• Title/Summary/Keyword: Purchasing decisions

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A Study on Resolution Methods of Overseas Direct Purchase Dispute by ODR (ODR을 통한 해외직구 분쟁해결방안)

  • Shin, Koon-Jae
    • Journal of Arbitration Studies
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    • v.25 no.1
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    • pp.3-23
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    • 2015
  • As the Internet rapidly emerges as a speedy and cost-effective way of purchasing goods from overseas websites, the number of disputes arising out of overseas direct purchases also increases. In such situations, a disgruntled consumer might be left without an effective remedy. Providing an alternative approach to redress such grievances might assist in resolving such disputes and in increasing consumer confidence in e-commerce. Online Dispute Resolution (ODR) will allow consumers to solve their disputes without going to court, in a quick, low-cost, and simple way. It also helps to eliminate complex jurisdictional and choice-of-law problems. On the other hand, it has many problems such as having inadequate confidentiality and security, not being able to meet the "writing" requirement for arbitration of disputes, having difficulty in enforcing online arbitration agreements, having difficulties in enforcing online decisions and so on. This article investigates relationship online disputes and ODR and suggests ways that ODR can work best in resolving disputes arising out of overseas direct purchases. To expand the ODR system in online disputes, it is very important for domestic consumers to recognize the concept and usefulness of the Alternative Dispute Resolution (ADR) and ODR systems. The Korean government must also help consumers recognize the ADR mechanisms of dispute resolution by public campaign advertisement of ADR systems. Further education of dispute resolution in higher educational institutions is also required as well as assisting the KCAB with funds and the establishment of ADR Law.

Investigating the Value of Information in Mobile Commerce: A Text Mining Approach

  • Wang, Ying;Aguirre-Urreta, Miguel;Song, Jaeki
    • Asia pacific journal of information systems
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    • v.26 no.4
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    • pp.577-592
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    • 2016
  • The proliferation of mobile applications and the unique characteristics of the mobile environment have attracted significant research interest in understanding customers' purchasing behaviors in mobile commerce. In this study, we extend customer value theory by combining the predictors of product performance with customer value framework to investigate how in-store information creates value for customers and influences mobile application downloads. Using a data set collected from the Google Application Store, we find that customers value both text and non-text information when they make downloading decisions. We apply latent semantic analysis techniques to analyze customer reviews and product descriptions in the mobile application store and determine the embedded valuable information. Results show that, for mobile applications, price, number of raters, and helpful information in customer reviews and product descriptions significantly affect the number of downloads. Conversely, average rating does not work in the mobile environment. This study contributes to the literature by revealing the role of in-store information in mobile application downloads and by providing application developers with useful guidance about increasing application downloads by improving in-store information management.

A Study on VMD of SPA Brands and Purchasing Intention: Focus on Seoul and Gyeonggi-Do

  • Choi, In-Sik;Lee, Sang-Youn
    • Journal of Distribution Science
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    • v.11 no.9
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    • pp.51-57
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    • 2013
  • Purpose - This study investigates the effect of visual merchandising display (VMD) of local specialty retailer of private label apparel (SPA) brands, such as space, display, and presentation on brand awareness, brand image, and purchase intention. It investigates consumers' VMD awareness and purchase intention of SPA brands to help business activities of local SPA enterprises. Research designs, data, methodology - This study uses SPSS 18.0 to study eight local SPA brands and has 193 effective usable copies from a sample of 200. Results - The display and presentation of VMDs of SPA brands had a positive influence on brand awareness and brand image, which in turn had a positive influence on purchase intention. Conclusions - As SPA brands are increasingly located in supercenters, they face space constraints and find it difficult to display their facade and signs effectively. Therefore, decisions pertaining to display, presentation, and space should consider whether these SPA brands are launched as independent specialty shops or in supercenters. The space for VMD is considered important in independent shops. However, shops that open in supercenters should pay more attention to presentation rather than space.

