• Title/Summary/Keyword: Pleasure

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How Perceived Price Discount Influence on the Impulsive Consumption in the Context of Online Limited-Time Promotion: Moderating Effect of Perceived Time Pressure

  • Weiyi, Luo;Young-Chan, Lee
    • The Journal of Information Systems
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    • v.31 no.4
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    • pp.209-232
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    • 2022
  • Purpose In the current environment of online shopping, the cost for consumers to obtain the information they need is decreasing, and the price of products is becoming more transparent, leading to increased price competition among enterprises for similar products. Given the widespread usage of limited-time promotion as a marketing method for enterprises in the context of e-commerce, it is great meaning to study and reveal the internal influence mechanism of limited-time promotion on consumers' impulsive consumption. Design/methodology/approach Based on the S-O-R theory, this study constructs a model of consumers' impulsive consumption in the context of e-commerce from the perspective of perceived price discount, with evoking sense and pleasure as mediating variables and perceived time pressure as moderating variables. Findings The results show that perceived price discount has a significant positive impact on evoking sense and pleasure. Evoking sense has a significant positive impact on pleasure. Both evoking sense and pleasure have a significant positive impact on consumers' impulsive consumption. Meanwhile, perceived time pressure plays a significant moderating role between perceived price discount and evoking sense, between perceived price discount and pleasure, and between evoking sense and consumers' impulsive consumption. Finally, based on the above findings, this study provides effective suggestions for e-commerce participants in the formulation of limited-time promotion strategies.

The Effects of Servicescapes in Korean Restaurants on Customers' Experiential Value, Pleasure feeling and Customer Satisfaction (국내 한식당의 서비스스케이프가 고객의 경험적 가치, 감정적 반응 및 고객 만족도에 미치는 영향에 관한 연구)

  • Jung, Hyo-Sun;Yoon, Hye-Hyun
    • Journal of the Korean Society of Food Culture
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    • v.25 no.1
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    • pp.36-46
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    • 2010
  • The purpose of this study was to investigate the effects of servicescapes in Korean restaurants on customers' experiential value, pleasure feeling and customer satisfaction. Based on a total of 550 samples obtained from empirical research, this study reviewed the reliability and fitness of research model using the Amos program. The relationships hypothesized in the model were tested simultaneously by using a structural equation model (SEM). The proposed model provided an adequate fit to the data, $\chi^2=406.097$ (df 130), p<.001, GFI .915, AGFI .889, RMR .042, NFI .955, CFI .969, RMSEA .062. SEM results showed that the servicescape showed a positive significant effect on customers' experiential value ($\beta=.808$, t=15.171, p<.001), and customers' experiential value had a positive significant effect on pleasure feeling ($\beta=.756$, t=10.616, p<.001). Also, customer's experiential value ($\beta=.391$, t=8.579, p<.001) and pleasure feeling ($\beta=.573$, t=13.091, p<.001) had a positive significant effects on customer satisfaction. Analysis of mediating roles showed that, the effect of servicescapes in Korean restaurants on customers' pleasure feeling was perfectly mediated by the customers' experiential value. Limitations of this study and future research directions are also discussed.

A Study on the Precedent Factors of WOM Intention in the Context of OTT Service: Focusing on Emotional Factors (OTT 서비스 이용자의 구전의도에 영향을 미치는 요인에 관한 연구: 감정요인을 중심으로)

  • Kim, Yoo Jung
    • The Journal of Information Systems
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    • v.32 no.2
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    • pp.63-85
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    • 2023
  • Purpose According to a recent survey, more than 90% of customers make purchase or use decisions for their products and services, primarily based on word-of-mouth(WOM) information (reviews, recommendations, ratings, etc.). However, few studies have explored what factors influence user's WOM intention in the context of OTT service. To address this gap, this study investigates the antecedent factors of WOM intention by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical basis. Design/methodology/approach The research model consists of stimulus factors (diversity of original content, aesthetics, interactivity, personalization quality), emotional factors (pleasure, excitement, dominance), and behavioral factor (WOM intention). The research hypothesis was tested using the survey data collected from OTT service users of 305. Findings The result reveals that diversity of original content significantly affects on pleasure and arousal whereas it is not associated with dominance. Findings indicate that aesthetics positively influences pleasure, and interactivity is not associated with arousal. It is also proven that personalization quality has a positive effect on dominance. In addition, pleasure, arousal, and domination are proven to be positively and significantly related to WOM intention.

The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

Good Life and Happiness as emotion: Focusing on the ideas of Pleasure alone(tongnak) and Sharing pleasure with the people(Yeomin-dongnak) in Chapter 1 of Mencius (행복감과 좋은 삶: 『맹자』, 「양혜왕」장의 독락(獨樂)과 여민동락(與民同樂)의 이해를 중심으로)

  • LEE, Chan
    • Journal of Korean Philosophical Society
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    • no.115
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    • pp.1-29
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    • 2016
  • I will critically argue the Mencian idea of sharing pleasure with the people in the light of happiness as emotion. Happiness as a subjective mental state can make troubles with good life in being at odds with real lives. Thus, what pursues genuine happiness goes back to a classical question of how one ought to live for good life over the subjective mental state. For this, I will focus on concepts of 'pleasure alone (tongnak)' and 'sharing pleasure with the people(yeomin-dongnak)', which can be seen in the dialogue between Mencius and King Xuan of Qi. I will show that king Xuan's pleasure as subjective happiness has discord with his good life because of the hierarchy of his desire. I will explain how to unify good life with pleasant one by the idea of sharing pleasure with the people provided by Mencius and examine certain dynamics of sympathy and mutual understanding under solidarity. Moreover, I will investigate how such power of sympathy as compassion can be connected with sharing pleasure with the people. Compassion and yeomin-dongnak can be captured by the golden rule of a measure to gauge others(shu). I will delve into how to differ from one another and summarize Confucian idea of yeomin-dongnak as happiness in terms of the theoretical frame related to good life(welfare). I briefly conclude how subjective happiness can contribute to making our lives better.

