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Influence of the Education Service Quality and Result Expectations on Behavioral Intention: Focus on the TOEIC Business of a Global Company (교육서비스 품질과 교육성과의 기대일치여부가 행동의도에 미치는 영향: 글로벌기업의 TOEIC사업을 중심으로)

  • Kang, Ho-Gye;Song, In-Am;Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.11 no.2
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    • pp.71-81
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    • 2013
  • Purpose - The TOEIC test has been leading the change in the quality and the globalization of companies for about last 30 years. The TOEIC test is taken by about two million people each year and is used as a criterion to select new employees in companies or government offices, for performance ratings, and for overseas posting selections. Universities also use TOEIC test in various ways. Since the TOEIC test is used for the selection of new students for admission, transferring extra credits, scholarships, graduation certification, and admission of international students studying abroad, many universities all over the country provide students with TOEIC study lectures through their own language institutes. Despite the fact, there has been no research on the service quality or even the current situation of these institutes. Thus, this study aims to evaluate the factors that impact TOEIC lecture service quality and analyzes the effect of the expectation related to the education service quality and the result of education on intentional behavior. Research design, data, methodology - Data was collected by administering a survey to current TOEIC students from different university language institutes. The survey questionnaire comprised of a five-point Likert scale. The demographic analysis was conducted using the frequency analysis method and the factor analysis was conducted to verify the validity of questionnaire over any variable. The reliability analysis was conducted to verify the reliability of the results. Besides, multiple regression analysis, regression analysis, and mediated effect verification were also conducted. For education service quality, four different independent variables such as reliability, response, conviction, and sympathy were considered using the SERVQUAL survey model. Based on the research models, the study hypotheses below were formulated in order to recognize an effect relationship between the variables. The four hypotheses are, "the hypothesis on education service quality and TOEIC study result expectation," "the hypothesis on education service quality and behavioral intention," "the hypothesis on study result expectation and behavioral intention," and "the hypothesis on study result expectation and mediated effect." Results - The results are as follows. First, the factors like response, conviction, and sympathy have a positive influence on TOEIC study result expectations. Second, the TOEIC study result expectation has a positive influence on the factors of behavioral intention such as re-sign up, positive word-of-mouth, "loyalty towards school." Third, it was verified that the mediated effect on behavioral intention was influenced by education service quality at university foreign language institute, while the study result expectation has only a partial mediated effect. Conclusions - The implications of this study are summarized as follows: First, it suggests a new research model for the effect of the expectation related to the education service quality and the result of education in the university language institutes on the behavioral intention. Second, it has established a relationship between the education service quality and study result expectation by verifying the mediated effect on them.

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A Study on Spam Document Classification Method using Characteristics of Keyword Repetition (단어 반복 특징을 이용한 스팸 문서 분류 방법에 관한 연구)

  • Lee, Seong-Jin;Baik, Jong-Bum;Han, Chung-Seok;Lee, Soo-Won
    • The KIPS Transactions:PartB
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    • v.18B no.5
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    • pp.315-324
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    • 2011
  • In Web environment, a flood of spam causes serious social problems such as personal information leak, monetary loss from fishing and distribution of harmful contents. Moreover, types and techniques of spam distribution which must be controlled are varying as days go by. The learning based spam classification method using Bag-of-Words model is the most widely used method until now. However, this method is vulnerable to anti-spam avoidance techniques, which recent spams commonly have, because it classifies spam documents utilizing only keyword occurrence information from classification model training process. In this paper, we propose a spam document detection method using a characteristic of repeating words occurring in spam documents as a solution of anti-spam avoidance techniques. Recently, most spam documents have a trend of repeating key phrases that are designed to spread, and this trend can be used as a measure in classifying spam documents. In this paper, we define six variables, which represent a characteristic of word repetition, and use those variables as a feature set for constructing a classification model. The effectiveness of proposed method is evaluated by an experiment with blog posts and E-mail data. The result of experiment shows that the proposed method outperforms other approaches.

