• Title/Summary/Keyword: consumer's practical use

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An Exploratory Study of Smartphone Fashion Application to Promote Mobile Shopping (모바일 쇼핑 활성화를 위한 스마트폰 패션 어플리케이션에 대한 탐색적 연구)

  • Sung, Heewon
    • Fashion & Textile Research Journal
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    • v.14 no.6
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    • pp.941-951
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    • 2012
  • As smartphones permeate the consumer lifestyle, branded application and mobile shopping have also received increased attention as an important marketing channel. This study identifies the general information about the use of smartphones, attitudes toward fashion applications, and mobile shopping intentions for smartphone users. Focus group interviews were conducted and 22 interviewees participated. The age of the participants ranged from 21 to 45 years old (55% were females). When examining the motivation to adopt a smartphone, respondents presented the comparable characteristics of early adopters and late adopters according to the time of adoption. Most respondents over the age of 30 showed some troubles to use a smartphone; however, participants in their 20s tended to enjoy exploring the new technology. More than half of respondents were aware of fashion applications, but were dissatisfied with fashion apps and used them infrequently. Respondents pointed out that fashion related apps were not too practical because they were not updated regularly, provided only limited information, and focused on brand promotions. In order to increase the intention to adopt mobile shopping, the price and payment security system needs to be considered. This was an exploratory study to identify the possibility of fashion branded apps as a major distribution channel. The findings of this study provide fundamental information to formulate marketing strategies for fashion businesses that have developed fashion apps.

A Study on Classification of Senior Friendly Products by Difficulty of Daily Living for Senior Citizens (노인의 일상생활장애 정도에 따른 고령친화제품 분류 연구)

  • Lee, Yun-Hee;Hwang, Sung-Won;Choi, Ryung
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.11a
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    • pp.327-331
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    • 2008
  • In Korea, welfare needs brought on by the rapidly growing of elderly population. Also, the senior group with spare time, wealth and health is increasing. Currently, the people have known about needs welfare system for improving quality of life during senescence personally and socially. In addition to the senior friendly industry, having distinction with simple approach medical services, will be great expanding after 2010. And there will be a new welfare services plan supporting long term care insurance for senior citizens. But we don't have prepared systematically organized senior friendly industry and products yet. So, the purpose of the study is to analyze systematically the classification characteristics of the senior friendly products according to the difficulty of daily living for senior citizens. Above all, the study finds out the senior friendly products characteristics according to the consumer's various situations about health and housing space. Therefore the result of the study reveals that the simulation guidelines for choosing the products depend on the customer's needs are essential and useful to improve senior friendly industry. And the post evaluation data of senior friendly products would be put to practical use in the industry.

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Effects of Shopping Motivation and Telepresence in VR Fitting Room Applications on Consumer Response (VR 피팅 애플리케이션의 쇼핑 동기와 텔레프레젠스가 소비자 반응에 미치는 영향)

  • Choi, Woolim;Kim, Hee Yoon;Park, Minjung
    • Fashion & Textile Research Journal
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    • v.23 no.5
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    • pp.611-623
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    • 2021
  • In the era of COVID-19 and advanced ICT technology, retail technologies such as those that use virtual reality(VR) have been drawing significant attention in the fashion industry. This study investigated the impact of shopping motivation and telepresence on consumer attitude, trust, and behavioral intentions in VR fitting room application environments. An online survey was conducted on female consumers in their 20s and 30s after exploring a VR fitting room application. Overall, 225 responses were used for the analysis. The study demonstrated that usefulness had a significant effect on attitude toward product (ATP) and trust toward app (TTA), while enjoyment had a significant effect on ATP, but did not significantly affect TTA. Telepresence did not significantly affect TTA, but had a significant influence on ATP and behavioral intention. TTA had a significant influence on ATP, and both ATP and TTA had significant effects on behavioral intention. Moreover, the effects of usefulness, enjoyment, and telepresence on ATP, TTA, and behavioral intention were significant, as the self-congruity between consumers and avatars increased. The application of the motivation theory and technology acceptance model offers theoretical perspectives for understanding VR fitting room application users' attitudinal and behavioral responses in mobile shopping environments. In addition, this study provides practical implications to mobile retailers that utilize advanced technologies.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

