• 제목/요약/키워드: Second buy

검색결과 194건 처리시간 0.024초

미국의 국가이미지와 방문경험이 해외직구의도에 미치는 영향에 관한 실증연구 (An Empirical on the Influence of Country Image of America and Previous Visit on the Cross-border Shopping Intention)

  • 김동춘;남경두
    • 통상정보연구
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    • 제19권1호
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    • pp.67-98
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    • 2017
  • 본 연구의 목적은 미국의 국가이미지와 방문경험이 해외직접구매의도에 미치는 영향을 분석하는 것이다. 국가이미지의 구성요소로써 경제기술이미지, 사회문화이미지 그리고 국민이미지를 사용하였으며, 총 155명의 국내소비자를 대상으로 설문조사를 실시하였다. 데이터분석에는 단순회귀분석, 다중회귀분석 그리고 t검증이 사용되었다. 국가이미지는 해외직구의도를 예측함에 있어 매우 중요한 요인으로 결과가 도출되었으며 다중회귀분석 결과는 국가이미지의 구성요소 중 사회문화이미지가 해외직구의도에 가장 중요한 영향을 미치며, 경제기술이미지 또한 통계적으로 유의한 영향을 미치는 것으로 나타났다. 그러나, 국민이미지는 국내 소비자가 해외직구를 할 때 고려하지 않는 것으로 분석되었다. 미국 방문경험 여부에 따른 해외직구의도에 차이가 있는지 살펴본 결과 이전에 미국을 방문을 경험해 본 소비자는 방문경험이 없는 소비자 보다 해외직구를 할 의향이 높은 것으로 나타났다. 본 연구의 결과는 해외직구 소비자 이해의 폭을 넓히고 해외직판을 계획하고 있는 기업들의 향후 판매전략과 마케팅전략을 수립함에 있어서 유용한 정보를 제공하는데 있다.

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주식분할의 장기성과 (Long-term Performance of Stock Splits)

  • 변종국;조정일
    • 재무관리연구
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    • 제24권1호
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    • pp.1-27
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    • 2007
  • 본 연구에서는 1998년부터 2002년 동안 주식분할을 실시한 과거 거래소 상장기업을 대상으로 장기성과를 분석하였다. 장기성과는 Event-time 포트폴리오 접근방식으로 측정되어지는 BHAR과 CAAR을 이용하였고 또한 Calendar-time 포트폴리오 접근방식으로 1요인 CAPM 모형과 3요인 모형을 이용하였다. 분석결과 주식분할의 공시월 부근에서 유의적인 양(+)의 초과수익률을 발견할 수 있었다. 이러한 결과는 기존 국내 연구들에서 밝혀진 바와 같이 주식분할의 공시효과가 존재한다는 것을 재확인 한 것이다. 하지만 이후 기간별 BHAR과 CAAR 모두 유의적인 음(-)의 초과수익률이 나타났으며, 이러한 결과는 Calendar-time 포트폴리오 접근방식인 1요인 CAPM 모형과 3요인 모형에서도 재확인 할 수 있었다. 분할비율에 따른 BHAR과 CAAR을 분석한 결과 분할비율이 높은 기업군도 주식분할 이후 여전히 음(-)의 초과수익률이 나타났으며 주식분할 이전 보다 이후에 영업성과가 더 악화되는 것으로 나타났다. 따라서 주식분할이 기업의 수익성이 개선된다는 신호로 보기에는 무리가 있었다. 배당성향의 증감에 따라 표본을 분류하여 장기성과를 분석한 결과에서 두 표본 간에 뚜렷한 차이를 발견할 수 없었다. 본 연구의 결과를 통하여 볼 때 주식분할은 한국 주식시장에서 단기적으로는 주가에 양(+)의 영향을 미치고 있지만 장기적으로는 주식분할이 주가에 미치는 영향은 없는 것으로 판단된다.

