• Title/Summary/Keyword: Shopping needs

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Thai Tourists' Souvenir Shopping Experience in Korea

  • Poraksa, Sirin;Cheon, Hyejung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.15-29
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    • 2013
  • Shopping is considered a 'must-do' activity for most people on travel. One of the major parts of tourist shopping is the purchasing of souvenirs. Souvenirs are universally associated with tourism as a commercially produced and purchased object to remind the purchaser of the experience. Recently, Korea becomes one of the most popular destinations that many Asian tourists like to visit. Among those Asian tourists, the number of Thai tourists bound for Korea shows an incredible rapid growth. Thai people pick Korea and Seoul as their favorite country and city to visit for three consecutive years since 2009. One of the major reasons why Thais are choosing to tour Korea is the enthusiasm for Korean pop culture. That is, 'Hallyu' has influenced Thais' decision to visit Korea and purchase Korean products. The primary objective of the current research is to explore the shopping experiences of Thai tourists, specifically their souvenir shopping. It adopts a reflexive interpretive approach to bring light to the various meanings Thai tourists attach to the souvenirs they purchase in Korea. In order to accomplish the objective, the individual interviews were conducted. A total of 12 Thais who have experienced traveling in Korea participated in the study. Four themes were identified through interview text analysis. First, the research participants almost always purchase souvenirs in Korea because the souvenirs represent their identities as tourists. Especially, they purchase the souvenirs as gifts for others, including family members, friends, and colleagues. The souvenirs as gifts show love and thanks to others, and they cement the social relationship. However, purchasing souvenirs for others is more like the moral obligations which evoke the psychological stress. Secondly, the research participants feel closer to Korea while shopping souvenirs around. Thirdly, they obtain imaginative experiences and pleasure through souvenirs related to the Korean pop culture. Souvenirs provide them to visually extraordinary experiences. Lastly, souvenirs purchased in Korea act as visible status marker when they go back to Thailand. They show the socioeconomic status and lifestyles. Tourists themselves and others place special value to souvenirs that were purchased out of Thailand. The findings of this study are of both academic and practical importance. Souvenirs are among the most pervasive elements of the travel experience. However, souvenir shopping is the complicated consumer behavior within tourism both from business and social science perspectives. Along the same line, it needs strategic approaches in order to maximize the economy effects. It concludes by suggesting how further research could offer unique insights into how the souvenirs are positioned both in the context of tourism academics and industry.

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Housing Needs of the Residents for Digital Home Design (디지털 홈 디자인을 위한 거주자 요구조사)

  • Oh, Chan-Ohk
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.147-148
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    • 2004
  • Our society is rapidly digitalizing. The effects of his digitalization are very diverse and one of them is that our living environments are changing. Many routine places which certain activities have been taken places are changing. For example, home office, education at home using internet, home shopping, internet banking, and so on. These facts cause the home to be extended and digitalized. That is, as our living patterns are changing, the housing needs are also changing. The purpose of this study is to graspe the digital related housing needs of the residents and suggest the directions of the digital home design. The subjects were 400 housewives who lived in 85m2 sized multi-family houses in Busan. They were relatively young in their age, had high education level, and middle income. On the base of their demands, the digital home designed as follows would be desirable: 1) safe and secure design and digital system, 2) design to improve residents' health and encourge family interaction, 3) human, warm, and soft interior mood, 4) the space composition different from the existing one.

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A Study of products Searching Expert System Using Kansei Engineering (감성공학을 이용한 제품검색 시스템의 설계)

  • Ahn, Beum-Jun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.43-46
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    • 1999
  • Today multi-item and small lot production has been applied to the general production system for consumers' needs. Therefore the production for consumers' needs have been product every moment, and buying have been made through various forms. But it is not easy for consumers to find the products which they want among many products. Furthermore although in the internet shopping mall many products can be presented to consumers, there are no ways to search fast the products which they want. This study has observed the fact that generally consumers' purchasing start with the image of products for their needs. So we suggest the way to show fast the most near products which consumers want in the internet by accepting Kansei words as product image.

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Empirical Analysis of Consumer Behavior on the Internet Shopping Mall Choice from the Schema Perspective: Comparison Between Bricks & Clicks and Pure-Player Shopping Mall (스키마 관점에서 살펴본 인터넷 쇼핑몰 선택에 대한 소비자행동의 이해: Bricks & Clicks와 Pure-Player 인터넷 쇼핑몰 비교를 중심으로)

