• Title/Summary/Keyword: Online Word of Mouth

검색결과 236건 처리시간 0.034초

An Exploratory Content Analysis of a Saudi Women's Beauty Products' Discussion Forum

  • Al-Haidari, Nahed;Coughlan, Jane
    • Asia pacific journal of information systems
    • /
    • 제25권4호
    • /
    • pp.805-822
    • /
    • 2015
  • Online communities are an important source of electronic word-of-mouth (e-WOM). However, few studies have examined the use of such messages within the Middle Eastern context. This study focuses on Saudi women as members of an online beauty forum. Previous work suggested a mediating effect of gender, with women being more likely to trust word-of-mouth and follow it up with a purchase. A conceptual model with a theoretical underpinning from existing contributions in literature provides the basis of a coding framework for the message characteristics that influence members' e-WOM adoption. A total of 310 threads and 2200 messages coded into 5725 units were content analyzed to demonstrate cases where e-WOM was adopted and indicate further continuance intention with members returning to the forum. A new category of 'community bonding' was created from the content analysis given the prevalence of emotional aspects in messages. Emotion expressed in messages, often expressed in religious terms, is as influential and important as the cognitive aspects of community bonding.

Using the Hierarchical Linear Model to Forecast Movie Box-Office Performance: The Effect of Online Word of Mouth

  • Park, Jongmin;Chung, Yeojin;Cho, Yoonho
    • Asia pacific journal of information systems
    • /
    • 제25권3호
    • /
    • pp.563-578
    • /
    • 2015
  • Forecasting daily box-office performance is critical for planning the distribution of marketing resources, and by extension, maximizing profits. For certain movies, the number of viewers increases rapidly at the beginning of their theatrical run, and the increments slow down later. Other movies are not popular in the beginning, but the audience sizes grow rapidly afterward. Thus, the audience attendance of movies grow in different trajectories, which are influenced by various factors including marketing budget, distributors, directors, actors, and word of mouth. In this paper, we propose a method for predicting the daily performance trajectory of running movies based on the hierarchical linear model. More specifically, we focus on the effect of online word of mouth on the shape of the growth curves. We fitted the mean trajectory of the cumulative audience size as a cubic function of time, and allowed the intercept and slope to vary movie-to-movie. Moreover, we fitted the linear slope with a function of online word of mouth predictors to help determine the shape of the trajectories. Finally, we provide performance predictions for individual movies.

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • 한국멀티미디어학회논문지
    • /
    • 제9권12호
    • /
    • pp.1657-1668
    • /
    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

  • PDF

Determinants of Positive Word of Mouth for a Contemporary Art Exhibition on Web-based Virtual Reality

  • Han, Jingyi;Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제13권3호
    • /
    • pp.137-147
    • /
    • 2021
  • We aimsto examine the determinants of visitors' positive word-of-mouth (WOM) in a web-based virtual reality contemporary art exhibition. We also examines the effects of 3 realms of experience (entertainment, esthetic, escapist) on emotional arousal, how this emotional arousal affects memory and positive word-of-mouth, how memory affects positive word-of-mouth and how age moderate all of the paths. We examined a total of 297 visitors and was conducted through an online survey focusing on Chinese users of ages 20-49. The analysis results showed that entertainment and esthetic have an effect on emotional arousal, but escapist did not. The results also showed emotional arousal has an effect on memory and positive WOM. Memory did not affect positive word-of-mouth. Finally, age has a moderate effect on all the paths, except for the path form escape towards emotional arousal and memory to positive word-of-mouth. The theoretical implications of this study are meaningful exhibition research. While, it also will be helpful to segment the web-based virtual reality art exhibition visitors by dividing into 3 groups (20s, 30s, 40s) and to provide marketing and operation strategies.

온라인커뮤니티에서 문화적 성향이 구전에 미치는 영향 (The Influence of Cultural Orientation on Electronic Word-of-Mouth in Online Communities)