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고흥지역 수산물 경매시장의 특성에 관한 연구 (A Study on the Auction Schemes of Fish Commodities in the Koheung Region)

  • 강연실
    • 수산경영론집
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    • 제29권2호
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    • pp.111-141
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    • 1998
  • Why are auctions so prevalent in fisheries fields\ulcorner One answer is, perhaps, that fisheries products have no standard value. The price of any catch of fish (at least of fish destined for the fresh fish market) depends on the demand and supply conditions at a specific moment of time, influenced by prospective market developments and prices must be remade for each transaction. There are various auction schemes including written-bid method in Korea. It is difficult to make decision the application of auction selling in market distribution. One reason is the absence of adequate data on which to base firm statements. There is very little precise information about the relative volume handled by auction scheme as compared with other sales schemes Because of the paucity reliable data, one must depend largely on qualitative in attempting to above this problem. This paper is designed to examine which auction scheme is more efficient as a economic tool by introducing the three auctions, as samples, utilized in Koheung peninsula. Koheung coast with abundant fisheries resource, locates on the Middle-South part in Korea and has three auction firm operating by fisheries cooperatives. fur selling of dry fish included sea weed, live fish and fresh fish respectively, As a result, 1 found that there are three interesting auction schemes as follow : 1. More than one winners are selected as buyers. The highest bidder can at first get fishes he wants to buy, second winner can get surplus fishes after the highest bidder employes one's privilege with the highest pay, and next winner would be a buyer if fishes would be left in sequence after being sold with higher price. Every fisherman can sell one' s fishes with equal unit price if he delivery it to the winner within one day. Therefore, all the vendors feel they are equal members of fisheries cooperation. 2. Written-bid pricing on the cover of handy book. It is easy to write and to erase the figure more than on the small black board, and is convenient also to keep in the pocket. 3. Auctioning on the fixed platform with fixed fish tank is a very fast auction scheme in spite of short displaying time. Auctioneer presides bidding at one place on the fixed platform, instead of moving, vendors should carry a container of live fishes in the fish tank into showing table in front of would-be buyers and auctioneer. Although the applicability of the auction system to a marketing problem depends in part on subjective considerations by those making decision, basically it is a matter of comparative economic efficiency. In general, if the scheme maximizes returns in relation to the effort expanded by both buyers and sellers, it will be utilized. If it does not, a more efficiency may take place over a period of time, but, even more important, those making decisions may become aware of the potentialities of new schemes. Therefore, in order to applicate the three interesting auction schemes introduced in this paper to other fisheries market, it is necessary not only to analyze many other auction schemes but also to compare the economic efficiency those schemes utilizing in other fisheries market.

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아울렛 쇼핑센터의 이용의도에서 아이덴티티 현저성의 요인과 경제성의 역할 (The Roles of Economic Benefits and Identity Salience: Inducing Factors in the Behavioral Intent to Use Outlet Shopping Centers)

  • 최낙환;임아영;안려나
    • 유통과학연구
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    • 제11권6호
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    • pp.41-50
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    • 2013
  • Purpose - Inducing consumers' behavioral intent to use an outlet shopping center is a critical issue for managers since it can be used as a guide for developing marketing strategies. Low prices could lead to a growth in retail purchases, but there might also be a positive relationship between prices and customer perceptions of product quality. The extent to which consumers use price as a predictor of quality may differ according to the availability of important alternative cues such as brand, store name, and identity salience triggered by the store. Consumers can obtain non-economic benefits from marketing exchanges that go beyond basic economic achievement. We argue that identity salience can play a crucial mediating role when consumers, acting as exchange partners, seek to obtain social benefits. This study shows that identity salience could mediate the relationship between identity salience-inducing factors such as multi-finality, prestige and role performance, and consumers' behavioral intent to use an outlet shopping center. Research design, data and methodology - The survey was conducted on college students enrolled in marketing classes. A total of 200 questionnaires were distributed, of which only 194 were returned. After five incomplete questionnaires were excluded, a final sample of 189 was used for empirical analysis. Using a covariance structural analysis in Amos17, we confirmed the fit of the research model and estimated its parameters by using the maximum likelihood method. Results - The results of the hypotheses testing are as follows. First, both identity salience and economic benefits have positive effects on the behavioral intent to use an outlet shopping center. Second, role performance, prestige, and multi-finality have positive effects on identity salience. Finally, the additive analysis of the direct effects of identity salience-inducing factors shows that the role performance, prestige, and multi-finality factors have no direct effects on the behavioral intent to use an outlet shopping center, suggesting that identity salience plays a positive mediating role. Conclusions - This study informs marketers that not only price but shoppers' identity salience directly affects their intent to visit an outlet shopping center. To strengthen shoppers' identity salience, marketers should find ways to help shoppers fulfill their multiple social roles, realize their multiple goals, and achieve prestige. In other words, outlet shopping centers must improve their personal service environment in order to enhance their employees' service quality and assist the execution of multi-finality by minimizing the perceived costs (e.g., travel time, effort) associated with shopping trips, thus making it easier for consumers to combine visits to multiple stores in outlet shopping centers and buy the items required for their consumption goals. Outlet shopping centers must also offer assortments with both breadth and depth in order to help consumers play the social roles their social networks have given them.

