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Exploring the Role of Preference Heterogeneity and Causal Attribution in Online Ratings Dynamics

  • Chu, Wujin;Roh, Minjung
    • Asia Marketing Journal
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    • 제15권4호
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    • pp.61-101
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    • 2014
  • This study investigates when and how disagreements in online customer ratings prompt more favorable product evaluations. Among the three metrics of volume, valence, and variance that feature in the research on online customer ratings, volume and valence have exhibited consistently positive patterns in their effects on product sales or evaluations (e.g., Dellarocas, Zhang, and Awad 2007; Liu 2006). Ratings variance, or the degree of disagreement among reviewers, however, has shown rather mixed results, with some studies reporting positive effects on product sales (e.g., Clement, Proppe, and Rott 2007) while others finding negative effects on product evaluations (e.g., Zhu and Zhang 2010). This study aims to resolve these contradictory findings by introducing preference heterogeneity as a possible moderator and causal attribution as a mediator to account for the moderating effect. The main proposition of this study is that when preference heterogeneity is perceived as high, a disagreement in ratings is attributed more to reviewers' different preferences than to unreliable product quality, which in turn prompts better quality evaluations of a product. Because disagreements mostly result from differences in reviewers' tastes or the low reliability of a product's quality (Mizerski 1982; Sen and Lerman 2007), a greater level of attribution to reviewer tastes can mitigate the negative effect of disagreement on product evaluations. Specifically, if consumers infer that reviewers' heterogeneous preferences result in subjectively different experiences and thereby highly diverse ratings, they would not disregard the overall quality of a product. However, if consumers infer that reviewers' preferences are quite homogeneous and thus the low reliability of the product quality contributes to such disagreements, they would discount the overall product quality. Therefore, consumers would respond more favorably to disagreements in ratings when preference heterogeneity is perceived as high rather than low. This study furthermore extends this prediction to the various levels of average ratings. The heuristicsystematic processing model so far indicates that the engagement in effortful systematic processing occurs only when sufficient motivation is present (Hann et al. 2007; Maheswaran and Chaiken 1991; Martin and Davies 1998). One of the key factors affecting this motivation is the aspiration level of the decision maker. Only under conditions that meet or exceed his aspiration level does he tend to engage in systematic processing (Patzelt and Shepherd 2008; Stephanous and Sage 1987). Therefore, systematic causal attribution processing regarding ratings variance is likely more activated when the average rating is high enough to meet the aspiration level than when it is too low to meet it. Considering that the interaction between ratings variance and preference heterogeneity occurs through the mediation of causal attribution, this greater activation of causal attribution in high versus low average ratings would lead to more pronounced interaction between ratings variance and preference heterogeneity in high versus low average ratings. Overall, this study proposes that the interaction between ratings variance and preference heterogeneity is more pronounced when the average rating is high as compared to when it is low. Two laboratory studies lend support to these predictions. Study 1 reveals that participants exposed to a high-preference heterogeneity book title (i.e., a novel) attributed disagreement in ratings more to reviewers' tastes, and thereby more favorably evaluated books with such ratings, compared to those exposed to a low-preference heterogeneity title (i.e., an English listening practice book). Study 2 then extended these findings to the various levels of average ratings and found that this greater preference for disagreement options under high preference heterogeneity is more pronounced when the average rating is high compared to when it is low. This study makes an important theoretical contribution to the online customer ratings literature by showing that preference heterogeneity serves as a key moderator of the effect of ratings variance on product evaluations and that causal attribution acts as a mediator of this moderation effect. A more comprehensive picture of the interplay among ratings variance, preference heterogeneity, and average ratings is also provided by revealing that the interaction between ratings variance and preference heterogeneity varies as a function of the average rating. In addition, this work provides some significant managerial implications for marketers in terms of how they manage word of mouth. Because a lack of consensus creates some uncertainty and anxiety over the given information, consumers experience a psychological burden regarding their choice of a product when ratings show disagreement. The results of this study offer a way to address this problem. By explicitly clarifying that there are many more differences in tastes among reviewers than expected, marketers can allow consumers to speculate that differing tastes of reviewers rather than an uncertain or poor product quality contribute to such conflicts in ratings. Thus, when fierce disagreements are observed in the WOM arena, marketers are advised to communicate to consumers that diverse, rather than uniform, tastes govern reviews and evaluations of products.

