• Title/Summary/Keyword: consumer flow

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Impact assessment for water pressure and turbidity occurrence by changes in water flow rate of large consumer at water distribution networks (상수도관망에서 대수용가의 유량변화에 따른 수압 및 탁도발생 영향평가)

  • Choi, Doo Yong;Kim, Ju-Hwan;Choi, Min-Ah;Kim, Do-Hwan
    • Journal of Korean Society of Water and Wastewater
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    • v.28 no.3
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    • pp.277-286
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    • 2014
  • Water discolouration and increased turbidity in the local water service distribution network occurred from hydraulic incidents such as drastic changes of flow and pressure at large consumer. Hydraulic incidents impose extra shear stresses on sediment layers in the network, leading to particle resuspension. Therefore, real time measuring instruments were installed for monitoring the variation of water flow, pressure, turbidity and particulates on a hydrant in front of the inlet point of large apartment complex. In this study, it is attempted to establish a more stable water supply plan and to reduce complaints from customers about water quality in a district metering area. To reduce red or black water, the water flow monitoring and control systems are desperately needed in the point of the larger consumers.

Visit Push Motivation for a Trading Area and Flow, Satisfaction, and Revisit Intention (상권방문 추진동기와 몰입, 만족, 재방문 의도)

  • Lee, Soo-Duck;Lee, Yong-Ki
    • Journal of Distribution Science
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    • v.16 no.9
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    • pp.65-77
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    • 2018
  • Purpose - A trading area is very closely related to consumer life. A trading area is a cultural and social space that consumes culture and promotes human relationships as well as an economic space where consumers live their daily lives. In this context, a trading area research should be conducted objectively and empirically because it deals with the activities of consumer's life. The purpose of this study is to identify the intrinsic psychological motivation(push motivation) caused when consumers visit a trading area and to demonstrate how the push motivation for a trading area influence on consumer's flow, satisfaction, revisit intention. Research design, data, and methodology - In order to develop research hypotheses for this study, the development procedures for push motivation scale are as follows; (1) generating initial pool of items based on previous studies, (2) expert judgement to evaluate content and face validity, and (3) assessing convergent and discriminant validity using confirmatory factor analysis. In order to achieve these purposes, online surveys were conducted on frequent or familiar visitors to the trading areas around the Gangnam, Kunkuk University and Hongik University Station. Among the 1,343 questionnaires collected, 1,157 cases were analyzed by using SPSS 22.0 and SmartPLS 3.0 statistical package program, except for 186 responses in which responses were judged to be unfaithful. Results - The push motivation was classified into five sub-dimensions of excitement/stimulus, rest/relaxation, exit/refreshing, knowledge/learning and human relationship promotion as multidimensional and complex factors composed of individual and social-related dimensions. The excitement/stimulus and human relationship promotion of push motivation have positive effects on satisfaction. However, all dimensions of the push motivation have positive effects on flow. And flow has a positive effect on satisfaction and revisit intention. Meanwhile, the mediation test using boostrapping shows that flow plays a full mediating role in the relationship between rest/relaxation, exit/refreshing, knowledge/learning and satisfaction, but a partial mediating rol e between excitement/stimulus, human relationship promotion and satisfaction. Finally, satisfaction plays a partial mediating role between flow and revisit intention. Conclusions - This study shows that the push motivation is multidimensional and compositive depending on the situation of a consumer. In addition, it is found that the human relationship promotion(a social-related motivation) has a much more important effect on flow and satisfaction than other push motivations of individual dimensions. It also shows that satisfaction increases when consumers are being flowed at their visit and degree of revisit intention also grows as satisfaction increases. As implications of this study, a marketer should try to understand consumer's visit motivation at first and then develop factors that increase their flow, satisfaction, revisit intention. It also requires a marketer to approach subjects on a trading area more objectively and empirically based on the psychology and behavior of consumers, in order to establish a proper and efficient strategy on development of a trading area.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • Journal of Distribution Science
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    • v.18 no.2
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

A Study on the Effects of Flow on the Utilization of Mobile Phone Service (플로우 경험이 휴대폰 서비스 이용에 미치는 영향에 관한 연구)

  • Park, Yoon-Seo;Lee, Seung-In;Lee, Hyo-Sun
    • Korean Management Science Review
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    • v.27 no.3
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    • pp.117-135
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    • 2010
  • The purpose of this study is to segment the mobile phone users based on the flow types and to understand the differences in mobile phone usage behavior between the segmented groups. The 'flow' construct, which was introduced first in marketing by Hoffman and Novak[44], has been used as an important keyword for understanding consumer behavior on the World Wide Web. In this paper, we will try to use the flow aspect for the mobile market segmentation, which is one of the most fundamental tools for developing a successful marketing strategy on the mobile phone service market. We collected survey data from consumers and analyzed the data with the SPSS 12.0 package where we did ${\chi}^2$-test, factor analysis, one-way ANOVA and cluster analysis. Main results of this study are as follow. First, the flow types of the mobile phone users were classified into five types, which are named as the 'Flow' type, 'Apathy' type, 'Anxiety' type, 'Boredom' type, 'Control' type. Second, most of the results related to the usage of mobile phone service showed statistically significant differences between flow types. These findings suggest that the mobile phone service marketers should consider the various flow types of users and work out effective market segmentation strategies based on these consumer flow types.