The Study on Relationship of Arousal, Pleasure, and Behavior Intention from a Store Environment: Focused on Moderating Role of Shopping Value (점포환경으로 인한 환기와 즐거움, 행동의도 간의 관계에 대한 연구: 쇼핑 가치에 의한 조절변수를 중심으로)

  • Lee, Jong-Ho;Oxk, Jung-Won;Park, Hyo-Hyun
    • Journal of Distribution Research
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    • v.13 no.4
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    • pp.21-46
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    • 2008
  • The purpose of this study in to investigate the high-arousal has a direct effect on the pleasure. Especially this paper focused on the moderating effect of shopping value(hedonic vs utilitarian). Namely, interaction effect of arousal and shopping value has a direct effect on the pleasure. We also examine the pleasure impact on the behavior intention. The main results of this article are as follow; First, it was proved that high arousal can influence on pleasure. Second, it was also proved the interaction effect of arousal and shopping value can influence on arousal. Third, it was proved the pleasure can have a positive influence on behavior intention.

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A Study of Viewers' Responses to Luxury Haul Videos on YouTube

  • Her, Yusun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.4
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    • pp.749-763
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    • 2020
  • This study examined how viewers perceived luxury haul videos, what factors made them experience vicarious pleasure and gain relative deprivation when watching them. This study conducted an interview with 20 viewers of luxury haul videos. The content obtained from the interview was analyzed by classifying it into academic terms. Cases of vicarious pleasure arose when viewers had sufficient empathy when watching videos, which was intensified by YouTubers' behavior and visual stimulation in videos. A person's relative deprivation due to her financial capabilities or appearance occurred when she compared herself with YouTubers. The more viewers perceived luxury haul as a source of information, the more they felt relative deprivation; in addition, the more they perceived it as entertainment, the more they felt vicarious pleasure. Viewers who had a high level of involvement in luxury goods tended to feel vicarious pleasure; however, viewers with a high level of involvement in YouTubers tended to feel relative deprivation. This study helps luxury brands and YouTubers understand viewers' perception of their products and programs as well as helps in the development of fashion haul videos that are beneficial to viewers.

The Effect of Presentation of Apparel Products on Consumers' Approach Behavior using 3D Avatar Model (3차원 아바타 모델을 활용한 의류상품 제시가 소비자 접근행동에 미치는 영향)

  • Yang, Hee-Soon;Choi, Young-Lim
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.65-72
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    • 2013
  • This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.

The Influence of shopping Motives and Service Quality Perception on Customers′ Emotional Responses and Fashion Store Satisfaction (쇼핑동기와 서비스품질 지각이 고객의 감정적 반음과 패션점포 만족도에 미치는 영향)

  • 홍금희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.2
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    • pp.216-226
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    • 2002
  • This study attempts to understand how the perception of service quality as well as shopping motives influence on the emotional responses in store shopping, and to examine how these relevant variables influence on the store satisfaction. The 463 questionnaires were collected from the purchasers in department stores, fashion specialty stores, and national brand franchise stores. The results of this study are as fellows: 1. In regard to shopping motives, two dimensions of product motive and experiential motive were identified, explaining 47.39% of shopping motives. 2. In regard to emotional response, two dimensions of pleasure emotion and displeasure emotion were identified, explaining 65.95% of emotional responses. 3. Shopping motives led to the store satisfaction after the perception of service quality and then the experience of pleasure emotion. These related variables explained 60% of the store satisfaction. 4. The consumers of fashion specialty store showed the highest product motive, whereas the consumers of department stores showed the highest displeasure emotion in the store. As the results showed, customers' shopping motives influence their perception of service quality and pleasure emotion. Therefore, in order to stimulate shopping motives, the store environment that can give customers pleasure and opportunity to pursue various experiences should be provided. As the service quality is a very important variable that leads pleasure emotion in the store, sales persons should be trained to satisfy customers.

A Study on the Factors Influencing Long-Term Goal-Relevant Food Consumption

  • Choi, Nak-Hwan;Yang, Pianpian;Liu, Cong
    • Journal of Distribution Science
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    • v.12 no.5
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    • pp.49-59
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    • 2014
  • Purpose - This research aims to explore factors that could facilitate and/or impede consumers' long-term goal-relevant food consumption, in the pursuit of a long-term goal. Research Design, Data, and Methodology - The main experiment's sample comprised 289 female students at C University. The structural equation model of the Amos 18.0 program was used to verify the hypotheses. Results - Hypotheses concerning positive effects of long-term goal commitment and expectancy of long-term goal attainment, and negative effects of pleasure-seeking needs on long-term goal-relevant food consumption behaviors were accepted. Furthermore, self-efficacy's positive effects on long-term goal commitment and expectancy of long-term goal attainment, and negative effects on the strength of pleasure-seeking were explored. Appearance self-esteem negatively affected long-term goal commitment. Conclusions - Individuals' self-efficacy positively affects long-term goal commitment and expectancy of long-term goal attainment, and significantly weakens the need to seek pleasure in food consumption behaviors. Appearance self-esteem negatively affects long-term goal commitment. Both long-term goal commitment and expectancy of long-term goal attainment significantly positively influence long-term goal-relevant food consumption behaviors. However, those heavily needing pleasure-seeking are less likely to engage in such behaviors.