A Study on the Construction of Fisheries Producer Price Index (수산물 생산자물가지수 산정방식에 관한 고찰;-연근해 어획물을 중심으로-)

  • 이광진
    • The Journal of Fisheries Business Administration
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    • v.27 no.1
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    • pp.67-90
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    • 1996
  • As an important factor of capitalism economics, price of commodities represents a certain country's economic index. For having correct price policy, there should be an appropriate mechanism to make and use systematic statistical data on price. Price statistics are made by indexes and price indexes are categorized into producer price index(PPI) and consumer price index(CPI). The Bank of Korea is publishing producer price index every year, but the producer price index contains some problems. These include as follows : (a) the impractical selection of fisheries products sample (b) uncorrect measure of aquatic products weights (c) investigating sample places. This study try to substitute producer price index of aquatic products and change construction of fisheries producer price index with experimental research on representative fisheries, weight of each fisheries, and suitability of investigating sample places. It is possible to improve practical fisheries producer price index with the results of this research. The findings are as follow. (a) It will be helpful for the government to make the fisheries price policy. (b) It can be used to understand trends of accurate price and price increase of aquatic products, and it's possible to compare with it other industrial indexes including the mining, agricultural, and manufacturing industry and understand relative price movement. (c) When free sales systems of fisheries products as expected, it will be helpful to analyze price movement of producing fisheries cooperatives, producing fisheries market and consuming fisheries market, analysis of market, and formation and consideration of budget. (d) It can be an important index to determine labor wage.

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A Study of Fashion Brand Experience and Consumer Behavior

  • LEE, Jaemin
    • Journal of Wellbeing Management and Applied Psychology
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    • v.3 no.2
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    • pp.13-20
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    • 2020
  • The purpose of this study was to empirically investigate the relationship among fashion brand experience, brand loyalty, relationship quality, and repurchase intention. The 420 survey questionnaires were distributed among the consumers in their 30s and 40s who had experience buy fashion brands products through convenience sampling in Seoul. Due to the reliability of data, 120 samples were discarded and 300 samples were put to actual analysis. By using SAS 9.4, data were analyzed for frequency analysis, reliability analysis, correlation analysis. The results of the study are as follows. First, the fashion brand experience which is consist of sensory, affective, behavioral and intellectual experience had positive effects on brand satisfaction and brand trust. Second, brand trust and brand commitment and the relationship quality of brand satisfaction, only satisfaction and commitment affects brand loyalty significantly. Lastly, brand loyalty had significantly effect on repurchase intention. It presented the potential to use the brand as a strategic tool to build strong brand assets, along with providing specific ways to secure differentiated competitiveness in the fashion brand market. It is also thought to be meaningful in that we presented a practical strategy to build and strengthen a lasting bond with consumers by looking at the impact on the quality of the relationship.

Factors of Consumer' s Digital Content Selection : Focusing on Web-toon (소비자들의 디지털컨텐츠 선택 요인 : 웹툰을 중심으로)

  • Oh, Yongmin;Jung, Hunsik;Boo, Jeman
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.3
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    • pp.217-231
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    • 2019
  • The purpose of this study is to analyze the factors influencing consumers' selection of web-toon service through AHP (Analytic Hierarchy Process) analysis and to provide the strategy of web-toon service. To accomplish this study, theories, existing research and references related to AHP were sufficiently examined and selected the factors in the selection criteria. Surveys from consumers who used the web-toon service were conducted with selected factors. Through this, the results were analyzed by AHP analysis to find out the weighting values and the differences were examined and analyzed. The highest weighting factor in the first layer that consists of web-toon service was cinematic quality. The cinematic quality was the most important factor in the selection criteria of customers who use the web-toon service regardless of their preferred genre. Furthermore, it was confirmed that the weighting value or ranking changed in the second layer by genre. In this study, the effective basis of strategy were suggested by ranking the quantitative selection factors according to the preferred genre of consumers using web-toon services. In addition, This research provides some practical implications. That is, the web-toon service provider can easily recognize and respond to the customer's requirements, which factors are important when the customer selects a specific genre from the web-toon genre.