A Study on the Effects of Online Word-of-Mouth on Game Consumers Based on Sentimental Analysis (감성분석 기반의 게임 소비자 온라인 구전효과 연구)

  • Jung, Keun-Woong;Kim, Jong Uk
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.145-156
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    • 2018
  • Unlike the past, when distributors distributed games through retail stores, they are now selling digital content, which is based on online distribution channels. This study analyzes the effects of eWOM (electronic Word of Mouth) on sales volume of game sold on Steam, an online digital content distribution channel. Recently, data mining techniques based on Big Data have been studied. In this study, emotion index of eWOM is derived by emotional analysis which is a text mining technique that can analyze the emotion of each review among factors of eWOM. Emotional analysis utilizes Naive Bayes and SVM classifier and calculates the emotion index through the SVM classifier with high accuracy. Regression analysis is performed on the dependent variable, sales variation, using the emotion index, the number of reviews of each game, the size of eWOM, and the user score of each game, which is a rating of eWOM. Regression analysis revealed that the size of the independent variable eWOM and the emotion index of the eWOM were influential on the dependent variable, sales variation. This study suggests the factors of eWOM that affect the sales volume when Korean game companies enter overseas markets based on steam.

Marketing Strategies in the Film Industry: Investment Decision Game Model (영화산업에서의 마케팅 전략 : 투자 결정 게임 모형을 중심으로)

  • Hwang, Hee-Joong
    • Journal of Distribution Science
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    • v.13 no.10
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    • pp.109-114
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    • 2015
  • Purpose - The movie market has the characteristics of being a perfectly competitive market as well as a pure monopolistic market at the same time. This is because there are competitors in the industry but prices, although not fixed, have not changed a lot. Price competition may not have spread, but the competition is focused on artistic value, and the degree of box office success is most important. The artistic value is determined in the course of the production process. However, the degree of box office success is dependent upon the marketing manager. The marketing strategy represents the difference in the standard or quality of the movie. Inherently, the marketing manager adopts the entertainment strategy based on the quality of the foundation of the completed movie. At this time, the marketing manager knows the pertinent information (high quality/low quality) regarding the movie. This research study tries to reveal what should be the reasonable movie marketing expense, dependent on the quality of the movie. Research design, data, and methodology - Using a game scenario with different market players, the goal of the research analysis is to find out the following. First, the marketing expense is determined to maximize the profits after film production. Second, after the production costs are already committed, the manufacturer gets to choose the marketing level. At this time, there will be a profit maximization point, considering the competition. The premise of the research is as follows: if it is a good movie of quality, positive word of mouth increasing the audience continuously slows down the speed of the demand curve. If the movie quality is bad, the negative word of mouth decreasing the audience gradually hastens the speed of the demand curve. On the marketing side, when the manufacturer invests heavily in the marketing expense of the movie, consumer expectations increase to drive up the audience numbers. On the other hand, it is difficult to improve the profits excessively. When the manufacturer invests in marketing a little bit, the marketing expense is only relatively committed, therefore a lot of demand cannot be gained. Results - If a fixed market share is in a competitive situation, a low quality manufacturer expends relatively more marketing expense. If the situation assumes two manufacturers spend the same for the cost of production, the high quality manufacturer takes more profit. If the manufacturer expends less marketing budget to save costs, the optimum profit cannot be achieved since the other party (opponent) grabs the initial market share. Conclusions - In conclusion, investment is essential for market share to increase. We must refrain from a zero-sum game and have models where the game participants pursue the creative profits together. In the current film industry, there is the dominating logic of winner and loser but we have to create a film industry environment where the participants can be altogether satisfied and live together.

Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

Strategies for the Development of Watermelon Industry Using Unstructured Big Data Analysis

  • LEE, Seung-In;SON, Chansoo;SHIM, Joonyong;LEE, Hyerim;LEE, Hye-Jin;CHO, Yongbeen
    • The Journal of Industrial Distribution & Business
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    • v.12 no.1
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    • pp.47-62
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    • 2021
  • Purpose: Our purpose in this study was to examine the strategies for the development of watermelon industry using unstructured big data analysis. That is, this study was to look the change of issues and consumer's perception about watermelon using big data and social network analysis and to investigate ways to strengthen the competitiveness of watermelon industry based on that. Methodology: For this purpose, the data was collected from Naver (blog, news) and Daum (blog, news) by TEXTOM 4.5 and the analysis period was set from 2015 to 2016 and from 2017-2018 and from 2019-2020 in order to understand change of issues and consumer's perception about watermelon or watermelon industry. For the data analysis, TEXTOM 4.5 was used to conduct key word frequency analysis, word cloud analysis and extraction of metrics data. UCINET 6.0 and NetDraw function of UCINET 6.0 were utilized to find the connection structure of words and to visualize the network relations, and to make a cluster of words. Results: The keywords related to the watermelon extracted such as 'the stalk end of a watermelon', 'E-mart', 'Haman', 'Gochang', and 'Lotte Mart' (news: 015-2016), 'apple watermelon', 'Haman', 'E-mart', 'Gochang', and' Mudeungsan watermelon' (news: 2017-2018), 'E-mart', 'apple watermelon', 'household', 'chobok', and 'donation' (news: 2019-2020), 'watermelon salad', 'taste', 'the heat', 'baby', and 'effect' (blog: 2015-2016), 'taste', 'watermelon juice', 'method', 'watermelon salad', and 'baby' (blog: 2017-2018), 'taste', 'effect', 'watermelon juice', 'method', and 'apple watermelon' (blog: 2019-2020) and the results from frequency and TF-IDF analysis presented. And in CONCOR analysis, appeared as four types, respectively. Conclusions: Based on the results, the authors discussed the strategies and policies for boosting the watermelon industry and limitations of this study and future research directions. The results of this study will help prioritize strategies and policies for boosting the consumption of the watermelon and contribute to improving the competitiveness of watermelon industry in Korea. Also, it is expected that this study will be used as a very important basis for agricultural big data studies to be conducted in the future and this study will offer watermelon producers and policy-makers practical points helpful in crafting tailor-made marketing strategies.