  • Chung, Nam-Ho;Lee, Kun-Chang
    • Asia pacific journal of information systems
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    • v.17 no.4
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    • pp.165-186
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    • 2007
  • With the advent of a wide variety of Internet shopping malls, consumers can choose a best appealing shopping mall from among the Bricks-and-Clicks and Pure-Player malls. Pure-Players launched their operation grandiosely with the early stage of Internet use in 1995. However, after the burst of Dot-com company bubbles in 1997, Pure-Players introduce various types of business models to meet potential needs of consumers. While Pure-Players suffer skeptical views from market analysts as well as consumers, traditional offline companies learned important lessons from Dot-com companies collapse phenomena, and expanded their business channels into online in the name of Bricks-and-Clicks. Nowadays, Bricks-and-Clicks successfully establish in the market as one of reliable business partners among consumers. Therefore, it is no surprise that recent competitions between Bricks-and Clicks and Pure-Players become fiercer than ever to attract potential customers to their websites. In this situation, consumers can choose a shopping mall to their best satisfaction. Consumers can enjoy both offline and online options for shopping because Bricks-and Clicks provide both offline and online channels to consumers, which is compared with Pure-Players offering only online channel. Offline channel is unique in providing consumers with chances to touch and feel target products and services. Meanwhile, online channel is considered very viable and convenient shopping options for consumers. In this respect, it is easily assumed that consumers will show different online shopping behavior when they have to choose either Bricks-and-Clicks mall or Pure-Player mall for the sake of shopping. Remaining research issue in this case is how much consumers' schema would influence online shopping behavior between Bricks-and-Clicks and Pure-Players. Basically, schema is a framework for synthetic information recognition that individual consumers have and is very characteristic in that it focuses not on fragmentary facts but on the combination of various causes affecting results. Consumers' schema is closely represented by trust, structural assurance, and perceived relative advantage towards a specific type of shopping mall. In literature, there exist a lot of studies comparing Bricks-and-Clicks and Pure-Players. However, there is no study to pursue the analysis of consumer behaviors comparing Bricks-and Clicks and Pure-Players from the schema perspective. Therefore, this study aims to investigate this research gap. Empirical analysis is adopted by garnering valid questionnaires from 514 Internet shopping mall users. 237 were mainly using Bricks-and-Clicks for shopping, while 277 were found to visit Pure-Players for shopping. PLS was applied to analyze the survey data to verify the proposed research hypotheses. Findings from the empirical test results are as follows. First, consumers perceive more trust and relative advantage in Pure-Players, comparing with Bricks-and-Clicks. This result is against widely-accepted perception that Bricks-and-Clicks would be perceived by consumers as more trustworthy and relatively advantageous because they have offline reputation and stores. Therefore, it becomes more obvious that Internet is becoming daily necessaries, and consumers increasingly feel very comfortable in using the Internet for their own personal purposes. Second, consumers have firm faith in transaction safety, regardless Bricks-and-Clicks and Pure-Players. This seems due to the fact that most of shopping malls showing dubious transaction safety have no place in the market. In a nutshell, empirical results tell us that Pure-Players will grow very much in the future, to the extent that consumers perceive no difference in comparison with Bricks-and-Clicks. Besides, consumers' schema accumulated through trust and perceived relative advantage plays crucial role in determining consumer behavior.

A Study of Consumption Practices and Needs for Cosmeceuticals of Female University Students (여대생의 기능성화장품 구매 및 사용실태와 요구도)

  • Yun, Ji-Joo;Kweon, Soo-Ae
    • Korean Journal of Human Ecology
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    • v.13 no.2
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    • pp.271-282
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    • 2004
  • The purposes of this study were to research the behavior of consumption and needs about the female university students to provide useful information which would help finding the marketing source of cosmeceuticals. The sample was consisted of 464 female university students who had experiences of using the cosmeceuticals. Data were analyzed by factor analysis, frequency, x2-test, t-test, ANOVA(LSD) using SPSSWIN. The results were as follows: When the female university students purchased the cosmeceuticals, they considered the effectiveness and the price, so were satisfied with good effect and low price. The most important marketing methods in cosmeceuticals for female university students were through the internet and mail order shopping. Whereas, demerit factors of internet shopping were founded to be the complexity of exchange or refund and the little chance of free samples for trial. The good marketing strategies might be sending trial samples, future payment system after trial period, and/or supporting the event held in the university. Besides, it might be a consideration to have an event for the improvement by public trial. Anti-aging cosmeceutical was the most preferred item for female students, sun protection and whitening cosmetics next in order. Therefore, a target customer for cosmeceuticals might be lowered in age. The purchasing cost system and therapeutic effect of cosmeceuticals had to be developed for 20's. It was necessary to be safe and effective. The factors affecting the level of satisfaction for cosmeceuticals could be categorized into 4; market environment, simplicity of purchase, product merit and additional service. The needs for cosmeceuticals showed significant differences according to grade and kinds of product.

