analysis to investigate the relationship between interdependence, trust, affective commitment, and information exchange. Data has been collected from 143 watch retailers using judgmental sampling method. Results: The data analysis suggested the establishment of measurement and structural model. The absolute and relative goodness of fit models in the causal analysis are 0.628 and 0.959 suggesting a sufficient fit index. Based on the analysis of direct and indirect effects, the results indicate that trust fully mediates the effect of interdependence and information exchange of retailers with the manufacturer. Conclusions: Trust plays an important role in driving commitment and information exchange between watch manufacturers and retailers. Interdependence in the manufacturer-channel relationships would lead to affective commitment only when trust exists in the relationship. [AMAWATE, Vibhas.] in Web of Science and Scopus).