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Consumer behaviors towards ready-to-eat foods based on food-related lifestyles in Korea

  • Bae, Hyun-Joo;Chae, Mi-Jin;Ryu, Ki-Sang
    • Nutrition Research and Practice
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    • v.4 no.4
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    • pp.332-338
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    • 2010
  • The purpose of this study was to examine consumers' behaviors toward ready-to-eat foods and to develop ready-to-eat food market segmentation in Korea. The food-related lifestyle and purchase behaviors of ready-to-eat foods were evaluated using 410 ready-to-eat food consumers in the Republic of Korea. Four factors were extracted by exploratory factor analysis (health-orientation, taste-orientation, convenience-orientation, and tradition-orientation) to explain the ready-to eat food consumers' food-related lifestyles. The results of cluster analysis indicated that "tradition seekers" and "convenience seekers" should be regarded as the target segments. Chi-square tests and t-tests of the subdivided groups showed there were significant differences across marital status, education level, family type, eating-out expenditure, place of purchase, and reason for purchase. In conclusion, the tradition seekers consumed more ready-to-eat foods from discount marts or specialty stores and ate them between meals more often than the convenience seekers. In contrast, the convenience seekers purchased more ready-to-eat foods at convenience stores and ate them as meals more often than the tradition seekers. These findings suggest that ready-to-eat food market segmentation based on food-related lifestyles can be applied to develop proper marketing strategies.

An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구 : 상호작용성과 현존감을 중심으로)

  • Kim Taeung;Um Myoungyoung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.10a
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    • pp.200-218
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

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An Exploratory Study for Investigating Loyalty in On-line Games : Focus on Interactivity and the Sense of Presence (온라인 게임의 애호도에 관한 실증적 연구: 상호작용성과 현존감을 중심으로)

  • Um Myoungyong;Kim Taeung;Kim Chungkoo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.47-66
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    • 2005
  • Online game business has emerged as the most lucrative entertainment Industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games Into the main-stream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from in vestigating the relationships among the players' loyalty, interactivity, the sense of presence and the impacts of several other key game-related constructs. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' loyalty to the sense of presence, flow, satisfaction and interactions. Other interesting results concerning game development strategy are also provided.

A Case Study of Retail Fashion Buying through B2B (B2B를 이용한 유통업체의 의류상품구매 사례연구)

  • 윤혜영;고은주
    • Journal of the Korean Home Economics Association
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    • v.42 no.2
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    • pp.117-131
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    • 2004
  • The purpose of this study was to examine the current situation of B2B fashion buying behavior (i.e., buying motives, product characteristics, buying processes), and to analyze the buying performance, buying problems and buying strategies. In depth, face-to-face interviews with structured questionnaire were conducted with three buyers and three vendors related to 18 buying items of C Company. Results of this research were as following:1. Buying motives were mainly reduction of buying costs, improvement of profits, and increased efficiency in buying process for retail buyers, while the selling motive was mainly improvement of market share for suppliers. Suitable items for B2B buying were basic items or bulk items. The B2B buying process included the following steps: selecting auction items, target prices, and suppliers ; setting the product specification and bidding niles; training the suppliers for preparing the auction; proceeding the auction by internet. 2. The perceived B2B benefits for buyers were profit improvement and cost reduction while those for suppliers were time saving and market share improvement. The indicated buying problems were as poor product quality, low product image, and difficulty in partnership. For B2B buying strategies, a quality management system, various auction tactics based on items, and a supplier management system were recommended.

An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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Design of Bi-directional Recommend Calligraphy Contents Open-market Platform (양방향 추천 캘리콘텐츠 오픈마켓 플랫폼 설계)

  • So, Kyoungyoung;Lee, Yoonhan;Moon, Kyounghee;Ko, Kwangman
    • Journal of Korea Multimedia Society
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    • v.18 no.12
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    • pp.1586-1593
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    • 2015
  • Calligraphy contents(shortly called, CalliContents) depict the feature of communication media with artistic sentences or drawings before being processed into digital contents to become printed advertisement, visual design and entertainment products. As a fast growing business model, they can be applied to every single scope of all fields these days and each application case presented excellent effects to grab consumers' attention immediately. In this paper, we designed and produced an emotional bi-directional recommendation DIY calligraphy contents platform to consume created cultural contents and boost personalized contents industry that meets consumer's needs through both wired and wireless-based software with convergence of artistic and emotional calligraphy contents and ICT. For this works, we established for DIY calligraphy consumers a foundation of a virtuous circle of the CalliContents where various CalliContents are provided in on and offline environment and a third party target is opened at the CalliContents platform

Case Study on the Growth Factors of Young Technology Startups in the Cosmetics Industry: Focusing on the Six-month Challenge Platform project of Chungbuk Creation Economic Innovation Center (화장품산업 초기 기술창업기업의 성장요인에 관한 사례연구: 충북창조경제혁신센터 6개월챌린지플랫폼사업의 지원기업 중심으로)

