The proliferation of online customer reviews has completely changed how consumers purchase. Consumers now heavily depend on authentic experiences shared by previous customers. However, deceptive reviews that aim to manipulate customer decision-making to promote or defame a product or service pose a risk to businesses and buyers. The studies investigating consumer perception of deceptive reviews found that one of the important cues is based on review content. This study aims to investigate the impact of the information amount of review on the review truthfulness. This study adopted the Information Manipulation Theory (IMT) as an overarching theory, which asserts that the violations of one or more of the Gricean maxim are deceptive behaviors. It is regarded as a quantity violation if the required information amount is not delivered or more information is delivered; that is an attempt at deception. A topic modeling algorithm is implemented to reveal the distribution of each topic embedded in a text. This study measures information amount as topic diversity based on the results of topic modeling, and topic diversity shows how heterogeneous a text review is. Two datasets of restaurant reviews on Yelp.com, which have Filtered (deceptive) and Unfiltered (genuine) reviews, were used to test the hypotheses. Reviews that contain more diverse topics tend to be truthful. However, excessive topic diversity produces an inverted U-shaped relationship with truthfulness. Moreover, we find an interaction effect between topic diversity and reviews' ratings. This result suggests that the impact of topic diversity is strengthened when deceptive reviews have lower ratings. This study contributes to the existing literature on IMT by building the connection between topic diversity in a review and its truthfulness. In addition, the empirical results show that topic diversity is a reliable measure for gauging information amount of reviews.
The Journal of the Institute of Internet, Broadcasting and Communication
/
v.9
no.2
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pp.65-71
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2009
The end of the 1990s due to the rapid development of Internet communications and two-way communication advertising, public relations, online music, video, movies, e-Book, and distribution of digital content is actively underway. The combination of Internet and TV, as well as born of IPTV and interactive digital content industry's future has become a key industry. However, these two-way communication that illegal adult sites, illegal Bulletin, illegal Ads, PR, shopping mall, illegal music copying, video replication, such as negative due to the emergence of IPTV and is always around us and should be recognized. For example, on the Internet, which has been operating in the ocean sounds from the music copyright issue, the prosecution decided to prosecute because of the digital cultural content, copyright issues has become an important issue. Status and issues of this paper to learn the digital content, using intelligence to solve these problems, two-way communication advertising, public relations and practice of digital content, practices and courses of students vulnerable to offers for the analysis simulation.
In general, content business companies include animation industry can have benefits, which they have higher incomes when they obtain wider markets. Therefore, they pursue to have diverse windows for content distribution or to reach the foreign markets for dealing their content products with potential customers. It have the greatest value. They can re-invest the incomes to produce their new products, and they can enhance the international competitiveness of their next products. As the results, the companies can have more incomes and wider markets in next business, and it will be the effectiveness of the good cycle of the animation industry. Animation industry has being undergone of its structure changes, more economical chances and viewers' attitudes changes through the all over the industry because of the acceptance of new digital technology. To response the changes or have the new chances from the changes, they should to review the existing system and the law concerned with the animation business as well as having the diverse new plans for supporting the industry like a construction of the online marketplace of Korean animation. It would make the Korean animation companies to meet foreign customers easily by making lower the entrance barrier of the foreign markets. Current Korean government needs to estimate the value of the Korean animation accurately and objectively by concerning its surroundings to support efficiently. However, it is very difficult to estimate the value of the content rightly because of its' intangible and subjective matter. For this, they should analyze the all the data of the information of the Korean animation content by accumulate, open to the public and manage. So if the government makes online marketplace for the Korean animation, which all the Korean animation companies get in, it would be a solution of estimating the value of the Korean animation rightly. In addition, it will be used as the role of archive of the government to lead the industry successfully. As a point of the small size of the Korean animation companies, they are government dependable because of its low budget, so they strongly expect the government to do the right role as the unique knowledge distributor. Therefore, the Korean animation online marketplace would make not only big companies, but also small companies to have the chances to increase the value of their content in the global markets by themselves without economic burdens.
