• Title/Summary/Keyword: Value Linking

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Impact of ESG Activities on Brand Value (ESG 활동이 브랜드 가치에 미치는 영향)

  • Yong Geun Choi;JongDae Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.3
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    • pp.89-105
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    • 2024
  • The purpose of the study is to examine the impact of ESG activities on brand value by linking the effectiveness of ESG activities to marketing, the most core part of a company. This study conducted an empirical analysis targeting companies listed on KOSPI and KOSDAQ from 2016 to 2022. Looking at the empirical analysis results of this study, first, in the individual analysis of ESG activities, it was confirmed that E (Environment) and G (Governance) have a significant positive influence on brand value. Second, in the environmental field, stakeholder response had a significant positive relationship with brand value, and in the governance field, the board of directors had a significant positive relationship with brand value. Through this study, we can provide logical evidence proving that ESG activities are important activities that must be carried out in advance to increase brand value. Among ESG activities, it was found that stakeholder response activities in the environmental field and board-related matters in the governance field play an important role in increasing brand value. It is also expected that it will serve as a catalyst for research on the importance of ESG activities in the marketing field.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

Research on Consumer Responses to Similar Social Value Seeking Activities Conducted by Fashion Social Enterprises and Cause-Related Marketing (패션 사회적기업과 공익연계마케팅의 유사한 사회적가치 추구 활동에 대한 소비자 반응 연구)

  • Seo, Min Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.4
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    • pp.506-520
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    • 2019
  • This study first investigates relationships among fashion consumer's positive emotion toward social value seeking activities (SVSA), enterprise image (EI), enterprise-perceived quality (EPQ), and purchase intention. Additionally, it demonstrates if the confirmed relationships are different in similar SVSA between social enterprise and cause-related marketing (CRM). An online experiment using a 2 (the implementation organization of social values: social enterprise vs CRM) ${\times}2$ (SVSA: support of vulnerable group vs environmental protection) factorial design was conducted to test the established hypotheses. Participants were randomly assigned to one of four conditions, and the collected data were analyzed using a partial least squares structure equation modeling (PLS-SEM) and partial least squares multi-group analysis (PLS-MGA). The results revealed that positive emotion toward SVSA directly influenced EI and purchase intention. EI and EPQ were identified as sequential mediators linking positive emotion toward SVSA and purchase intention. A finding for similarity in consumer response paths between social enterprises and CRM highlights that social enterprises need to develop a marketing strategy distinguished from CRM.

Requirements of Fashion as Popular Art in Contemporary Culture

  • Seunghee, Suh
    • Journal of Fashion Business
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    • v.26 no.6
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    • pp.94-104
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    • 2022
  • The purpose of this study is to analyze the art world's perspective on popular art and the contact point with pure art and to present the requirements of fashion as a popular art. To analyze the artistic value of fashion, this study analyzed and presented the requirements of art by linking the innate characteristics of fashion premised on mass consumption of popular art. The research method consisted of content analysis focusing on books and papers on art and fashion. A critical perspective on expansion of the artistic field amid the blurred boundaries of art is the basis of a critical comparison between popular art and avant-garde art and a critique of popular art as opposed to value-oriented art. Conversely, as a point of contact with popular art with fine art, art is discussed against the ideological strategy of fine art and the shift in hegemony brought about by erosion of the barrier between art and everyday life. In addition, the non-essentialist perspective contradicts the division theory of popular art. The requirements of fashion as a popular art were analyzed based on the value of self-expression through the aesthetic pursuit of creativity and aesthetic expression, discourse as art, and expansion of modern art from the inessentialist perspective of popular art.

An E-score Development Methodology for Life Cycle Impact Assessment

  • Young-Min Park;Jai-Rip Cho
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.24 no.68
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    • pp.51-65
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    • 2001
  • This study is to make LCIA(Life Cycle Impact Assessment) easier as a methodology of environmental scores(called E-score) that integrated environmental load of each emission substance based on environmental damage such as in human health, ecosystem and resources category. The concept is to analyzes the LCI(Life Cycle Inventory) and defines the level of environment damages for human health, ecosystem and resources to objective impact assessment standard, and makes the base of marginal damage to calculate the damage factor, which can present the indication that can establish the standard value of environmental impact. First, damages to human health are calculated by fate analysis, effect analysis and damage analysis to get the damage factor of health effect as a DALY(Disability Adjusted Life Years) unit. Second, damages to ecosystem are calculated by fate analysis, effect analysis and damage analysis to get the damage factor of the effect as a PDF(Potentially Disappeared Fraction) unit through linking potentially increased disappeared fraction. Third, damages to resources are carried out by resource analysis and damage analysis for linking the lower fate to surplus energy conception to get damage factor as a MJ(Mega Joule) unit. For the ranking of relative environment load level each other, LCIA can be carried out effectively by applying this E-score methodology to the particular emission substances. A case study has been introduced for the emission substances coming out of a tire manufacturer in Korea. It is to show how to work the methodology. Based on such study result, product-designers or producers now can apply the E-scores presented in this study to the substances of emission list, and then calculate the environment load of the product or process in advance at any time and can see the environment performance comparatively and expected to contribute to the environmental improvement in view of environmental pollution prevention.