Omnichannel's Perception Effect on Omnichannel Use and Customer-Brand Relationship (옴니채널의 지각된 편리성과 유용성이 옴니채널 사용과 소비자-브랜드 관계에 미치는 영향)

  • Yim, Duk-Soon;Han, Sang-Seol
    • Journal of Distribution Science
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    • v.14 no.7
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    • pp.83-90
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    • 2016
  • Purpose - This study focuses on new type distribution channel that named as Omnichannel. Omnichannel is developed from Multichannel which is used in many distribution channels to buy or selling goods. Omnichannel basically needs an Information and Communications Technologies(ICT) to use, so researcher conduct a Technology Acceptance Model(TAM) to research model. Customer-brand relationship was used as dependent variable to focus on the role of Omnichannel. Research design, data, and methodology - The subject of this study is customer who purchase goods or service through omnichannel. Based on the literature from the preceding research analysis of TAM and customer-brand relationship, this study was constructed by the reference to previous studies, final research model design for figure out casual relationship among perceived ease of use, perceived usefulness, omnichannel use and customer-brand relationship. From 2016 February 3 to March 17, questionnaire survey targeted customers who use online and offline channels. 273 questionnaire survey had conducted, then, 252 survey data were available for empirical analysis. Researcher provide descriptive statistics for checking generality. Cronbach's alpha value was used to check the reliability of data. Exploratory factor analysis was used for purification of values and eigenvalue checking. After EFA, Confirmatory factor analysis was used to prepare structural equation modeling with executing structural equation modeling for confirming hypothesis which developed by researcher. Results - The main results of this empirical study are as follows. First, omnichannel's perceived ease of use has positive significant effect on perceived usefulness(estimate: 0.579). Moreover, omnichannel's perceived ease of use and perceived usefulness has positive significant effect on omnichannel use(estimate: 0.325,0.648). Second, using omnichannel has positive significant effect on brand-customer relationship(estimate: 0.521). Every hypothesis adopted as researcher designed. This study found out the intermediate relationship between perceived ease of use and omnichannel use by investigating hypothesis. Conclusions - Base on the empirical result, this study confirmed that TAM theory perceived has relation with omnichannel. First, factors of TAM has positive effect on omnichannel use, so it highlights the important role of customer based interface and usefulness. Especially, perceived usefulness has high indirect influence on ease of use and use of omnichannel. It seems that when customers try to decide use or not use omnichannel, customers focus on percept benefits from omnichannel. Thus, a provider should applicate attractive price table, accurate product or service information and high switching cost strategy to emphasize the usefulness of omnichannel. Second, using omnichannel enhances the relationship between customers and brand, because there are more time and frequency to serve customers. It is important because good relationship between customers can increase the future's financial performance through word of mouse, positive brand image and loyalty to brand or company. Finally, despite of empirical result and implications, this study has limitations. First, there are only a few previous studies about omnicahnnel, so literature reviews are restricted. While set up the factors which can affect the use of omnichannel, next study should be considered with broader theories or models(ex: contingency theory). Second, omnichannel has developed from multichannel, so comparative analysis is needed between these methods because there is a possibility about different forte character of each distribution system on customer's consuming patterns.