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Effects of Emotional Regulation Processes on Adaptive Selling Behavior and Sales Performance

  • Kim, Joonhwan;Lee, Sungho;Shin, Dongwoo;Song, Ji-Hee
    • Asia Marketing Journal
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    • 제16권1호
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    • pp.71-100
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    • 2014
  • While the role of emotional antecedents of effective selling behavior would be important, the issue has not been fully addressed in the sales literature. To fill this gap, we conceptualize and empirically examine the relationships among salesperson's emotional regulation processes such as emotional intelligence (EI) and emotional labor (EL), effective selling behavior, and sales performance on the basis of educational, occupational, social psychology literature and marketing literature (e.g., Henning-Thurau, Groth, Paul, and Gremler 2006; Kidwell et al. 2011; Liu et al. 2008; Mayer, Salovey, and Caruso 2008). First, salesperson's EI is defined as his or her capability that enables correct perceptions about emotional situations in sales interactions. The EI is expected to work as psychological resources for different types of EL (i.e., deep acting and surface acting) to be performed by salesperson as emotional expression strategies (e.g., Lie et al. 2008). It is, then, expected that the features of EL selected by the salesperson would lead to different levels of adaptive selling behavior (ASB) and thereby sales performance (Monaghan 2006). Further, given that salesperson's customer orientation (CO) is found to be an important correlate of ASB (Franke and Park 2006), it is expected that CO would moderate the relationship between EL and ASB (Rozell, Pettijohn, and Parker 2004). Hence, this research attempts to shed additional light on emotionally-driven (EL) as well as cognitively-driven (CO) antecedents of ASB (Frank and Park 2006). The findings of the survey research, done with 336 salespersons in insurance and financial companies, are summarized as follows. First, salespersons with a high level of EI are found to use both deep acting (regulating the emotions themselves) and surface acting (controlling only emotional expressions) in a versatile way, when implementing EL. Second, the more the salesperson performs deep acting, the more he or she shows ASB. It is, then, important for salespersons to use deep acting more frequently in the EL process in order to enhance the quality of interacting with customers through ASB. On the other hand, the salesperson's surface acting did not have a significant relationship with ASB. Moreover, CO was found to moderate the relationship between the salesperson's deep acting and ASB. That is, the context of high CO culture and individual salesperson's deep acting would synergistically make the selling efforts adaptive to customer preferences. Conceptualizing and empirically verifying the antecedent roles of important emotional constructs such as EI and EL in salesperson's effective selling behavior (ASB) and sales performance is a major theoretical contribution in the sales literature. Managerially, this research provides a deeper understanding on the nature of tasks performed by salespersons in service industries and a few guidelines for managing the sales force. First, sales organizations had better consciously assess EI capacity in the selection and nurturing processes of salespersons, given that EI can efficiently drive EL and the resulting effective selling behavior and performance. Further, the concept of EL could provide a framework to understand the salespersons' emotional experiences in depth. Especially, sales organizations may well think over how to develop deep acting capabilities of their sales representatives. In this direction, the training on deep acting strategies would be an essential task for improving effective selling behavior and performance of salespersons. This kind of training had better incorporate the perspectives of customers such that many customers can actually discern whether salespersons are doing either surface acting or deep acting. Finally, based on the synergistic effects of deep acting and CO culture, how to build and sustain CO is always an ever-important task in sales organizations. While the prior sales literature has emphasized the process and structure of highly customer-oriented sales organization, our research not only corroborates the important aspects of customer-oriented sales organization, but also adds the important dimension of competent sales representatives who can resonate with customers by deep acting for sales excellence.