SHIDDIQI, Muhammad fajar;LI, Sin;SUHARI, Umaidi;HIDAYAT, Zinggara;MANI, La
Journal of Distribution Science
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v.21
no.1
/
pp.85-93
/
2023
Purpose: This research is intended to analyze how distribution of brand communication of a Soft Drink brand on brand image mediated through electronic word of mouth on packaged carbonated drink in Indonesian Gen-Z. This research also aims to find out how electronic word of mouth can have a role in creating a brand image for Indonesia Gen-Z. Research design, data and methodology: This research is using a quantitative approach with purposive sampling technique, a survey was conduct online and the number of samples being 384 responders who are spread all over Indonesia. The questionnaire construct was designed based on several variables, such as brand communication, brand image, and e-WOM. E-WOM was positioned as a mediating variable in this research. Brand Communication indicators consist of event and experience, public relation and publicity, direct marketing and personal selling. Meanwhile brand image consists of Attributes, Benefits, and Attitudes. E-WOM indicators consist of intensity, balance of opinion, and content. Results: The result of this research being (1) There is a significant influence between brand communication and brand image. (2) There is a significant influence between brand communication and electronic word-of-mouth. And (3) There is a significant influence between brand communication and brand image mediated through electronic word-of-mouth. Conclusion: The findings of this research prove that there is significant influence between brand communication, brand image and electronic word-of-mouth, this study also provide several information about how other factor affect the distribution of brand communication.
Younghee Noh;Aekyoung Son;Kyung Sun Lee;Inho Chang;Youngmi Jung;Hyunju Cha
Journal of the Korean Society for information Management
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v.41
no.1
/
pp.133-162
/
2024
The rapid digitalization has highlighted the importance of identifying and managing online resources. Especially, the need for a systematic identification system for the efficient distribution and preservation of digital content is growing. This study aims to respond to these contemporary demands by investigating the current state of identification systems for online resources and exploring more systematic management and utilization methods through linking these systems with legal deposit. To achieve this, the study surveyed the identification systems and their issuance status for online resources and analyzed prior research related to these online resources. Based on the analysis, the proposed strategies for linking with legal deposit can be summarized into three categories: First, to prioritize and enhance the utilization of legal deposit, strategies are required to strengthen the mutual complementarity of deposit and use, to assign priorities to certain deposits, and to increase the usability of deposited materials. Second, as strategies based on international standard numbers for linking with legal deposit, it is necessary to integrate ISBN and UCI in the deposit process, to link international standard resource numbers with deposit, to interconnect metadata between international standard numbers and UCI, to integrate UCI and ICN, and to introduce automation technology for upgrading the deposit system. Third, to effectively implement the aforementioned strategies, policy support is essential. This includes enhancing the role of the Korean Bibliographic Standards Center, strengthening cooperation with publishers, compensating for deposited materials, and increasing awareness and institutional compensation for the legal deposit system.
Most of the sounds used in animated films are artificially made. A large number of the sounds used are either actual sound recordings or diversely processed artificial sounds made with professional sound equipments such as synthesizers. One animation episode contains numerous amounts of sounds, resulting in significant sound production costs. These sounds have full potential to be reused in different films or animations, but in reality we fail to do so. This thesis discusses ways these sound sources can be acknowledged as added new values to the present market situation as a usable 'digital content'. The iTunes Music Store is an American Apple company product that is acknowledged as the most successful digital content distribution model at the time being. Its system's sound library has potential for application in the Korean sound industry. In result, this system allows the sound creator to connect directly to the online store and become the initiative content supplier. At the same time, the user can receive a needed content easily at a low price. The most important part in the construction of this system is the search engine, which allows users to search for data in short periods of time. The search engine will have to be made in a new manner that takes into consideration the characteristics of the Korean language. This thesis presents a device incorporating the Wiki System to allow users to search and build their own data bases to share with other users. Using this system as a base, the Korean animation sound library will provide development and growth in the sound source industry as a new digital sound content.