IMC Strategy Based on Consumer's Purchase Decision-Making Process : LG Hausys Brand Z:IN Case Study (소비자 구매의사결정과정 기반 IMC전략 : LG하우시스 브랜드 Z:IN 사례)

  • Lee, Jae-Jin
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.3
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    • pp.135-142
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    • 2020
  • In this study, the case of brand IMC communication of LG Hausys' total interior solution brand Z:IN was dealt with. The target consumer of the Z:IN brand is a general end consumer and also shows the character of industrial goods. Accordingly, there should be a unique aspect that brand management and communication methods must be made from more angles. For many companies which are active in the industry, this case study should be significant. This case study was researched in terms of consumer's purchase decision-making process and consumer participation and experience. Brand Zi:in developed a brand communication strategy following the flow of the consumer purchasing decision process. And the brand actively induces consumer experience and participation so that consumers can communicate more closely with the brand. Brand communication from the perspective of consumer purchasing decision-making and consumer experience and participation is a crystal that fully considers LG Hausys' products, markets, and competitors, and will be an effective strategy to continue to preoccupy the market not only in the present but in the future.

An Estimate of Consumer Price Index of Colonial Korea: 1907-1939 (해방 전(1907~1939) 소비자물가지수 추계)

  • Park, Ki-Joo;Kim, Nak Nyeon
    • Economic Analysis
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    • v.17 no.1
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    • pp.131-168
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    • 2011
  • We estimate consumer price indexes of eight major cities from 1907 to 1939, and then integrate them into a national level one. The data mainly came from the Statistical Yearbooks of the Government-General of Colonial Korea, and if necessary, we supplement them using wages and unit prices of public utility charges which are used as the price of housing and various services. We apply Laspeyres index method, and the composition ratios of consumption expenditure estimated by the commodity flow method are used as weights. The price indexes of 12 item groups as well as aggregate one are also calculated. In case of Seoul, it is possible to calculate the consumer price index from 1907 to 2009, showing a century-long pattern. This consumer price index is critical for measuring the real income and expenditure before the liberation.

The Moderating Effect of Deal Proneness on the Influence of Involvement on Restaurant Group-Buying Purchase

  • Lee, Hae-Young
    • Culinary science and hospitality research
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    • v.24 no.2
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    • pp.71-78
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    • 2018
  • The increased popularity of group-buying deal promotions has made research efforts grasping the importance of involvement on the positive reactions of consumers. This is due to the fact that consumer purchasing behaviors are highly likely to differ depending on a particular consumer's involvement level, referring to the basic interest in or importance of a group-buying purchase. In this regard, this paper (1) investigated the effects of involvement on purchase behaviors; and (2) examined whether the proposed relationships may vary depending on a consumer's deal prone propensity. Results revealed that a consumer's cognitive involvement in a restaurant promotion affects emotional involvement, ultimately leading to purchase intention. In addition, a consumer's deal proneness tendency was revealed to moderate the relationship between cognitive involvement and emotional involvement. Compared to low deal-prone consumers, high deal-prone consumers tended to have a higher level of emotional involvement resulting from cognitive involvement. Managerial implications and directions for future research are provided.

A Consumer Behavior Model for Online Information Services (온라인 정보서비스 이용행태모형)

  • Chang, Suk-Gwon;Choi, Sang-Hoon
    • Asia pacific journal of information systems
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    • v.13 no.2
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    • pp.87-104
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    • 2003
  • Though much attention has been paid to offer various multimedia services by many online service providers, the study on consumer behavior of online information service users are yet to be further explored in various aspects. This study develops a mathematical model for analyzing online consumer's usage patterns, contrasted to the existing media selection theory and flow concept about usage behavior of information services. We demonstrated using some case examples that online information consumption can be viewed not only as a cognitive behavior interacting with online media, but also as an economically rational behavior depending on consumer's perceived cost and time spending. The results obtained in this paper will surely serve as a theoretical foundation for justifying the consumer's behavior and WTP (willingness to pay) for various online contents consumption empirically.

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.

Effect of We-ness and Flow on the Spectator Promotion of K-League (우리의식과 플로우가 K-리그 관람촉진에 미치는 영향)

  • Yoon, Jong-Hyun;Han, Se-Hee;Kim, Dong-Tae
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.435-443
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    • 2014
  • The aim of this study was to look for the cause of shortage of K-League spectators from a consumer's perspective and to offer solutions. For this, we offered enhancement method of the K-League spectators through dual path model based on existing relative researches. The first path involved consumer reaction to external factors of the K-League game. This path explained relational view(=we-ness) of consumers on K-League game(Hypothesis 1, 2). The second path explained personal view on K-League game. This path means consumer reaction to K-League game itself(Hypothesis 3, 4). The empirical study was based on a field survey and structural equation model. The results showed that we-ness positively affected team loyalty(Hypothesis 1) and the team loyalty positively affected spectating intentions(Hypothesis 2). It also revealed that flow of K-League game positively affected consumer satisfaction(Hypothesis 3). Finally consumer satisfaction was found to affect spectating intentions(Hypothesis 4). The significance of present study is to extend scope of research which is related with cheerleading of sports game. And this study emphasize the importance of we-ness and flow in sports game.