The marketing environment has become competitive to an extent that requires firms to target their products at markets that span national boundaries. However, competitive clout cannot be achieved in global consumer markets unless firms thoroughly understand and adequately respond to the core values and needs of those consumers. Brand equity is one of the most important assets to a company. Especially in sportswear markets, brand equity is the crucial value added to a product by its brand name. Factors such as country of origin also influence customer's attitude towards brand equity. Therefore, this paper discusses the relationship between country of origin effect and brand equity, and how they influence consumers' loyalty for respective brands. This paper focused on the sports shoes market, because it is an increasing area of opportunity for world manufacturers. The objectives of this study were the following. (1) Test the effect of country of origin on brand equity. (2) Test how brand equity influences consumers' brand loyalty. (3) Find whether there are differences in the effects of country of origin and brand equity among the three countries. (4) Find whether there are differences in the effects of country of origin and brand equity among the different lifestyles. Based on the review of literature results, the hypotheses are concluded as the following: H1-a: Country image has positive influence on country of origin. H1-b: Product perception has positive influence on country of origin. H2-a: Perceived quality has positive effect on brand equity. H2-b: Perceived price has positive effect on brand equity. H3: Country of origin has positive effect on brand equity. H4: Brand equity has a positive impact on brand loyalty. Research model was constructed (see Fig. 1). After data analysis, the following results were concluded: sports shoes purchase behavior showed significant differences among Korean, Chinese, and American consumers for favorite brand, purchased brand, purchased place, information usage, and favorite sports games. The results of this study also extend the research of the relationship among country of origin, brand equity and brand loyalty to the sports shoes market. Brand equity was proven to have a significant relationship with brand loyalty for all countries. The factors which can influence brand equity are different for different countries. The third finding of this paper is that we identified different three lifestyles, adventurer, follower, and laggard, for Korean, Chinese and American consumers. Without the nationality boundary, seeing the emergence of a new group of consumers who have similar preferences and buy similar brands is more important. All of the consumers consider brand equity to keep their brand loyalty. Perceived price is the only factor which can influence brand equity for adventurers; brand is more important for them. The laggards were not influenced by any factor. All of the factors expect perceived price are important for the followers. Marketing managers should consider brand equity when introducing their brand into a new market. Also localization is the basic strategy that all the sports shoes companies should understand. But as a global brand, understanding the same characteristics for each country is more important to build global strategy.
Kim, Suna;Kim, Ji-Sun;Ko, Joung-Mi;Kim, Jeong-Weon
Korean journal of food and cookery science
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제30권3호
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pp.249-261
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2014
This study was performed in order to grasp the trends of elementary school children and their parents on their purchasing behavior of processed foods, awareness of food additives and its education experience by analyzing the safety assessment reports of food additives in 2008~2013. The most important factor in purchasing processed foods was safety in both groups followed by nutrition in parents and taste in children, respectively. While purchasing foods, the first item that is checked has been shifted from food additives to the origin of the products. Parents still perceived food additives as the most hazardous factor for food safety; however, recently, children began to regard microbial contaminants as being most hazardous, which is regarded as a desirable educational effect. The most concerned food additives were preservatives, synthetic seasoning and colorants in both groups. However, the awareness level on food additives still remained low as 3.0~3.1/5.0 for parents and 2.4~2.9/5.0 for children. Educational experience on food additives increased in children from 12% in 2008 to 25% in 2013; however, it decreased in parents from 23% in 2008 to 15% in 2013. Information needs for food additives by education and promotion were very high both in parents (4.2~4.5) and children (3.8~4.1). Both groups had an interest in the safety, legal standards of food additives, and foods with food additives, in order. The most reliable resource institutions on food additives were university/research institute and hospital for parents, but, hospital and government for children. The preferred media on food additives were TV and the internet for parents, and school newsletter and TV for children. Overall, the above results demonstrated that the perceptions on food additives did not change much with parents during the last 6 years; however, children's perceptions began to show improvement with the increase of educational experience. Hence, the government needs to make efforts to increase the trust level of consumers by developing educational tools and providing educational experiences including mass media for the promotion of risk communication on food additives.
Due to the bitter competition in markets and the need changes of consumers, customer relationship management(CRM) plays a key role in determining management strategies in companies. In addition, due to the advance of Ubiquitous environment, new applications are developed in the CRM arena. Since traditional data gathering methods can invade people's privacy and cause inaccurate data, new methods are required. In this paper, we propose an RFID-based automatic analytical information generation system for a ubiquitous CRM. Firstly, we develop an RFID middleware. And then, we store the data acquired from the middleware into a database. Finally, we analyze the data automatically and convert the data into meaningful information. By applying our system to an exhibition hall, automatically generated analytical information are given to companies and customers. The proposed system can make many companies meet their customers' needs in a ubiquitous way and can give them more accurate data by using clustering, associating, sequencing when they make a decision for their successful marketing.