The purpose of this study is to investigate the mediating effect of trust when a media broadcaster (such as a disc jockey [DJ]) acting as an information source and the content they provide during live commerce streaming affect acceptance intention. Live commerce is increasing rapidly, offering a new fashion distribution channel by supplementing possible shortcomings of existing online shopping. Data was collected for the empirical study from female consumers in their 20s who actively accepted fashion technology. Statistical analysis of the data was conducted using IBM SPSS Macro Process 3.5. First, the reliability and validity of the variables for information source characteristics, content informativeness, trust, and acceptance intention were verified, and each variable was confirmed as a single factor. Bootstrap analysis was performed using Macro Process Model 4 to reveal the effects of information source characteristics and content informativeness on acceptance intention. As a result of analyzing the mediating effect for each path model with trust as a parameter, it was found that both the direct and indirect effects of the mediating path were significant. This result means that the characteristics of information sources and content informativeness are partially mediated by trust. Therefore, to promote consumer behavior in a live commerce shopping environment, it is necessary to enhance trust. This can be achieved by a media broadcaster with fashion expertise to increase the perception of the attractiveness of the information source and to improve the usefulness of the fashion information being delivered.
Purpose - This paper discusses cross-cultural management (CCM) in China and how its business students get prepared by university cross-cultural management courses for an international market. Research design, data, and methodology - It was therefore decided to do an online content analysis looking at CCM courses offered by a number of Chinese universities first, and second to conduct a quantitative survey on CCM courses as well as topics among Chinese undergraduate business students at a large Eastern Chinese university. Results - From fundamental aspects, seven Chinese cultural standards emerge which highly influence the behaviour of the Chinese. There is a tendency to imply the integration of not only local but also cross cultural issues in academic management courses. Besides Hong Kong, there are currently 17 Chinese universities and schools accredited by the Association to Advance Collegiate Schools of Business (AACSB) that explicitly requires cross-cultural management competencies in undergraduate and graduate degree programmes. In addition, the study confirmed that two-third of the sample (Chinese undergraduate business students) had taken cross-cultural management courses. Conclusions - The results of this research have made it clear that Chinese universities and schools are aware of the importance of cross-cultural management competencies.
Purpose - The purpose of this research is to suggest researchers to know the standards of research ethics violation and eliminate the researchers' anxiety for the possible cases in violation of research ethics through the notification on the web site with online paper submission system for over the last year. We have made an effort and achieved the most exemplary and leading position in the academic journals, however, not satisfied with this, we will endeavor to strengthen it. Research design, data and methodology - Plagiarism and overlapping publications are the most serious problems in research ethics. Therefore, it is necessary to verify the submitted articles making use of paper similarity test programs such as copy killer, KCI test, etc. Editorial board and reviewers should present clear evidences and notify contributors on research ethics violation after close review the contributors' article content. Results - This research focused on the submitted articles which were verified as research ethics violation, and categorized them into 7 cases. Conclusions - With analyzing the verified 7 cases from KODISA journals, this research will examine closely the verification system and regulations in the current academic research ethics. Afterwards, this research will seek for solution to the problems and make an effort to get improvement for them.
Purpose: Visual communication is the act of using elements and components that can be seen. Some of the elements include images, illustrations, drawings, and videos. The purpose of this research is to check if there is the meaningful role of visual communication for emotional marketing plan. Research design, data and methodology: The present author firstly tried to obtain prior knowledge based on numerous previous literature through qualitative content method, investigating and searching related topic in 'Scopus' and 'Google Scholar' which is one of the most famous database. This methodology has already been proved the credibility and conformability by prior researchers. Results: The current study looks at four basic aspects that will assist in analyzing the findings and results from different peer-review articles. The section will cover social media, videos, podcasts, and ads. Conclusions: Several studies also affirmed that increased use of the internet and internet for marketing causes psychological issues among adolescents. Only adults should view some of the marketing ads, but if they pop into an adolescent browser, it may cause some harmful effects. Therefore, the study concluded that moderation of online visual adverts should be done to ensure only the targeted customers view the advert.
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