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대순진리회 상제관 연구 서설 (I) - 최고신에 대한 표현들과 그 의미들을 중심으로 - (An Introduction to the Study of the Outlook on Highest Ruling Entity in Daesoonjinrohoe (I) - Focusing on Descriptions for Highest Ruling Entity and It's Meanings -)

  • 차선근
    • 대순사상논총
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    • 제21권
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    • pp.99-156
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    • 2013
  • This paper is to indicate research tendencies of faith in Daesoonjinrihoe and controversial points of those, and to consider the outlook on Sangje after defining it as theological understanding and explanation for Gu-Cheon-Sang-Je (High-est ruling Entity that is the object of devotion in Daesoon-jinrihoe). As the first introduction to the work, various descriptions for Sangje are arranged and the meanings of those are analyzed. In brief, first, the name of Gu-Cheon-Eung-Won-Nweh-Seong-Bo-Hwa-Cheon-Jon, expresses the fact that the authority of Sangje (the Supreme Entity) is exposed by spatial concept Sangje dwells in Ninth Heaven. This fact can be compared with the doctrines Allah in Islam and Jehovah in Christianity each are dwelled in Seventh Heaven. And the name shows Sangje is the ruler who reigns over the universe by using yin and yang. Second, the name, Gu-Cheon-Eung-Won-Nweh-Seong-BoHwa-Cheon-Jon, is imported from China Taoism because it has been in Ok-Chu-Gyeong (the Gaoshang shenlei yushu). But in fact it's root is in Korea because Buyeo and Goguryeo, the ancient Korean nations, have the source of the name. While the name is not the Supreme Entity in China Taoism, it is the Supreme Entity in Daesoonjinrihoe. This fact is a important difference. Third, arbitrarily or not, the name, Gu-Cheon-Eung-Won-Nweh-Seong-Bo-Hwa-Cheon-Jon, is put on the image of 'resolution of grievances'. The reason is that many peoples in Korea and China has called the name for about 1,000 years ago to help their fortunes and escape predicaments. Forth, not only Gu-Cheon-Eung-Won-Nweh-Seong-Bo-Hwa-Cheon-Jon but also the name, Three Pure Ones and Ok-Cheon-Jin-Wang (Yuqingzhenwang) in China Taoism used as the Highest ruling Entity in Daesoonjinrihoe. But the relations between three Pure Ones and Ok-Cheon-Jin-Wang and Gu-Cheon-Eung-Won-Nweh-Seong-Bo-Hwa-Cheon-Jon in Dae-soonjinrihoe are different from that in China Taoism. Fifth, Sangje is associated with the Polaris divinity of Tae-Eul, view on God in Oriental Cosmology. The description Tae-Eul as well as Gu-Cheon-Eung-Won-Nweh-Seong-Bo-Hwa-Cheon-Jon is indicated Sangje is linked to the faith of Buyeo and Goguryeo. Sixth, Sangje is not only Mugeuk-Sin (The God of The Endless) who supervise the Endless but also Taegeuk-Ji-Cheon-Jon (The God of The Ultimate Reality) who supervise the Ultimate Reality. These descriptions directly display the fact Sangje is a creator. Seventh, in case explaining Sangje, the point of view is necessary that grasps the whole viewpoints Sangje 'was' Hidden God(deus otiosus) and 'is' Unhidden God after Incarnation. Eighth, Sangje is Cheon-Ju in Donghak, but different from that. Cheon-Ju in Donghak has both transcendence and immanence in tightrope tension, but Cheon-Ju in Daesoonjinrihoe emphasize transcendence than immanence. That difference is the result of the fact Cheon-Ju in Donghak was a being having revealed a man and Cheon-Ju in Daesoonjinrihoe was a being having incarnated after revealing a man. Ninth, Sangje is Gae-Byeok-Jang who is the manager of the transforming and ordering the Three Realms of the World by the Great Do which is the mutual beneficence of all life and Hae-Won-Sin who is the God of resolution of grievances.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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대순진리회 상제관 연구 서설 (II) - 15신위와 양위상제를 중심으로 - (An Introduction to the Study of the Outlook on the Highest Ruling Entity in Daesoonjinrihoe (II) - Focusing on 15 Godship and Yang-wui Sangje (Sangje in two Godship) -)