스쿠버다이빙의 교육 서비스품질과 고객만족 및 재구매의사의 관계 (The Relationship between Educational Service Quality, Customer Satisfaction and Repurchase Intention of Scuba Diving)

  • 신명수;오경아;박성준
    • 한국응용과학기술학회지
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    • 제36권4호
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    • pp.1327-1337
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    • 2019
  • 본 연구는 스쿠버다이빙의 교육 서비스품질과 고객만족 및 재구매의사의 관계를 연구하는데 그 목적이 있다. 서울 소재의 스쿠버다이빙장의 스쿠버를 모집단으로 선정하고 비확률 표본추출법 중 편의추출법(conven-ience sampling)을 사용하여 총 200부의 설문지를 배포하였다. 이 중 불성실하게 응답되어졌다고 판단한 46부의 설문지를 제외하고 총 154부의 자료를 유효표본으로 사용하였다. 자료처리방법은 SPSS18.0 프로그램을 사용하여 빈도분석, 탐색적 요인분석, 상관관계 및 다중회귀분석을 실시하였다. 본 연구결과는 다음과 같다. 첫째, 교육 서비스품질과 고객만족의 관계를 분석한 결과 교육 서비스품질 중 시설(β=.349), 프로그램(β=.340)이 만족에 영향을 미치는 것으로 나타났다. 또한 교육 서비스품질에 대한 고객만족의 설명력을 살펴보면, 교육 서비스품질의 전체 변량 중 약 47%의 설명력을 갖는 것으로 나타났다. 둘째, 교육 서비스품질과 재구매의 관계를 분석한 결과 교육 서비스품질 중 비용(β=.215), 프로그램(β=.442)이 재구매에 영향을 미치는 것으로 나타났다. 또한 교육 서비스품질에 대한 재구매의 설명력을 살펴보면, 교육 서비스품질의 전체 변량 중 약 53%의 설명력을 갖는 것으로 나타났다. 셋째, 고객만족과 재구매의 관계를 분석한 결과 만족(β=.555)은 재구매에 영향을 미치는 것으로 나타났다. 또한 만족에 대한 재구매의 설명력을 살펴보면, 전체 변량 중 약 55%의 설명력을 갖는 것으로 나타났다.

선택형 컨조인트 분석을 통한 건강기능식품 속성의 소비자 선호에 관한 연구: 비타민 상품을 중심으로 (Choice-based Conjoint Analysis of Consumer Preferences for Health Food Attributes Focused on Vitamin C Supplements)

