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검색결과 243건 처리시간 0.017초

한국 학생의 손씻기 실천과 감염병 이환과의 관련성 (Relationship between handwashing practices and infectious diseases in Korean students)

  • 장동방;이무식;홍수진;양남영;황혜정;김병희;김현수;김은영;박윤진;임고운;김영택
    • 농촌의학ㆍ지역보건
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    • 제40권4호
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    • pp.206-220
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    • 2015
  • 이 연구의 목적은 초, 중, 고등학교 학생의 손씻기 실천과 감기, 설사, 눈병, 식중독 등의 감염성 질환 이환과의 관련성을 파악함으로써 손씻기의 중요성을 강조하고, 학교 청소년의 손씻기 실천율을 향상시키기 위한 기초자료를 제공하고자 하였다. 전국 16개 시도에 거주 중인 초등학교 4학년부터 고등학교 3학년까지 학생을 대상으로, 가구방문을 통한 방문면접과 온라인 조사를 9월 5일부터 9월 25일까지 시행하였다. 조사응답자의 일반적 특성과 손씻기 실태 및 손 씻는 방법을 독립변수로, 감기, 설사, 눈병, 식중독 등의 질병감염 여부를 종속변수로 하여 카이제곱검정과 이분형 로지스틱 회귀분석을 실시하였다. 연구 결과를 종합해보면 식중독을 제외한 감기, 설사, 눈병 등의 질병감염 경험이 학년이 높을수록 많았다. 특히, 감기 감염경험의 경우 남성보다 여성에서, 비누와 물을 사용한 손씻기보다 물 또는 손소독제만 사용한 군에서, 손등을 씻는 군보다 손등을 안 씻는 군에서 감기 경험률이 높았다. 손씻기 실태조사 및 청소년건강행태온라인조사에서 학년이 높을수록 손씻기 실천이 낮은 점을 고려할 때, 이 연구에서 학년이 높을수록 질병감염 경험률이 높고, 특히 감기감염경험의 경우 손씻기 방법이 좋은 군일수록 경험률이 낮은 것은 기존연구와 마찬가지로 손씻기가 감기와 같은 감염병의 예방에 영향을 미치는 요인으로 판단된다. 청소년은 집단생활로 인한 감염병 질환의 위험이 높은 점을 고려할 때, 학교 내에서 청소년의 비누를 사용한 올바른 손씻기를 교육하고, 실천율을 향상시킬 수 있는 방법에 대한 연구와 정책마련이 필요하다.

증정상품이 소비자의 재구매행동에 미치는 영향 (Effect a Presentation Product has on the Repurchase Action)

  • 윤기선;김홍
    • 한국벤처창업학회:학술대회논문집
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    • 한국벤처창업학회 2007년도 춘계학술대회
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    • pp.375-404
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    • 2007
  • 본 연구는 판매시장의 변화에 따른 증정 판촉 전략의 방향을 제시하고자 증정상품에 대한 소비자 만족과 신뢰도를 연구 분석하고자 하였다. 또한, 증정상품에 대한 인식, 소비자의 만족도, 신뢰성이 재구매에 어떠한 영향을 미치는가를 파악하고자 하였다. 본 연구는 다음과 같은 연구의 의의와 시사점을 유추할 수 있었다. 첫째, 극심한 경쟁시장에서 기업들은 살아남기 위해 단순한 상품 증정을 통한 판매촉진 전략을 구사하기 보다는 다양한 이벤트를 겸한 상품 증정을 실시해야 한다. 둘째, 불황기가 계속되는 지금 특별한 행사 기간과 이유로 인한 행사를 통해 소비자들에게 무료의 기회를 제공함으로써 제품의 선전효과와 고객 유치 및 고객의 재구매에도 영향을 미칠 것으로 사료된다. 셋째, 인터넷 시대의 도래로 인해 마케팅 전략도 단순히 오프라인만을 겨냥한 전략이 아닌 인터넷에서 쇼핑을 하는 소비자들이 늘어나는 추세에 있는 관계로 이들을 위한 증정상품 전략도 구축하여야 한다. 넷째, 지나친 증정상품 판매촉진 전략은 앞서 언급한 바와 같이 제품의 가치와 소비자의 태도에 오히려 역효과를 줄 수 있다.

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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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