  • 박성호;김판수
    • 산업경영시스템학회지
    • /
    • 제41권4호
    • /
    • pp.228-237
    • /
    • 2018
  • The importance of eWOM (electronic word-of-mouth) communication through online communities is increasing on a daily basis. This study analyzed how the relationship between eWOM (electronic Word-Of-Mouth) factor and eWOM communication depends on the cultural orientation of users in the online community. The research model was developed based on four cultural orientations of individual affect Social tie and usefulness. The model consists of variables such as social tie and perceived usefulness as predecessors of eWOM, four dimensions of cultural orientation (Horizontal Individualism, Horizontal Collectivism, Vertical Individualism, Vertical Collectivism), and eWOM. The model was tested empirically using the PLS (partial least squares) structure equation model. Survey was conducted for online community users in South Korea. Data was statistically validated whether fits on research model. The study results reveal that Social Tie have a positive effect on Perceived Usefulness. Social Tie and Perceived Usefulness have a positive effect on eWOM. 3 of cultural orientations (HC, VI, VC) have a positive effect on Social Tie. Only one of cultural orientations (HC) have an negative effect on Perceived Usefulness. Especially, horizontal collectivism (HC) shows strong correlation with perceived usefulness, whereas vertical collectivism (VC) shows weak correlation with perceived usefulness andvertical individualism (VI) shows strongly correlation with social tie, whereas horizontal individualism (HI) shows weak correlation with social tie. Based on the study results, customized service strategy could be formulated according to the different vertical styles and various eWOM factors.

서포터즈의 온라인 리뷰 유형에 따른 패션 브랜드의 온라인 인상형성과 구전효과에 대한 연구 (A Study on Fashion Brand Online Impression Formation and its WOM Effect According to Online Review Types of Supporters)

  • 채희주;박수현;고은주
    • 한국의류산업학회지
    • /
    • 제18권1호
    • /
    • pp.15-26
    • /
    • 2016
  • Many brands are attempting to use consumers as a part of their marketing strategies, due to the fashion industry's sensitive response to consumers' reaction. In addition, due to the popularity of e-WOM(electronic Word-Of-Mouth), fashion brands are highly sensitive to their supporters' online reviews. Amid this background, the main objectives of this study are as follows: 1) to analyze the effect of online reviews' attributes and valences on forming an impression about a fashion brand; 2) to examine the online re-WOM(word-of-mouth) effect of online reviews by fashion brand supporters on brand attitude; and 3) to measure the moderating effect of fashion involvement in online re-WOM intention. In order to verify the research model and to test the proposed hypotheses, a 2 (utilitarian vs. hedonic review attributes) by 2 (positive vs. negative review valences) model is constructed and gathers 215 respondents. The results demonstrate that consumers form the highest reliable impression based on utilitarian and negative online reviews. However, there is no relationship between the types of online reviews and the formation of a favorable impression. Findings also reveal that the impression formed by online reviews has a positive effect on re-WOM intention, contributing to brand attitude. In addition, the hypothesis about the moderating effect produced by fashion involvement on re-WOM is supported. In conclusion, these results suggest that online reviews by fashion brand supporters have a powerful effect on forming a consumer's impression towards a fashion brand, affecting re-WOM intention and brand attitude.

구전 제약요인 측정도구 개발에 대한 연구 - SNS 광고를 중심으로 - (A Study on Development of Measurement Tools for Word-of-Mouth Constraint Factors - Focusing on SNS Advertising -)

  • 윤대홍
    • 경영과정보연구
    • /
    • 제38권2호
    • /
    • pp.209-223
    • /
    • 2019
  • 본 연구는 소셜네트워크에서 SNS 광고에 대한 구전 제약요인의 개념과 측정도구 개발을 통하여 온라인 구전을 활성화하는데 그 목적이 있다. 이런 연구 목적을 달성하기 위해 3단계의 연구를 수행하였다. 첫째, 문헌고찰과 정성적 조사방법을 통하여 구전 제약에 대한 개념과 범위에 대하여 탐색적 조사(표적 집단 면접과 심층면접, 전문가 면접)를 실시하였다. 둘째, 개발된 측정항목은 정제작업을 위해 설문 조사를 실시하여 측정문항에 대한 신뢰성과 타당성 검증을 하였다. 셋째, 개발된 측정문항과 다른 주요 구성개념과 관계를 살펴봄으로써 측정항목의 예측타당성을 검증하였다. 연구결과 6개의 구성요인과 이에 대한 총 23개의 측정문항이 도출되었으며, 각각 내재적 및 대인적 제약(심리적 민감성, 보상적 민감성, 타인평가 민감성), 구조적 제약(신뢰성, 정보성, 오락성)으로 명명하였다. 정성적 연구와 정량적 연구를 통해 구전 제약의 측정문항을 개발하였으며, SNS 성과 및 평가 측면에서 SNS 광고 구전의 제약요인으로 작용하고 있는 사회적, 심리적, 환경적인 방해 요인들을 구전 제약의 관점에서 통합적으로 살펴보았다. 본 연구를 통해 온라인 구전 제약에 대한 체계적이고 실증적인 연구수행을 위한 기본 틀과 효과적인 SNS 구전을 이끌어 낼 수 있을 것이다.