  • 차선근
    • 대순사상논총
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    • 제23권
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    • pp.241-292
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    • 2014
  • This article as an attempt to analyze Jin-beop-joo(眞法呪, incantation of true law) and the view of Yang-wui Sangje(兩位上帝, Sangje in two Godship) corresponds to the second preliminary work prior to the research on the view of Sangje in Daesoonjinrihoe. The points of this article are as follows: First, Jin-beop-joo and 15 Godship(神位) based hereupon are one of the most essential elements comprising the view of Sangje in Daesoonjinrihoe. Since the other Jeungsan line religious orders except Daesoonjinrihoe does not use 15 Godship in explaining and understanding Jeungsan, this fact should be regarded as an important characteristic of Daesoonjinrihoe. Second, 15 Godship is the important installation to assemble Sangje and the other gods in the same place. In Buddhism temples and China-Taoism temples, the gods each are placed in a separate palace. Whereas Sangje and the gods are concentrated in the same place, Yound-Dae(靈臺) which is the shrine of Daesoonjinrihoe. This fact shows Sangje takes the reins to the gods visually. 15 Godship facilitates that system. Third, the number 15 of 15 Godship symbolizes the natural laws of the cosmos. Thus the shrine of Daesoonjinrihoe implies the law of universe emblematically. Forth, 15 Godship shows that the Highest God in Daesoonjinrihoe are located in the middle of the functional gods ruling over nature like mountain, sea, season, the Great Dipper, and Taoistic or Buddhistic gods like Ok-hwang Sangje(玉皇上帝, The Great Jade Emperor), Seoga-Yeorae(釋迦如來, Tathāgata Buddha), Kwan-seong-Jegoon(關聖帝君, Holy god Guan Yu), along with various envoys and ancestral gods. Besides, considering the fact that the majority of 15 Godship consists of the Eastern deities, it verifies the view of Sangje in Daesoonjinrihoe is built in the Eastern religions. Fifth, whereas the other Jeungsan line religious orders have a tendency of understanding Jeungsan as Ok-hwang Sangje, Daesoonjinrihoe worships Jeungsan as Gu-cheon Sangje(九天上帝), not as Ok-hwang Sangje. This accords with the following fact; Jeungsan is the highest ruling entity in Gu-cheon, whereas in Jinbeonju, which was handed down from Jeungsan, the highest ruling entitiy in Gu-cheon is expressed as a different being from Ok-hwang Sangje. Sixth, Daesoonjinrihoe understands Sangje as the form of two Godship, Yang-wui Sangje, which are Gu-cheon Sangje and Ok-hwang Sangje. Judging from the form of salutation, the status of these two Sangjes are the same. Yet, the object of belief is Gu-cheon Sangje as the highest God, while Ok-hwang Sangje is stipulated as the one who has wielded a true law succeeding to the Gu-cheon Sangje's will. The religious term of Yang-wui Sangje don't imply meaning Gu-cheon Sangje and Ok-hwang Sangje are the same rank. Yang-wui Sangje is the term expresses Sangje in two Godship and involves the orthodox heritage of Daesoonjinrihoe. Along with An Introduction to the Study of the Outlook on the Highest Ruling Entity in Daesoonjinrihoe (I), this article is written, while giving a thought to construct the religiography on the highest God in Daesoonjinrihoe. I hope this article accompanied with the previous one, can be contributed to the fertilization of the soil in the field of Daesoon religious studies.

소비자의 가치 추구 동인이 블로그 리뷰의 신뢰성 지각에 미치는 영향: 유대강도에 따른 조절효과를 중심으로 (The Effect of Consumers' Value Motives on the Perception of Blog Reviews Credibility: the Moderation Effect of Tie Strength)