  • 김태훈;김보영
    • 유통과학연구
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    • 제13권3호
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    • pp.79-91
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    • 2015
  • Purpose - First, the study identifies and analyzes consumer preferences with regard to health foods and supplements. Second, it identifies and analyzes consumer preferences with regard to the properties of Vitamin C supplements. Third, in order to provide a basic data for the development of Vitamin C supplements and to measure how consumers value the properties of different Vitamin C products, a consumer survey was conducted through the choice-based conjoint model. Based on the results, the research estimates consumers' relative product-related priorities as well as price levels and willingness to pay (WTP) for different product types, and makes suggestions regarding consumer-oriented new product development and progressive directions for the successful launch of health foods and supplements. Research design, data, and methodology - This study aims to define the attributes of health foods and supplements based on several characteristics including their natural ingredients, product price, product originality, natural ingredient content, and additional functional ingredients, and makes suggestions regarding strategic market pricing and product development for health foods and supplements according to customer attitudes and characteristics. The research used choice-based conjoint analysis methodology based on the Multinomial Logic Model and collected 94 questionnaires filled out by users of Korean Vitamin C supplements. Results - Product price is the most influential factor among the five analyzed properties. When consumers buy Vitamin C products, the relative significance level of four of the examined properties is as follows: 40.9% for product price, 23.3% for product originality, 21.9% for natural ingredient content, and 13.9% for additional functional ingredients. Vitamin C content is excluded as it is not a statistically significant factor. It is interesting that supplement manufacturers and retailers consider Vitamin C content to be very important whereas consumers do not regard it as an important factor at the time of purchase. The results for the marginal willingness to pay (MWTP) for each property of Vitamin C supplements show that consumers are willing to pay an additional 11,146 Korean won for a 50% increase in the natural ingredient content. With regard to product originality, consumers are willing to pay an additional 11,301 Korean won for products manufactured in Europe than for products manufactured in China. Moreover, consumers show a greater preference for products manufactured in Korea than in Europe. However, consumers are not willing to pay more for additional Vitamin C or additional functional ingredients added to Vitamin C products. Conclusions - According to the results of consumer research on Vitamin C supplements, which represent a popular health food supplement in Korea, most Korean health food and supplement companies are not consumer- or market-oriented when developing new products. Companies gather information from either R&D specialists or sales managers and their opinions are highly reflected in new product development. The study's results will help companies recognize the importance of understanding consumers' unmet needs in advance to develop new products in the future.

패션디자인의 표절 분쟁 사례와 대학생들의 패션디자인 표절에 대한 인식 (Plagiarism dispute Cases of Fashion Design and Undergraduate Students' Perceptions Regarding Plagiarism of Fashion Design)

  • 김장현
    • 한국산학기술학회논문지
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    • 제21권10호
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    • pp.480-489
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    • 2020
  • 최근 패션산업에서 패션디자인의 표절과 관련된 논란과 법적 분쟁들이 끊임없이 발생하고 있다. 본 연구는 패션디자인에 대한 표절 분쟁들의 사례 탐색과 대학생들이 패션디자인의 표절에 대해 어떠한 인식을 함양하고 있는지 조명해보고, 패션디자인의 표절에 대한 함의점을 제시하는데 는데 목적이 있다. 연구방법 및 범위는 이론적 연구와 사례연구 및 서술응답조사를 병행하였다. 본 연구의 결과로 첫째, 패션디자인의 표절 분쟁들의 본질적인 문제는 기업적인 측면에서 디자인 보호법의 활용도 부족과 법제적 측면에서 디자인의 표절 기준의 모호함이 한계점으로 나타났다. 둘째, 디자인 표절에 대한 대학생들의 부정적인 인식으로는 비윤리적 행위, 패션 산업의 성장 저해, 소비자의 구매 의지 상실의 견해가 주를 이루었다. 디자인 표절에 대한 긍정적인 인식으로는 창조를 위한 과정, 패션산업의 발전적인 환경 조성, 디자인을 접할 기회의 확장의 견해가 주를 이루었다. 또한, 디자인의 표절의 원인은 표절에 대한 명확한 판단 기준의 부재에서 비롯된다는 인식을 가장 많이 갖고 있었다. 셋째, 패션디자인의 표절 문제에 대한 함의점은 정책적인 측면에서 패션 산업에 실효성 있는 제도적 개선, 학문적인 측면에서 패션디자인의 표절에 대한 명확한 기준의 정립, 교육적인 측면에서 지적재산권에 대한 교육안의 개발 및 실제적 도입, 패션산업적인 측면에서 패션분야에서 활동하는 종사자들의 표절에 대한 인식 전환이 필요하다.

