• Title/Summary/Keyword: Word-of-Mouth Intention

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The Study of Online Marketing's Impact of Food Service Companies on the Purchasing Behavior Itself and Brand Recognition of New Brand of Menu : Focusing on Viral Marketing (외식기업의 온라인 마케팅을 통한 외식메뉴 구매형태 및 신규브랜드 인식에 관한 연구 : 바이럴마케팅을 중심으로)

  • Kang, Byong-Nam;Moon, Sung-Sik
    • Culinary science and hospitality research
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    • v.23 no.8
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    • pp.173-183
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    • 2017
  • The purpose of this study is to investigate the causal relationship between new brand awareness and new brand awareness according to type of restaurant menu purchase information. This study will provide basic research data on viral marketing strategy through online marketing of restaurant companies. The purpose of this study is to investigate the effect of information obtained through blog information and SNS advertisement on word effect (information acceptance and information transfer) and to investigate the effect of word of mouth effect on consumers' purchase intention. A total of 206 samples were used for this analysis and regression analysis was performed using SPSS 18.0. The results of the study are as follows. First, experience type, timely relevance and consensus among the characteristics of blog information affect information acceptance. Experience, and accuracy are affecting information delivery. Second, information discomfort among the characteristics of SNS advertising information influences the acceptance of information. Information, entertainment and trust are affecting information dissemination. Third, information acceptance and information diffusion affect purchase intention.

The influence of Social Norm and Critical Mass on Online Game User's Word of Mouth (사회규범과 크리티컬 매스가 온라인 게임 이용자의 구전의도에 미치는 영향에 관한 연구)

  • Bae, Jungho;Kim, Moon Seop
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.355-367
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    • 2014
  • The purpose of this research is to find the specific structure with factors that affect online game users' positive word of mouth(WOM) for online game companies to maintain existing and new users. In previous studies the influence of characteristics of online games and attributes of users on intention to play online games is mainly focused on. However online games are products with communication on network, so that critical mass through diffusion as well as the use of product by individual consumers is important issues. Therefore, it is necessary to consider network externality effect that the more value can be obtained by more game users. The authors verified that the influence of the variables like social mass and critical mass, affecting consumers' attitude and WOM. According to the research results, social norm and critical mass have significant influence on positive attitude and WOM intention for online games. Another results verified that social norm and users' attitude affect positive WOM intention directly. These results suggest managerial implication regarding social norm and critical mass to online game companies that desire for WOM to get more online game users.

A Study on the Effect of the Image of Korean Educational Tourism on Online Word-of-mouth Intention: Focusing on the Moderation Effect of Chinese Tourists' Conspicuous Self-presentation and Self-Image Consistency (한국 교육 관광지 이미지가 관광객의 구전의도에 미치는영향: 중국 관광객의 과시적 자기표현과 자아이미지일치성의 조절효과를 중심으로)

  • Chen-yu Shen;Seung-chul Yoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.283-290
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    • 2023
  • This study investigates the influential factors on online word-of-mouth (eWOM) intentions towards educational tourist destinations, primarily focusing on Korean universities and Chinese tourists. It reveals a positive correlation between eWOM intentions and the desire to enroll in these institutions. The significance of eWOM for attracting Chinese students elucidates the importance of establishing a strong brand image and ensuring high levels of tourist satisfaction. Moreover, social media users who travel for education purposes were found to emphasize self-image consistency and conspicuous self-expression. This research underscores the utility of leveraging social media to enhance the perception of educational tourist attractions, promoting these destinations, and stimulating eWOM, thereby enriching the understanding of the strategic use of social media in international student recruitment.

An Empirical Study on Mobile Technology Adoption based on the Technology Acceptance Model and Theory of Planned Behavior (기술수용모델(TAM)과 계획된 행동이론(TPB)를 바탕으로 한 모바일 기술수용에 대한 실증적 연구)

  • Lee, Sang-Gun
    • Information Systems Review
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    • v.7 no.2
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    • pp.61-84
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    • 2005
  • Previous studies indicate that information and communication technology (ICT) adoption is affected by innovation influence such as usefulness, ease of use and self-efficacy. Most of these studies, how-ever, bypassed imitation influence such as subjective norms, word-of-mouth, and advertising, specifically, interactive innovation having critical mass in technology acceptance research. Thus, this study focuses to investigate imitation influence in individual adoption of mobile communication technology. The purpose of this study is to empirically examine the causal relationships between initial acceptance and the intention to use in terms of a holistic approach. The results of this study show that there is an imitation influence including word-of-mouth and subjective norms, from the prior adopters to potential adopters, and mass advertising through TV or news-paper commercials in the ICT diffusion process. In addition, this imitation influence also stimulates innovation influence such as perceived usefulness. Finally, this study provides a set of guidelines to mobile communication equipment manufacturers and ICT vendors in developing effective strategies for technology diffusion.