  • 주우진;노민정
    • Asia Marketing Journal
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    • 제13권4호
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    • pp.159-189
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    • 2012
  • 블로그의 상품 리뷰가 소비자의 주목을 끄는 데에는 정보 원천인 블로거에 대한 신뢰가 자리잡고 있다. 블로거가 해당 상품 카테고리와 관련하여 충분한 지식 및 경험을 습득하고 있다는 전문성에 대한 믿음, 그리고 어떤 다른 이해 관계에 얽매여 정보를 왜곡하려는 등의 불순한 의도를 지니고 있지 않다는 진실성에 대한 믿음이 있기에 소비자들은 구매 의사 결정에 뒤따르는 불확실성을 줄일 요량으로 블로그의 상품 리뷰를 참조하게 된다. 본 연구는 이러한 점에 착안하여 소비자들이 리뷰 정보를 통해 추구하는 가치 동인이 무엇이냐에 따라 신뢰성의 하위 차원인 전문성 및 진실성에 이르는 경로 계수의 비중이 분화하며, 나아가 유대 강도의 강약에 따라 전문성 및 진실성 기반 신뢰성에 대한 기대치가 분기하게 될 것이라 예측하였다. 아울러, 유대 강도가 태도로서의 신뢰성이 리뷰 수용 의사에 대해 갖는 예측력에 조절 효과를 미쳐 파워블로그 사용 집단에서보다 개인블로그 사용 집단에서 이러한 예측력이 보다 고양될 것이라 가정하였다. 분석 결과, 도구적 정보 니즈를 충족시키고자 하는 유목적적 가치 동인은 정보 원천의 전문성에 대한 기대 의존도를 증폭시키지만, 고립감을 해소하고자 하는 대인간 연결의 가치 동인은 정보 원천의 진실성에 대한 의존도를 높이는 것으로 나타났다. 그리고, 전문성에 대한 기대치는 강한 유대 관계의 개인블로그 사용 집단에서보다 약한 유대 관계의 파워블로그 사용 집단에서 보다 증진되며, 태도로서의 신뢰성이 리뷰 수용 의사에 대해 갖는 예측력은 파워블로그 사용 집단에서보다 개인블로그 사용 집단에서 보다 고양되는 것으로 나타났다.

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고객보상 프로그램이 고객 유지에 미치는 효과: 교육 서비스 산업을 중심으로 (The Influence of Loyalty Program on the Effect of Customer Retention: Focused on Education Service Industry)

  • 전호성
    • Asia Marketing Journal
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    • 제13권3호
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    • pp.25-53
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    • 2011
  • 이번 연구는 실제 기업 자료를 기반으로 고객보상 프로그램이 고객 유지(retention)에 미치는 영향을 살펴보았다. 특히 고객보상 프로그램의 효과를 보다 명확히 확인하기 위해 유사실험설계(quasi-experimental design)를 사용하였다. 그리고 1년이 넘는 장기적인 시간 프레임 속에서 고객보상 프로그램의 도입 시점을 전후로 소비자 집단을 구분하고 이들 집단의 비교를 통해 고객보상 프로그램의 효과를 파악하였다. 이러한 연구 설계를 고려한 이유는 종적 자료를 사용한 선행 연구들이 고객보상 프로그램의 도입 시점 이후부터 가입 고객과 비가입 고객을 대상으로 프로그램의 효과를 측정하였기 때문에 자기선택오류(self-selection bias)의 가능성이 존재하였기 때문이다. 이번 연구는 고객보상 프로그램의 도입 시점을 전후로 두 집단을 비교하기 위해 자료를 특정 시점을 기준으로 절단(censoring)하였다. 생존분석(survival analysis)은 다른 분석기법에 비해 불완전한 자료가 포함되더라도 분석이 상대적으로 용이하므로 이번 연구의 분석방법으로 선택하였다. 분석 결과 고객보상 프로그램을 실시하기 전에는 소비자들의 거래기간이 평균 179일이었으나 고객보상 프로그램을 도입한 이후에는 227일로 약 50일 정도 더 늘어났다. 이러한 차이는 통계적으로 유의한 것으로 나타나 연구 가설을 지지하였다. 또한 콕스 비례위험모형을 사용하여 고객보상 프로그램과 영향 변수들의 상호작용효과를 확인한 결과 기존고객들은 고객보상 프로그램이 도입된 후 신규고객들에 비해 회사와의 거래기간이 유의하게 증가한 것으로 나타났으며 긍정적인 서비스(예: 30일 이내 입회)를 경험한 고객들도 회사와의 거래기간이 유의하게 증가하는 것으로 나타났다. 한편 부정적인 서비스(예: 30일 이후 입회)를 경험한 고객이라 하더라도 고객보상 프로그램을 도입한 이후에는 회사와의 거래기간이 증가하였다. 이번 연구에서 나타난 결과들을 정리하면 고객보상 프로그램은 고객과 긍정적인 관계를 형성하는 데 기여할 뿐만 아니라 이탈 장벽까지 구축해 줌으로써 기업의 경쟁력을 강화시키는 수단으로서의 가치가 있다고 생각할 수 있다.