  • Jeong, Do Youn;Om, Kiyong
    • Knowledge Management Research
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    • v.20 no.2
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    • pp.197-216
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    • 2019
  • The Korean government has been focusing on supporting technology startups to solve social and economic problems such as low growth, declining economic growth rate, rising youth unemployment rate and lack of new growth engine. Although the failure rate of young technology startups is very high, relevant researches are still scant. On the basis of previous researches, this study has identified four growth factors of technology startups: characteristics of entrepreneurs, technical superiority and originality of business items, focused marketing strategy, and follow-up government support projects. Five young technology startup cases were selected and analyzed in the cosmetics industry which were supported by the Six-month Challenge Platform project of Chungbuk Creation Economic Innovation Center. The main findings of the case study were as follows: First, product development through inhouse R&D rather than external contracted R&D was beneficial to acquiring follow-up government support projects and external investment. Second, choosing a small niche market and concentrating marketing efforts on the target market had a positive effect on firm performance. And, third, relevance of entrepreneurs' college major and technological originality of business items were confirmed to influence firm performance positively in the early stage. The results are expected to help young technology startups survive successfully and establish a foothold for growth in their early stage.

Research on Factors Affecting South Korea's OFDI Based on a Spatial Measurement Model

  • Su, Shuai;Zhang, Fan
    • Journal of Korea Trade
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    • v.26 no.1
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    • pp.99-112
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    • 2022
  • Purpose - This paper empirically investigates via a spatial lag model from the perspective of space economy to find the influencing factors of South Korea's OFDI along with 60 countries. Design/methodology - In the study of regional economic phenomena, we must first test the corresponding spatial correlation, and on this basis, complete the construction of the spatial model. For the target research object, after testing the spatial correlation, if there is spatial correlation, a spatial measurement model is needed. This paper uses the global Moran's I index for calculation. Based on the characteristics and research needs of the research object, this paper selects the spatial lag model to verify the existence of the spatial effect and factors affecting OFDI. Findings - Our results show that export scale, infrastructure, technology level, political stability, resource endowment, market size, distance and labor cost have a certain impact on Korea's OFDI, but at present the distance and market size factors are the most important influencing factors for South Korea's OFDI, The technical level and political stability have little effect on South Korea's OFDI, and are not main factors determining South Korea's OFDI. Originality/value - Through spatial measurement verification, it was found that the spatial effect has a significant impact on OFDI, along with more than 60 countries. On this basis, relevant suggestions are put forward, which have strong practical significance for South Korea's OFDI to achieve healthy and sustainable development.

The mTOR Signalling Pathway in Cancer and the Potential mTOR Inhibitory Activities of Natural Phytochemicals

  • Tan, Heng Kean;Moad, Ahmed Ismail Hassan;Tan, Mei Lan
    • Asian Pacific Journal of Cancer Prevention
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    • v.15 no.16
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    • pp.6463-6475
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    • 2014
  • The mammalian target of rapamycin (mTOR) kinase plays an important role in regulating cell growth and cell cycle progression in response to cellular signals. It is a key regulator of cell proliferation and many upstream activators and downstream effectors of mTOR are known to be deregulated in various types of cancers. Since the mTOR signalling pathway is commonly activated in human cancers, many researchers are actively developing inhibitors that target key components in the pathway and some of these drugs are already on the market. Numerous preclinical investigations have also suggested that some herbs and natural phytochemicals, such as curcumin, resveratrol, timosaponin III, gallic acid, diosgenin, pomegranate, epigallocatechin gallate (EGCC), genistein and 3,3'-diindolylmethane inhibit the mTOR pathway either directly or indirectly. Some of these natural compounds are also in the clinical trial stage. In this review, the potential anti-cancer and chemopreventive activities and the current status of clinical trials of these phytochemicals are discussed.

A Study on Value obtained from Space Communication to Strengthen Brand Personality (브랜드개성강화를 위한 공간 커뮤니케이션을 통해 획득되는 가치에 관한 연구)

  • 전수영;김주연;황용섭
    • Korean Institute of Interior Design Journal
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    • v.13 no.4
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    • pp.180-187
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    • 2004
  • This research is focused on the emotion rather than the logic, the present building up the Market toward clients' relationship and the communication through the most direct Contact Space in Non-Mass Media Communication. This research's purposes are to classify Space Communication kinds to analyze how the each element could affect on Brand Identity Strength and to provide the way to appeal the Brand Image as the corporation intends and to analyze Corporations and Clients' value from Space Communication. The process of this research is following. Analysis of the Space Communication, which mentioned above and the value, which was obtained from it, and analysis through the Brand, which uses the Space to build the Brand Identity with positive Brand Image and the conclusion. In Conclusion, we need to analyze the identity of each Brand and do positioning to make outstanding Brand through analysis. Because outstanding scheme varies on deciding to communicate through the Space to satisfy clients with outstanding plan or clients' sex, age, profession, resign though appealing same Brand identity, the Space Identity should be flexible depends on area and target market.