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Korean College Students' English Learning Motivation and Listening Proficiency

  • Yang, Eun-Mi
    • English Language & Literature Teaching
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    • v.17 no.2
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    • pp.93-114
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    • 2011
  • The aim of this study is twofold. First, this study aimed to explore how Korean university students' English learning motivation is related to their English listening proficiency and study time. Second, it attempted to interpret the English learning motivation linking the two different motivation theories: self-determination theory and L2 motivational self system. The constructs of the students' L2 learning motivation were investigated with the data obtained through the questionnaire from 122 sophomore students. A factor analysis was conducted to extract the major factors of motivation. As a result, 6 factors were extracted: Intrinsic Pleasure, Identified Value Regulation, Intrinsic Accomplishment, Introjected Regulation, External Regulation, and Identified Regulation. The Interrelatedness among the assessment results on the L2 listening proficiency (pre and post test), listening study time, and motivation factors was measured by correlation coefficients. The statistical results indicated that pre-test scores were significantly related to Identified Regulation and Identified Value Regulation toward English learning, and post-test results had significant correlation with Intrinsic Accomplishment and Identified Regulation. However, no motivation subtypes showed statistical association with the students' listening study time. The results were attempted to be interpreted both under L2 motivational self system and self-determination framework to better illuminate the motivation theory with more explanatory power.

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Temporal and Spatial Variations of the ML 5.8 Gyeongju Earthquake on September 12, 2016

  • Lee, Gyeong Su;Kyung, Jai Bok;Lee, Sang Jun
    • Journal of the Korean earth science society
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    • v.39 no.4
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    • pp.342-348
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    • 2018
  • An earthquake of $M_L$ 5.8 hit the Gyeongju area on September 12, 2016. A sequence of foreshock-mainshock-aftershock of 588 events with equal to or greater than magnitude 1.5 occurred for six months in this area. Around ninety-nine percentage (98.8%) of the total energy was released intensively within a day, and about 80% of the total events took place within a month after the Gyeongju earthquake. The epicentral distribution of aftershocks of major events ($M_L$ 5.1, 5.8, 4.5, and 3.5) were elongated in the direction of $N30^{\circ}E$. They correlate well with the focal mechanism solution. These facts support the inference that the Gyeongju earthquakes occurred on a sub-parallel subsidiary fault of the Yangsan fault zone or on the linking damage zones between Deokcheon and Yangsan fault. During the last six years before the Gyeongju earthquake, there were few events within 10-km radius from the epicenter. This seismic gap area was filled with a sequence of the Gyeongju earthquakes. The b value for aftershock of the Gyeongju earthquakes is 1.09.

Hierarchical Value Map of the Korean Restaurant Experience of Foreigners - An Application of the Laddering Technique - (래더링 기법을 통한 한식당 이용 외국인의 추구 가치 분석)

  • Yang, Il-Sun;Cha, Sung-Mi;Shin, Seo-Young;Baek, Seung-Hee;Lee, Hae-Young
    • The Korean Journal of Food And Nutrition
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    • v.22 no.4
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    • pp.687-695
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    • 2009
  • The present study attempted to offer more insights into the foreign consumers' consumption decision structure of Korean restaurants located in foreign countries. A survey was designed based on the means-end chain theory, using the laddering interview technique. The qualitative data obtained from 10 Americans, 10 Japanese, and 10 Chinese were content analyzed and resulted in categories such as 'new experience', 'interest in Korea', 'recommendation', 'good food', 'easy to access', 'service', 'dining environment', and 'price' as perceived attributes of choice. The hierarchical value maps linking attributes, psychological consequences, and terminal values were presented. The most frequent consequences were 'experience new culture', 'be exposed to new experience', and 'learn more about Korea' which were related to 'happiness', 'pleasure', 'good relationship', 'desire fulfillment', and 'self-satisfaction' as personal values. Laddering interviews, which required laborious analysis, provided important information on the relationship between perceived attributes and the reasons for choosing Korean restaurants.