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선진 공여국의 국제개발 사례 분석 기반 지속가능성 리스크 프레임워크 제안 (Proposed Sustainability Risk Framework through the Analysis of Advanced Donor Countries' International Development Cases)

  • 이경태;김주형
    • 한국건설관리학회논문집
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    • 제24권6호
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    • pp.12-23
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    • 2023
  • 국제개발 사업은 공여국의 해외원조를 통해서 수원국의 지속가능한 개발을 돕는 것을 목표로 한다. 그러나 프로젝트 이후의 지속가능성을 유지하기 위해서는 초기단계에서부터 양 국가가 협상하면서 나아가야 함에도 불구하고 명확한 가이드라인이나 기준이 세워지지 않았다. 또한 상대적으로 선진국인 공여국에서 수원국의 상황을 이해하면서 프로젝트를 진행해야함에도 불구하고, 공여국 중심의 프로젝트를 진행하다보니 지속가능성의 가치를 중시하지 못한 경우가 많다. 이에 본 연구는 이론고찰을 통해 지속가능성을 위협하는 경제적, 사회적, 환경적 리스크를 추출하고, 해당 기준들을 기반으로 협상 프레임워크를 제안하였다. 본 프레임워크를 검증하기 위해 실질적으로 선진공여국(호주, 미국, 일본)과 대한민국이 진행한 국제개발 사례들을 분석하였으며, 각 국가의 강조하는 관점을 본 프레임워크를 기준으로 경제, 사회, 환경적 관점에서 분석하였다. 각 국가에서 공유한 계획단계부터 운영단계까지 전체적인 내용을 다룬 보고서를 내용분석한 결과, 선진 공여국이 지속가능성을 유지하기 위해서는 공통적으로 (1) 사전조사의 중요성이 강조되어야 하며 (2) 공여국만의 중점적 가치가 존재함에도 수원국의 국민 및 해당 커뮤니티와의 조율이 필수적이며 (3) 선진국의 보완해야할 가치로는, 경제적으로는 사전 운영 및 유지비용의 고려, 사회적으로는 수원국민들과의 소통, 그리고 환경적으로는 시공 초기 단계에서부터 고려되어야하는 오염물질의 처리가 중요함을 파악하였다. 이와 관련지어 대한민국은 지역 주민들과의 협의도 중시하여 사회적 통합을 이뤄야하며, 현지관리자의 배치를 통한 바른 협상을 통해 지속가능성을 향상시켜야 할 것이다. 본 연구에서 제안한 프레임워크는 양 국가와 현지인들과의 의사소통을 향상시키는 도구로 활용될 것이며 이를 통해 프로젝트 만족도와 지속가능성을 높일 것으로 기대한다.

서울·경기지역 청동기시대 전기 생계자원(生計資源) 생산방식 (Patterns of Subsistence Production in the Early Bronze Age in the Seoul/Gyeonggi Region)