Consumer shopping perceptions of an Internet of Things environment (사물인터넷 환경에서의 소비자 쇼핑 인식)

  • Lee, Minsun;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.29 no.1
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    • pp.1-15
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    • 2021
  • The Internet of Things (IoT) has gained enormous popularity in various fields of industry. An IoT shopping environment is considered an effective tool for convenient use by consumers. Perceived values (including convenience and privacy risks) of IoT shopping can be the main factors that influence consumers' shopping intentions. The current study proposed a research model based on a value-based adoption model, which integrated perceived benefit and sacrifice, shopping attitude, and shopping intention in an IoT shopping environment. As potential customers, participants in their 20s and 30s were recruited through a marketing research firm. Responses collected via an online questionnaire validated the proposed research model and hypothesis. The results confirmed significant, positive relationships between perceived benefit, including both remote control and access convenience, and consumers' positive attitudes toward IoT shopping. The association between perceived privacy risk and consumers' shopping attitudes was not significant. The indirect effects of two benefits of IoT shopping on shopping intention were also significant and positive. From a practical perspective, this study can help marketers and service providers manage their IoT shopping platforms or applications more effectively to attract consumers. The implications and limitations of this study are discussed. Directions for future research and development of IoT shopping environment are suggested.

A Study on the Influence of Omni Channel's Shopping Value on Users' Innovative Tendency and Service Attitudes

  • MIN, So-Ra;LEE, Sun-Mi
    • Journal of Distribution Science
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    • v.21 no.1
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    • pp.119-128
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    • 2023
  • Purpose: Due to COVID-19, the rapidly changing untact culture from offline to online has spread rapidly, increasing the utilization of omni-channel. However, among the studies on consumers in the online market, there are not many studies that analyze Shopping Values and attitudes toward omnichannel Acceptance. Research design, data, and methodology: This study investigated through empirical analysis how Shopping Values and innovation propensity of consumers using omni channels affect omni channel Acceptance attitudes. The analysis results based on a total of 268 questionnaires using SPSS v.23 and AMOS v.23 statistical programs are as follows. Results: First, it was found that the perceived Value of omnichannel use had a positive effect on the innovation tendency, and the pleasure Value had a greater effect than the actual Value. Second, it was found that the practical and hedonic Value of the omnichannel had a positive effect on the attitude of service Acceptance. Third, it was found that Omni Channel's consumer innovation tendency had a positive effect on service Acceptance attitude. Conclusion: This study proved that Shopping Value perception and individual innovation propensity for omnichannel services have a positive effect on Acceptance attitude, and it is of academic significance in that it expanded understanding of what factors are needed to increase Acceptance attitude of Omni Channel services.

Text-Mining Analysis on the Interaction between the American Consumers Aged over 60 and Companion Pets Robots: Focused on Amazon Reviews for Joy For All Companion Pets (텍스트 마이닝을 활용한 미국 노년 소비자와 애완용 로봇 간 상호작용에 대한 분석: Joy For All Companion Pets에 대한 아마존 리뷰를 중심으로)

  • Chung, Yea-Eun;Lee, Yu Lim;Chung, Jae-Eun
    • Journal of Digital Convergence
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    • v.19 no.10
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    • pp.469-489
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    • 2021
  • This study explores consumers' responses to socially assistive robotics by using text-mining method focusing on Companion Pets from Hasbro as it gives emotional support. We conducted text frequency analysis, LDA analysis using R programming. The key findings are 1)the most frequently used words the mimicry of living pets and the appearance of companion pets, 2)the five topics were derived from the LDA analysis and classified keywords in each topic split between positive and negative, 3)user, product, environment affect the interaction between consumer and companion pets, 4)consumers who have difficulty in cognition and physical conditions use companion pets to replace living pets. This study provides an understanding of consumer responses in companion pets and gives practical implications that may improve the efficacy of usage for consumers and understand the companion robot, which provides emotional support in COVID-19.