화장품 블로그의 정보특성이 구전수용과정의 신뢰와 구전효과에 미치는 영향 (A Study on the Impact of Cosmetics Blog Information Characteristics on credibility in the Process of Word of Mouth Acceptance and Word of Mouth Effect)

  • 박정미;황선진
    • 복식
    • /
    • 제62권2호
    • /
    • pp.13-25
    • /
    • 2012
  • The purpose of this research is to study the influence over confidence and Word-Of-Mouth (WOM) effect in the acceptance process of WOM by information characteristics(consensus, vividness, and message neutrality) of individual cosmetic blog, reflecting that it is widely spreading over the public. Online survey for the consumers using such blogs was performed to collect data(N=200), and credibility analysis through Cronbach-${\alpha}$ and Structural Equation Model(SEM) analysis using AMOS 18.0 were performed. The analysis results are as follows; First, vivid information and neutral message increase WOM effect through the improvement of consumers' credibility whereas information consensus doesn't positively influence over credibility. Second, the examination of a moderating effect by type of cosmetics demonstrated that the consumers of basic cosmetics have most confidence in vivid information, and those of color cosmetics do more confidence in neutral message. Therefore, there is a difference in the credibility factor of online WOM depending on the type of cosmetics consumption so that differentiated information provision strategies for cosmetics groups should be established based on it.

오프라인 구전과 온라인 리뷰간의 정보 캐스케이드 영향 분석 (A Study on the Information Cascades Effects of the Offline WOM and Online Review)

  • 김진화;배재권;전한철
    • 한국전자거래학회지
    • /
    • 제15권1호
    • /
    • pp.39-60
    • /
    • 2010
  • 본 연구는 온라인 리뷰와 오프라인 구전효과가 무리행동의 원인이 되는 정보 캐스케이드에 어떠한 영향을 주는지 규명하고, 그 효과를 전통적인 오프라인 상에서 발생하는 정보 캐스케이드 현상과 비교하여 검증하고자 하였다. 또한 정보 캐스케이드 현상이 같은 종류의 제품일지라도 브랜드에 따라서 상이하게 나타나는지를 관찰하여 각 제품들이 가져야 할 전략을 모색해 보고자 하였다. 연구결과, 오프라인 구전과 온라인 리뷰를 제공하였을 경우 모두 정보 캐스케이드 현상이 발생한다는 것을 알 수 있었다. 이는 구매자의 의사결정이 선행구매자의 상품평가에 의해 매우 큰 영향을 받는다는 것을 의미한다. 또한 오프라인 구전과 온라인 리뷰는 정보 캐스케이드 효과에 있어 유의한 차이가 있는 것으로 나타났다. 연구대상 제품으로 A사의 케녹스(KENOX)와 B사의 익서스(IXUS) 모두 온라인 리뷰에 의해 발생하는 정보 캐스케이드 효과가 오프라인 상에서 발생하는 정보 캐스케이드 현상보다 크다는 것을 알 수 있었다.

국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구 (An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior)

  • 정재진;김태웅
    • 정보처리학회논문지D
    • /
    • 제10D권6호
    • /
    • pp.1049-1058
    • /
    • 2003
  • 지난 몇 년간 우리나라 온라인게임 사업은 급속도로 팽창하여 엔터테인먼트 산업의 새로운 강자로 등장하였다. 2002년에 이미 온라인 게임 플레이어 수가 2,600만 명을 상회하는 수준에 이르렀고, 앞으로 IT 기술의 꾸준한 발전과 창의적인 게임컨텐츠개발 등으로 온라인 게임의 성장은 더우구 가속화 될 것으로 예측되고 있기 때문에 온라인 게임 시장은 큰 규모의 산업으로 성장할 것으로 기대된다. 본 논문은 이처럼 급성장하며 또한 치열한 경쟁이 예상되는 온라인 게임의 성공요인에 대한 탐색적 연구를 주된 목적으로 설정하고 있다. 특정 게임에 대한 높은 고객충성도를 가지게 하는 요인들을 탐색하기 위하여 최근 주목받고 있는 개념인 플로우, 구전, 도전과 보상, 사회적 규범 그리고 최근 많은 주목을 받고 있는 게임동호회나 길드 등의 온라인 커뮤니티가 온라인 게임 충성도의 유지에 어떻게 기여하는 가에 대해 분석해 보았다. 이를 위해 온라인 설문조사를 실시하였고 LISREL 모형을 구축하며 몇 가지 탐색적 가설을 검증하였으며, 설문결과로부터 도출된 통계 분석결과와 함께 성공적인 온라인게임 개발에 도움을 줄 수 있는 가이드 라인도 제시하고자 한다.