  • 이민영
    • 헤리티지:역사와 과학
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    • 제56권3호
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    • pp.22-44
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    • 2023
  • 청동기시대 전기 생계경제는 문화유형, 환경적 요인 등에 의해 발현될 수 있는 생산방식의 다양성이 충분히 고려되지 않은 채, 농경 수행의 강도를 설명하는데 초점을 맞추어왔다. 이러한 상황은 신석기-청동기시대 이행을 얼마나 단절적으로 또는 연속적으로 이해할 것인가의 문제를 진지하게 고민하지 않는 데서 비롯된 것으로 보인다. 이러한 인식은 생계자원 생산방식의 점진적인 변화를 탐색할 수 있는 경로를 차단해 왔다. 본고에서는 청동기시대 생계자원의 생산방식이 연속·점진적으로 변화되었다는 것을 전제로 하면서, 청동기시대 전기 생산방식에 영향을 주었을 다양한 요소에 따른 생산자원 생산양상을 복원해보고자 하였다. 청동기시대 전기는 문화유형과 생태적소가 다양하게 확인되는바, 특정 시기의 생계자원 생산방식을 복원하는 작업은 단편적인 한두 가지 분석으로는 달성되기가 어렵다. 따라서 생계자원 생산과 관련된 몇 가지 측면을 분리하여 분석·해석하고 종국에는 모두를 종합하는 것이 적절한 방법적 경로가 될 듯하다. 구체적인 연구 방법으로 생계자원 생산과 밀접한 연관을 지니는 문화·환경적 요소-문화유형, 지리·지형적 요소, 토양생산성, 취락규모-에 따라 기능상 분류된 석제 생산도구 구성에 차이가 있는지를 확인하였다. 분석 결과 서울·경기 지역의 청동기시대 전기 생계자원 생산양상에 있어 문화유형과 지리·지형적 입지에 따른 유의미한 차이는 관찰되지 않는 반면, 취락규모와 토양생산성에 따른 생산도구 구성의 차이에서는 통계적으로도 제법 유의한 결과가 도출되었다. 취락규모와 종합생산토양 비율이 증가할수록 수렵·무구, 목가공구, 수확구가 증가하는 반면 어로구의 비율에 있어서는 그 반대의 양상이 관찰되었다. 취락규모나 작물재배의 생산성에 따른 수렵 혹은 농경에 대한 의존도 사이에 상관관계를 기대하게 하나, 취락규모와 토양생산성 비율 간의 회귀분석 결과에서는 상호 유의미한 관계로 해석되지 않았다. 즉, 이는 여러 요인에 따라 생산양상도 상이하며, 어느 단편적인 요소가 특정 취락의 생계자원의 생산방식을 채택하는데 결정적이지 않았다는 것을 보여주는 결과라고 할 수 있다. 따라서 청동기시대 전기 사회에서의 취락을 구성하는 다양한 문화·환경적 요소에 따라 생계자원 생산양상 검토가 필요하다.

현대인의 라이프스타일에 따른 픽업트럭 튜닝 용품 디자인 사례 연구 (A Case Study on the Design of Pickup Truck Tuning Equipment according to the Lifestyle of Modern People)

  • 이동훈;박해림;이상기
    • 서비스연구
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    • 제13권4호
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    • pp.131-141
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    • 2023
  • 라이프스타일 변화에 따라 소비자의 니즈와 행동 변화는 소비문화로 이어져 자동차 시장에도 영향을 미치고 있다. 그러나 관련 시장의 소비자의 라이프스타일에 맞춘 옵션을 제공하기 위한 연구·조사는 아직 부족한 실정이다. 본 연구는 차종 중 라이프스타일이 가장 많이 반영되는 픽업트럭에 적용되는 픽업트럭 액세서리를 중심으로 먼저 픽업트럭과 픽업트럭의 애프터마켓 시장, 라이프스타일에 대한 이론적 배경을 살펴보았다. 둘째, 이미지 맵핑을 통해 시장규모 분석, 가능성을 통한 픽업트럭의 시장 가능성과 기회요소를 발견하고 이를 통해 사용자 유형을 구분할 수 있었다. 셋째, 사용자 유형을 대표하는 이를 대상으로 인터뷰를 진행하였고 내용을 정리하였고 관련 집단을 중심으로 인터뷰하여 사용자 집단의 퍼소나를 작성하고 각 집단의 퍼소나가 원하는 니즈가 무엇인지 정리하였다. 마지막으로, 사용자 라이프스타일 유형별 도출된 이슈 키워드 및 인사이트에 맞는 디자인 콘셉트를 제시하였다. 본 연구에서는 사용자 유형을 ①야외활동형, ②취미활동형, ③소규모업무형으로 나누어 사용자 유형별 인터뷰로 집단별 키워드에 맞는 콘셉트를 적용하여 디자인 사례연구를 하였다. 야외활동형은 가변형 구조의 수납, 거주공간 형태의 액세서리 디자인을 제시하였고, 취미활동형은 모듈형 데크탑 디자인과 스포츠 쿠페형의 하드탑 디자인을 제시하였다. 소규모업무형은 적재물 고정에 용이한 칸막이와 적재함 탑승에 용이한 스탭퍼 디자인을 제시하였다. 현재 대량 맞춤화(Mass Customization)되고 있는 자동차 시장에서 픽업트럭 이용자의 라이프스타일에 맞는 픽업트럭 액세서리 개발에 적용하여 라이프스타일별 사용자가 원하는 옵션 디자인의 다양화로 픽업트럭 애프터마켓의 규모가 확대되길 기대한다.