Linking Service Perception to Intention to Return and Word-of-Mouth about a Restaurant Chain: Empirical Evidence

  • GARA, Edwen Huang;GARA, Edwin Huang;RAHMAN, Fathony;WIBOWO, Alexander Joseph Ibnu
    • Journal of Distribution Science
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    • v.21 no.1
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    • pp.73-83
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    • 2023
  • Purpose: This study analyzed the influence of restaurant service perception on customer satisfaction and its implications on customers' attitude towards, intention to return to, and word-of-mouth (WOM) regarding a restaurant chain. Research design, data and methodology: Data from 421 respondents were collected using the convenience sampling method. After analyzing the data normality and removing responses with missing data and outliers, 342 responses were selected for further analysis, and the hypotheses were tested using Structural Equation Modeling (SEM). Results: We found that service perception affected customer satisfaction and customer satisfaction affected the customers' attitude toward the restaurant chain, which affected customers' intention to return and WOM about the restaurant chain. Conclusions: This paper provides one of the most important empirical results for managers in the restaurant sector, especially in Indonesia. Restaurant managers should thus provide training to their employees to improve the quality of the interaction with the customers and thereby increase customer satisfaction. The limitations listed in this study include the exclusion of respondents' income. For future research, we suggest investigating models of customer participation or consumer value co-creation for restaurant marketing success. Consumers are generic actors in the service ecosystem engaged in the value co-creation process.

Impact of Lifestyles of Cultural Center Users in Discount Stores on the Store Usage Intention: Mediating Effect of Shopping Value (대형마트부설 문화센터 이용고객의 라이프스타일 유형이 대형마트 이용의도에 미치는 영향: 쇼핑가치의 매개효과)

  • Lee, Gi-Hwang;Kim, Sang-Cheol;Kim, Pan-Jin
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.83-91
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    • 2015
  • Purpose - The purpose of this study is to identify whether the operation of cultural centers in discount stores contributes to their profitability. Thus, this study is aimed at exploring how the lifestyles of customers who use the cultural centers influence their intention to use the discount stores. Specifically, the effect of shopping value on the correlation between the lifestyle types and usage intention of the customers were examined through a structured research model. To verify the effect, a survey on 139 customers of the Cultural Center of Nonghyup Hanaro Club's S branch was conducted and the valid questionnaires were used for analysis. Research design, data, and methodology - The findings are as follows. First, the lifestyles seeking self-realization had a positive effect on utilitarian value, and lifestyles seeking pop cultures had a positive effect on hedonic value. Second, the mediating effect of shopping value on the correlation between the lifestyle types and usage intention of the customers is as follows. Utilitarian value had a mediating effect only on the lifestyles seeking self-realization. In case of lifestyles seeking pop cultures, the use of Cultural Center had no effect on the intention to use the discount store. Third, an analysis of a revised research model revealed that the store usage intention of lifestyles seeking pop cultures can be enhanced by boosting the utilitarian value through hedonic value. Results - The findings suggest the following. Customers with lifestyles seeking self-realization, who value what is beneficial to them with little attention to the perceptions of others, are highly interested in the benefits they can gain from shopping. As for customers with lifestyles seeking pop cultures, they are highly likely to consume products popular in a particular culture such as new products and sports, based on financial stability they pursue. Thus, they prefer more subjective, personal experience, unlike consumers pursuing utilitarian value. Conclusions - As a result, the former pursues hedonic value gained in the process of shopping with fun and joy, rather than doing shopping with a particular purpose in mind. Therefore, Cultural Centers need to offer information that fits the lifestyles of the users so that they are more likely to use the discount stores. However, if the Cultural Centers offer unified, profit-driven products and information, just to increase their store sales, it can backfire, which occurred in the past. On the other hand, if they provide information that fits the lifestyles of the users, it can actually increase the sales. Also, the findings suggest that sophisticated marketing strategies that can boost the hedonic value of customers by linking the educational contents of Cultural Centers to actual shopping, which is beneficial to consumers, should be set and operated by discount stores. In particular, customers with lifestyles seeking self-realization can be encouraged to use the stores by making them recognize the utilitarian value. However, the use of Cultural Centers doesn't necessarily lead to higher sales among customers with lifestyles seeking pop cultures. As mentioned previously, unified marketing strategy is not as effective for Cultural Centers of large discount stores.