Digital Marketing of Cotton to Generation Y College Students

  • Avila, Brenda;Ryu, Jay-Sang
    • Journal of Distribution Science
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    • v.13 no.7
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    • pp.5-10
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    • 2015
  • Purpose - Gen Y college students have emerged as a profitable consumer segment because of their growing purchasing power and influence on others' buying decisions. Digital marketing is deemed effective in increasing Gen Y college students' knowledge of and interest in products and services. This research examined the effect of digital marketing on Gen Y college students'perceptions, attitudes and purchase intentions toward cotton clothing compared to that of conventional print marketing and no marketing. Research design, Date and Methodology -Data were collected from three different groups of college students from a large university in the U.S.: the group with no cotton marketing, those with print media marketing, and those with digital marketing. Result - The findings confirmed that college students who were exposed to cotton digital marketing displayed the highest level of agreement on the benefits of cotton clothing. They also exhibited the most favorable attitudes and strongest purchase intentions toward cotton clothing. Conclusions - To target Gen Y consumers effectively, marketers should consider a digital marketing strategy to promote their products and services.

Does Loss-Leader Pricing Work in Online Shopping Malls?

  • Yeum Dai-Sung;Chae Myungsin;Kim Ji-Young
    • Management Science and Financial Engineering
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    • v.11 no.3
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    • pp.95-107
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    • 2005
  • As online shopping malls have emerged as a substantial shopping channel, they have used various sales promotion strategies to acquire new customers. Most of these strategies have been applied by offline malls for years. One, loss-leader pricing, is a type of promotional pricing in which stores sell well known products below their marginal cost, in order to attract customers and induce them to purchase more goods through impulse buying. This strategy is based on the expectation that customers will factor transaction costs into their purchasing decisions. However, its application to online malls fails to recognize that transaction costs are lower online, and that customers will behave differently as a result. Our study predicts that loss-leader pricing will not work online because online malls entail lower searching and moving costs than offline malls The study examines the effectiveness of loss-leader pricing with empirical data from a survey as well as log data from a Korean online shopping mall. The results show that while loss-leader pricing does attract customers to online shopping malls, it encourages cherry-picking rather than impulse purchases of regular-price goods.

An Analysis on Game Character Product Design Preferences among Kidults for Extending Mobile Game Lifespans (모바일 게임의 수명 연장을 위한 키덜트의 게임 캐릭터 상품 디자인 선호도에 대한 분석)

  • Choi, Rebekah Mijung;Paik, Paul Chul-ho;Park, Jin-won
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.85-94
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    • 2017
  • Over the recent years, there has been a sudden surge in interest over character-related products among mobile game developers in South Korea as a business strategy to extend mobile game lifespans. However, even with the majority of mobile game players aging around 18~35 and higher, there has been a lack of study regarding design preferences and consumption tendencies of adult players-or kidults-when it comes to character-related products. In this study, three distinctive decision patterns among kidults were identified using an online Q-Sort method: (a) Character Oriented, (b) Item Oriented, and (c) Character-item Oriented. The similarities and differences of these three types are further analyzed to provide insight into important factors that play decisive roles in purchasing decisions made by kidults. The results from this study can aid mobile game developers in establishing reference points for future character business directions.

Determinants Influencing Consumers Purchasing Intention for Sustainable Fashion: Evidence from Ho Chi Minh City

  • HO, Thuy Thi Hai;VU, Trinh Ngoc Phuong;VU, Hieu Minh
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.11
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    • pp.977-986
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    • 2020
  • This paper investigates factors impacting on sustainable fashion buying intention of consumers by reviewing studies about the topic and conducting a survey with consumers in Ho Chi Minh City. In detail, firstly, an interview with 15 respondents was conducted to check the understanding of concepts and questions and, secondly, the study used the convenient sampling method, with 172 samples collected and analyzed, of which young respondents accounted for the majority of the sample. The respondents tend to go shopping many times in a year, with the number of people buying fashion products from every week to every two months accounting for 65.2% totally. The findings suggest that the firms should prioritize strategies that can improve customer attitude toward sustainable fashion, making them feel good, pleasant, satisfied and favorable when engaging in sustainable fashion consumption. This study concludes that consumers need more information to enable them to make better ethical decisions. This study proposes that the major channels that consumers use to seek sustainable product information include public education, peer influence, and corporate marketing information about the products. This study concludes that public education and corporate marketing information on green consumption education is effective for improving consumer sustainable buying intention.