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A Study on the Promotion of Plaza in Underground Passage Shopping Centers : Focused on underground shoppping center connecting with subway station in Suwon (지하도상가 활성화를 위한 이용자 인식에 관한 연구 : 수원시 지하철역 연계 지하도상가를 중심으로)

  • You, Hak-Soo
    • Journal of the Korea Convergence Society
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    • v.2 no.3
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    • pp.33-38
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    • 2011
  • This study is find out the how promotion is handled by understanding the notion and the characteristics of the underpass market in the underground space by comparing those of other ours. However, the underpass market of suwon needs to remodeling. Most of all, there are problems on not having enough ensured environment.

Video Telephony Interface supporting shopping service (쇼핑 서비스를 지원하는 영상통화 인터페이스)

  • Kim, Da-Hee;Choi, Ri-Jin;Kim, Ju-Hyun;Um, Hyun-Saun;Ryoo, Han-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.317-322
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    • 2008
  • WCDMA 의 등장으로 영상통화를 지원하는 휴대폰의 보급은 빠르게 확산되고 있다. 하지만 예상과 달리 사용자들의 실제 영상통화 이용율은 그리 활성화 되지 못하고 있는 실정이다. 본 연구자들은 이러한 현상이 나타나게 된 원인이 영상통화 기능이 단순한 통화기능으로만 활용될 뿐 그 실질적 효용성이 높지 못하기 때문이라 판단하여, 영상 통화를 활성화 시킬 수 있는 방안에 대한 연구를 진행하였다. 오늘날 IT 기반의 서비스 중에 매우 활성화 된 것이 쇼핑 관련 서비스이다. 무선 인터넷과 모바일 환경에서 금융과 통신의 융합이 사회적 화두로 떠오르고, 이러한 이유로 영상통화 기능을 쇼핑과 연계한다면 그 효용성이 매우 커질 것으로 판단하였다. 그리하여 본 연구에서는 사용자 행태 조사을 통해 그들의 needs 를 범주화하고 분석하여 영상통화 쇼핑 서비스 어플리케이션을 도출하였다. 그리고 도출된 어플리케이션의 세부적 절차와 원활한 인터페이스의 설계를 위해 시나리오 형식으로 개방하여 그 형태를 구체화시키고자 하였다.

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Analysis Procedure For Customer Behavior Model Using Web-Log (웹 로그를 이용한 고객행동모델 분석방법에 관한 연구)

  • Seo, Jang-Hoon;Shim, Sang-Yong;Yoo, Woong-Jae
    • Proceedings of the Safety Management and Science Conference
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    • 2006.11a
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    • pp.299-307
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    • 2006
  • In this report, we provide the focus on suggesting a method of estimating and measurement of CBM(Customer Behavior Model). Through the use of internet, a new trend of business for e-CRM on B2C Web Site known as EC has emerged. The purpose of this study is to identify the relationship between the customers of a shopping mall and CBM characteristics. It can be used to gain a better understanding of customers. From this we can determine trends, and so refine business toward customer's needs and target new products to particular customer groups. Result shows that there is a significant relationship between the customers pattern of shopping mall and CBM, CVM(Customer Visit Model).

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Analysis of Consumer Information on Electronic Commerce -In the Internet Shopping Mall- (전자상거래에서의 소비자정보 분석 -인터넷 쇼핑몰을 중심으로-)

  • 조희경;이기춘
    • Journal of the Korean Home Economics Association
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    • v.38 no.2
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    • pp.139-153
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    • 2000
  • The purpose of this study is to prove asymmetric Consumer Information on Electronic Commerce. For this purpose, 93 internet shopping-malls was analyzed into three contents of consumer information. Major findings are as follows : First, the overall level of consumer information contents through purchase process was very low. The reason is that most electronic consumers were dissatisfied with consumer information provided by internet shoppingmall. Second, consumer information of purchase-stage was insufficient for electronic consumer. Especially most shoppingmalls did not provide Use-information and comparing information. This implies electronic consumer can't meet their consumer information needs, so they cannot make rational decision. Third, consumers were faced with asymmetric Consumer Information problem on electronic commerce. So consumer education for electronic commerce is needed.

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Analysis Procedure For CBM Using Web-Log (웹 로그를 이용한 고객행동모델 분석방법에 관한 연구)

  • 서장훈;박명규
    • Journal of the Korea Safety Management & Science
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    • v.4 no.4
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    • pp.119-128
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    • 2002
  • In this report, we provide the focus on suggesting a method of estimating and measurement of CBM(Customer Behavior Model). Through the use of internet, a new trend of business for e-CRM on B2C Web Site known as EC has emerged. The purpose of this study is to identify the relationship between the customers of a shopping mall and CBM characteristics. It can be used to gain a better understanding of customers. from this we can determine trends, and so refine business toward customer's needs and target new products to particular customer groups. Result shows that there is a significant relationship between the customers pattern of shopping mall and CBM, CVM(Customer Visit Model).