문화관광축제 활성화를 위한 문화상품 디자인 개발 전략 연구(제 1보) - 지역문화자원 활용을 중심으로 - (Strategies for Development of Cultural Products Design for Promotion of Cultural Tourism Festivals - Focusing on utilization of local cultural resources -)

  • 정경희;이미숙
    • 복식
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    • 제59권7호
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    • pp.17-33
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    • 2009
  • The purpose of this study was to get some pieces of prior information to eventually develop high value-added fashion cultural products design using local cultural resources, to promote the cultural tourism festival. For this purpose, this study is carried out the investigation of cultural product stores and visitors' questionnaire survey. The subjects of this study were festivals which were selected as cultural tourism festival by the Ministry of Culture, Sports and Tourism from 2000 to 2008. Of them, six festivals were finally selected but food festival was excluded. The results of this study were as follows; First, the store survey was conduced to analyze the situation of the products of cultural tourism festival. The most frequent product was accessories. And a T-shirt was found to be sold every festival probably because it was the most popular item and basic item which people could buy without burden. While the most diverse kinds of products were found in the Andong, the Jinju and Gangjin were found not to develop various products. In the design motif used for cultural products, most products did not use festival or local image. The highest use of the festival and local image was found in Gangjin and Muju. The Andong and Chungju were found to sell very common products buying anywhere rather than products using local cultural resources or image. In the material of cultural products, most products use metal. And In the price of cultural products, 10,000-30,000 won was found highest. Second, the purchase conditions of cultural tourism festival visitors were examined. The visiting goal and companion of visitors was found to vary with the type of cultural tourism festival. The types of visitors were also found to have an effect on the choice of items in the purchase of cultural products sold in the festival. Only one third of respondents responded buying one and more cultural products. The purchase rate was found high in the festival where cultural product items were various and there were many products symbolizing festival or region. The most purchased item was a mobile phone hanger and the amount of purchasing cultural products was 10,000-30,000 won. The reason not to purchase cultural products was dissatisfaction with utility, originality, possibility of a present, symbolism, and price. The most important attribute in the purchase of cultural products was design, followed by symbolism, price, originality, and innovation. The highly preferred product group included clothing, miscellaneous goods, and accessories. Specifically, T-shirt was found highest. Based on these research results, it was found that the design strategy for the cultural products development should consider both regional and festival images. The items and designs of the cultural products should reflect visitors' characteristics and the price zone should be varied.

Brand Marketing Strategy of Live Streaming in Mobile Era : A Case Study of Tmall Platform

  • Liu, Lin;Aremu, Emmanuel Olugbemisola;Yoo, Dongwoo
    • Journal of East Asia Management
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    • 제1권1호
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    • pp.65-87
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    • 2020
  • In recent years, with the rapid development of network live streaming, with the popularization of mobile Internet and mobile terminal equipment, the live streaming industry has ushered in great development. A sudden outbreak of the COVID-19 makes the PC end live streaming which has been developed for many years enter a new era, giving birth to the rapid development of mobile end live streaming. Not only because of the expansion of the live streaming industry market, the rise of the trend of the national live streaming, but also because the mobile live streaming is more and more valued by the brand, becoming an important tool for brand communication and product promotion. It is because of its unique communication characteristics that some scholars believe that the era of precision marketing has been opened by live network. Mobile live from the initial fans to reward and promote the brand, to now in the form of live marketing, consumers can "buy while watching". The time period from the understanding of the goods to the final completion of the purchase behavior has been greatly shortened. It is conducive to improving sales volume and brand awareness. Marketing communication through mobile live platform has become a popular way of brand marketing. This paper mainly studies the current situation, methods, problems and development strategies of brand marketing activities with the help of live streaming platform under the background of mobile internet. Taking Tmall live streaming platform as an example, this paper analyzes several ways of brand marketing with the help of live streaming and some universal characteristics of live streaming marketing by using the relevant theories of marketing. In view of the problems existing in live streaming brand marketing, it puts forward relevant Improvement measures. First of all, the paper puts forward the innovation in content and form. Second, the paper suggests that we should make full use of new technologies such as AR and VR to effectively combine with mobile live broadcasting. Third, the paper explores the integration of multiple channels to create intelligent marketing, and further optimize the live interface of mobile terminals. Finally, the paper emphasizes that the government departments and the platform itself should jointly supervise the mobile network live streaming platform and establish a good live broadcasting environment for mobile terminals. With the help of mobile live streaming, the marketing mode has an important impact on the promotion of brand marketing. How to make better use of this business mode and accurately use mobile live broadcast to promote brand marketing, so that enterprises can create greater profits, is also of profound research significance.

온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과 (The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community)

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.