A Study on Determining Single-Center Scheduling for LTV(LifeTime Value) Using Heuristic Method (휴리스틱 방법을 활용한 고객 생애 가치에 대한 단일 업체 일정계획 수립에 관한 연구)

  • 양광모;강경식
    • Journal of the Korea Safety Management & Science
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    • v.5 no.1
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    • pp.83-92
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    • 2003
  • Scheduling plays an important role in shop floor planning. A scheduling shows the planned time when processing of a specific job will start on each machine that the job requires. It also indicates when the job will be completed on every process. Thus, it is a timetable for both jobs and machines. There is only one server available and arriving work require services from this server. Job are processed by the machine one at a time. The most common objective is to sequence jobs on the severs so as to minimize the penalty for being late, commonly called tardiness penalty. Based on other objectives, many criteria may serve as s basis for developing job schedules. The process also comprises all strategic planning, capital investments, management decisions, and tasks necessary to create a new product. manufacturing processes must be created so that the product can be produced in the product facility. Purchasing new equipment and training workers may be required if new technology is to be used. Tools, fixtures, and the sequence of steps in the manufacturing processes must all be developed to allow rapid, high-quality, cost effective production. Also, it may be needed to be rearrange the production facility to adapt to the new manufacturing processes. Therefore, this study tries to proposed that Scheduling by customer needs group for minimizing the problem and reducing inventory, product development time, cycle time, and order lead time.

Implementation of 'Eye View' Application for book information providing service using Marker technology and AR (마커 기술 및 AR을 이용한 도서 정보 제공 서비스를 위한 'Eye View' 어플리케이션의 구현)

  • Cho, Young-Ju;Kim, Jin-Hyuk;So, Yoon-Jeong;Chung, Il-Yong
    • Journal of Digital Contents Society
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    • v.18 no.2
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    • pp.257-266
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    • 2017
  • Recently, a variety of books have been published in various fields, and the range of selection for both online and offline bookstores have been widened. However, there is a vinyl packaging phenomenon to prevent damage being made to the books in bookstores. This makes it difficult to have a look through on the contents of the book, affecting consumers' purchasing decisions. These factors causes the annual average reading volume to decrease. Therefore, in this paper, we would like to propose a "bookmark" application to provide consumers with book information service using AR and Marker technology, tackling the decrease in sales caused by the problem.

A Selection and Screening Procedure to Determine the Critical Design Variables from Consumer Preference Survey (전자제품의 소비자 감성 평가 결과를 이용한 설계 변수의 파악 절차)

  • Han, Soo-Mee;Yoo, Keum-Sun;Yun, Myung-Hwan;Han, Sung-H.;Hong, Sang-W.
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.2
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    • pp.203-213
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    • 2001
  • The image and impression characteristics of the consumer electronic products have become an important factor in purchasing decisions. This study aims to analyze and interpret the image and impression characteristics based on the consumer preference survey. The survey consisted of two parts. First part was to measure the predetermined 52 design variables that can represent the design variables of the products. In the second part, 60 subjects were requested to evaluate 36 audio/video electronic products on 25 different image attributes such as luxuriousness, attractiveness, and granularity. In this study, empirical data from the survey were analyzed through various multivariate analysis and ANOVA analysis. Additionally, this study suggested a statistical procedure that can be applied to select and/or screen critical design variables. It is expected that the results of this study can provide practical information to the designers of consumer electronic products.

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