Promoting Word-of-Mouth communication: The moderating role of leisure sport social media

  • KIM, Min-Soo;Kim, Miok;HUR, Seung-Eun;SEO, Myung-Seok;SEO, Won-Jae
    • Journal of Distribution Science
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    • v.18 no.4
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    • pp.61-72
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    • 2020
  • Purpose: Usage of leisure-sport social media would lengthen and strengthen the effects of positive event experiences on WOM behavior. This study is to examine the extent to which leisure sport social media use has the moderating potential to enhance the direction of the relationship between post-event emotions and event WOM behavior. Research design, data and methodology: A running event located in a major metropolitan area in the southeastern United States was selected. Participants of the running events completed the survey. Descriptive analysis and correlations between primary variables of interest were conducted. To examine interactions within the context of moderated regression, a hierarchical regression analysis was employed. Results: The results confirmed direct effects of a sense of achievement and event satisfaction on event WOM intention, supporting H 1 and H2. In specific, result revealed that the amount of time spending on social media for running content moderated the effect of a sense of achievement on event WOM intention, supporting H3, however, H4 was rejected. Conclusions: There are managerial implications of these results, particularly which pertain to how organizers may be able to use perceived benefits (i.e., a sense of achievement and satisfaction) and social media to increase positive WOM intention.

Antecedents to Customer Repurchase in Korean Social Commerce Service

  • Lee, Suk-Jun;Youn, Myoung-Kil;Kim, Wanki
    • Journal of Distribution Science
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    • v.10 no.3
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    • pp.7-13
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    • 2012
  • Recently, with the success of Groupon in the USA using the new business model referred to as social commerce, which is a commercial transaction involving group purchases on social network service (SNS), social commerce business receives much attention. Social commerce is capable of effectively promoting additional purchasing by customers through unprecedented price discounts and limiting the number of purchasers and time allotted for purchases, and is able to achieve promotional effects over and above those of simple product promotion due to customers' voluntary word of mouth. Although social commerce is effective for short-term increase in the sales of products, there are numerous dissenting opinions on whether it can promote repurchasing by customers. In particular, social commerce in Korea focuses only on unprecedented discounted prices and does not have the marketing effect that SNS can produce over and above the sales promotion. The objective of this study is to find the factors that influence the repurchase intention on social commerce and to analyze factors that contribute the social commerce product. For this, this study extracts repurchase intention factors and computes a repurchase probability to assess the influence of factors other than price discount on social commerce customers at the time of repurchasing. In addition, the importance of factors toward sales revenue for each of the social commerce products (e.g., restaurant/café, beauty, tour/leisure, show/exhibition, and fashion/clothes) is estimated by using the computed repurchase probabilities. The repurchase probability through the analysis can be used for development of social commerce business in Korea.

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The Influential Relations on Sharing Economy and Consumer Traits (공유경제와 소비자의 특성과의 영향 관계)

  • LI, Qing-Zhu;Lee, Jong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.8 no.6
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    • pp.75-86
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    • 2017
  • Purpose - The purpose of this study is to grasp the concept, characteristics and application status of sharing economy, and to derive a research model based on sharing economic service, and to analyze factors and influences of consumers' intention to reuse of sharing economy. Research design, data, and methodology - The questionnaires were created to examine variables for practical and theoretical implications. After pilot survey, conducted for 24 days from March 10th to April 2st in 2017, total numbers were 377. But 330 copies were used for the analysis with IBM SPSS Statistics 23.0 and IBM SPSS AMOS 23.0. The structural equation model was applied for this. Results - First, sharing economic services remain at an early stage, but it is meaningful to identify the revenue mechanism of the business model of the sharing economic platform. Second, in this study, it is meaningful that we systematized the theoretical structure by examining existing studies on the characteristics of the sharing economic service and consumer characteristics, and by examining empirically. Third, Satisfaction and Reliability are related to the characteristics of Sharing Economic Service (Security, Convenience, Discount, Sharing, Social Interaction), Consumer Characteristics (Personal Innovation, Word-of-Mouth) It is meaningful to broaden the understanding of the factors by verifying the mediating effect. Fourth, the sharing economy business is meaningful in that it is a new consumption trend that changes the meaning of consumption to consumers. Gradually, more and more people are recalling that purchasing something is not consumption, but sharing and borrowing is also consumption. In other words, through the sharing economy, consumers can experience more products and services, have more choices, and are expected to have a positive impact on economic growth by increasing the utilization of idle resources. Conclusions - Currently, the sharing economy is growing rapidly all over the world. Therefore, in the subsequent study, it is necessary to compare Korea and China's sharing economy and study the cultural and social characteristics of Korea and China. In particular, I think that steady research is necessary for more precise and specific direction on the influence of the shared economy.