The relationship between consumer experience, image perception, and word-of-mouth intention in standalone pop-up stores and pop-ups within department stores (럭셔리 패션 브랜드 팝업매장에서의 소비자 체험, 이미지 인식, 구전의도 간의 관계에 관한 연구 - 독립형과 백화점 입점형 팝업매장을 중심으로 -)

  • Zhuying Piao;In-Hyoung Park;Ruiyu Wu;Jae-Eun Chung
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.260-286
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    • 2024
  • This study investigates consumer experiences and word-of-mouth (WOM) intentions in luxury brand pop-up stores, including standalone and department store setups. Grounded in experience economy theory, this study examines the experiential elements based on the types of pop-up stores and the relationships among consumer experience, pop-up store image, and WOM intentions for each type. Data were collected from 300 visitors to luxury brand pop-up stores between January and July 2023 and analyzed using Smart PLS 4.0. The findings reveal several key insights. First, standalone pop-up stores offer educational and escapist experiences, while pop-ups within department stores have a single identified factor of consumer experience. Second, regardless of the store type, luxury pop-up store experiences significantly influence pop-up image perceptions. Third, luxury pop-up store image drives WOM intentions for both standalone and department store pop-ups. Notably, the unique image significantly impacts solely department store pop-ups and does not influence standalone pop-ups. Moreover, image perceptions in both pop-up store types do not significantly affect brand WOM intentions. Finally, WOM intentions for pop-up stores significantly influence WOM intentions for brands. This study contributes to the theoretical understanding of consumer experiences in luxury pop-up stores, providing practical insights for stakeholders in the luxury brand industry to enhance pop-up store image perceptions and WOM intentions.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Domestic Tourists' Perception of Hotel Websites in Thailand

  • Chitlada Pinthong;Sunny Sun;Huiyue Ye;Rob Law
    • Journal of Smart Tourism
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    • v.3 no.4
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    • pp.5-15
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    • 2023
  • With the growing trend of online global market, customers have further technological capabilities in searching for information and online shopping on the Internet. In addition, electronic word-of-mouth (eWOM) is a significant factor that influences customer purchase intention. However, the perspective of online users on hotel websites is still in its infancy, especially in various cultural contexts. The current study examined a theoretical framework of hotel websites to understand how online users perceive the importance of hotel websites with regard to influencing purchase intention, within the content of Thai online users through an online questionnaire survey. Findings show that usability positively influences online Thai users' satisfaction. Moreover, eWOM has a significant positive influence on satisfaction, but eWOM has an indirect effect on the intention to purchase. Practical implications are further discussed.

A Study on the Factors Influencing Customer Satisfaction of Mobile Banking (모바일뱅킹의 고객만족에 영향을 미치는 요인 연구)

  • Yum, Chang-Sun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.31 no.2
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    • pp.122-131
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    • 2008
  • The purpose of this study is to find out the factors of customer satisfaction as the critical success factors of mobile banking. Based on previous exploratory work and a review of the literature of customer satisfaction, nine key factors are identified: perceived usefulness, perceived easy of use, perceived ubiquity, perceived safety, perceived tangibles, perceived reliability, perceived responsiveness, perceived assurance, and perceived empathy. A conceptual model is developed and hypotheses are empirically examined using multiple regression analysis. The result of this research are summarized as follows: First, perceived usefulness, perceived easy of use, perceived safety, and perceived empathy have significant influence on customer satisfaction. Second, customer satisfaction has significant influence on reuse intention and word-of-mouth intention.

Identifying Factors Influencing the Image of Vietnam's Tourist Destinations in the Eyes of Global Tourists

  • Eun-Mi Lee;Pham Thi Quynh Anh
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.45-50
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    • 2023
  • The number of international tourists is noticeably recovering in many parts of the world, with the number of Vietnamese tourists growing significantly. Consequently, this study aims to identify the factors influencing the image of Vietnam's tourist destinations among international tourists interested in visiting the country. Additionally, the study examines whether the perception formed in this manner subsequently affects their intention to visit. The findings reveal that cultural attractions and eWOM (Electronic Word of Mouth) positively influence the development of a tourism destination image. However, film tourism did not have a significant effect on the destination image. Moreover, it was observed that the destination image indeed influences the intention to visit.

The Influence of Brand Personality and SNS Characteristics of Fashion Designer Brands on Brand Preference and Behavioral Intention: Focusing on the Moderating Effect of Consumer Type (패션 디자이너 브랜드의 개성과 SNS 특성이 브랜드 선호도 및 행동의도에 미치는 영향: 소비자 유형에 따른 조절효과를 중심으로)

  • Ji Yeongran;Sung-Byung Yang;Sang-Hyeak Yoon
    • Journal of Information Technology Services
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    • v.22 no.3
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    • pp.119-139
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    • 2023
  • Generation MZ has emerged as a significant consumer segment and trendsetter in the fashion market of South Korea. Fashion designer brands have become popular among this generation by offering a range of fashion content on social network services (SNS) based on fresh and trendy designs. Despite the growing market share of fashion designer brands in the industry, previous research has mainly focused on brand personality in line with the characteristics of traditional fashion brands. Therefore, this study aims to derive brand personality and SNS characteristics of fashion designer brands based on previous research and investigate the influence of these factors on brand preference and behavioral intention. Moreover, it examines how this influencing mechanism fluctuates based on the consumer type (i.e., innovative type vs. price-sensitive type). Based on an online survey of 256 Korean adults with experience in fashion designer brands, this study identified the influencing mechanisms on purchase intention and word-of-mouth intention. This study contributes to empirical investigations of consumer brand preference and behavior intention in fashion designer brands through the brand equity model. It also offers insight into developing a segmented brand strategy by considering the variations in the influence mechanism of behavioral intention across different consumer types.