The recent emergence of diverse platform-based media devices such as smart phones and iPads has aroused interest of consumers all across the world. This interest has led to digitalization of paper books and a steep growth in the digital publishing industry at home and abroad. However, advent of various devices and content has caused the issue of compatibility and produced needs and demand for standardization to exchange and share content related to digital publication. Through collection of opinions of 16 stakeholders from the industrial, academic, research, and public sectors, this study aims to examine predictable future changes about content and its distribution, devices, standardization, technical protective measures, and obstacles in future digital publishing and eventually to draw out areas and elements for future standards development.
In the recent business environment, purchase patterns are changing around the influence of COVID-19 and the online market. This study analyzed cluster and correlation analysis based on purchase and product information. The cluster analysis of new methods was attempted by creating customer, product, and cross-bonding clusters. The cross-bonding cluster analysis was performed based on the results of each cluster analysis. As a result of the correlation analysis, it was analyzed that more association rules were derived from a cross-bonding cluster, and the overlap rate was less. The cross-bonding cluster was found to be highly efficient. The cross-bonding cluster is the most suitable model for recommending products according to customer needs. The cross-bonding cluster model can save time and provide useful information to consumers. It is expected to bring positive effects such as increasing sales for the company.
Journal of Korea Society of Industrial Information Systems
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제29권1호
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pp.15-29
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2024
With recent advances in information and communication technology, YouTube has become a powerful online space for users to create and share content about their interests and experiences, creating new cultural phenomena. In particular, there needs to be more research on social media in the manufacturing sector because, unlike distribution and retail, there has been relatively little direct contact with consumers. YouTube can positively affect firms' performance by promoting products and brands. On the other hand, it can also cause risks, such as production disruption due to rumors or misinformation. Thus, it is necessary for firms to examine how information about an electric automobile defects spreads on YouTube according to the number of subscribers and views through statistical network analysis.
1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in
, research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation.
indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.
Journal of the Korea Academia-Industrial cooperation Society
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제21권3호
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pp.537-544
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2020
Beef consumption trends are changing according to consumer needs and preferences. This study was conducted to collect the fundamental information by investigating the consumer's preference and purchase propensity of beef(Hanwoo beef) for improvement of Korean beef grading system. Consumers were recruited from Seoul, Gyeonggi-do, and 5 metropolitan cities, and surveyed from July 24 ~ August 14, 2017. The data obtained from 362 consumers were finally selected for the verification process. Results from the Hierarchical Regression Analysis reveal that the increased purchasing frequency is positively correlated with the following factors, in the consumer group showing preference in the Quality Grade (QG) of beef: marbling type 1QG, fat color 1+QG, and income, grade opinion, marbling contents and type 1++QG. Conversely, no factor affected the increased purchasing frequency in the consumer group having no preferred QG for beef (p>0.05). Our study determined significant differences in the factors affecting increased purchase frequency of beef among the different groups, classified depending on their preferred QG. The grading system is important since it directly correlates with profit for livestock farmers and the industry. We therefore propose that the grading criteria need to be revised reasonably but scientifically, considering various opinions of the producers and consumers.
Software license agreements, to be useful in the mass market, could not be individually negotiated, and had to be standardized and concise. The software license agreement needs to be presented to the licensee-users in a fashion that would allow for mass distribution of software, also for it to enforceable, that would draw the users' attention to the terms and conditions under which the publisher allowed the use of the software. These needs have been accomplished, with or without fail, through so called the "shrink-wrap licenses" Shrink-wrap licenses purpose to transfer computer softwares to their users by defining the terms and conditions of use of the software without implicating the "first sale doctrine" of the Copyright Act. These shrink-wrap licenses have become essential to the software industry. However, in USA, the law applicable to these licenses has been unclear and unsettled. Courts have struggled to develop a coherent framework governing their enforceability. Meanwhile, the National Conference of Commissioners on Uniform State Laws ("NCCUSL") in USA promulgated the Uniform Computer Information Transaction Act ("UCITA") governing contracts for computer information transaction on July 29, 1999. One clear objective of UCITA was to settle the law governing the enforceability of shrink-wrap licenses. In these respects, this paper first introduces the various forms that shrink-wrap licenses take(at Part II. Section 1.), and explains the main advantages of them(at Part II. Section 2.) Here it shows how shrink-wrap licenses value themselves for both software publishers and users, including that shrink-wrap licenses are a valuable contracting tool because they provide vital information and rights to software users and because they permit the contracting flexibility that is essential for today's software products. Next, this paper describes the current legal framework applicable to shrink-wrap licenses in USA(at Part III). Here it shows that in USA the development of case law governing shrink-wrap licenses occurred in two distinct stages. At first stage, judicial hostility toward shrink-wrap licenses marked such that they were not enforced pursuant to Article 2 of the Uniform Commercial Code. At second stage, courts began to recognize the pervasiveness of shrink-wrap licenses, their indispensability to the rapidly expanding information technology industry, and the urgent need to enforce such licenses in order to maintain low prices for consumers of computer hardware or software, resulting in the recognition of shrink-wrap licenses. Finally, in view of the importance of UCITA, this paper examines how it will affect the enforceability of shrink-wrap licenses(at Part IV). The drafters of UCITA, as well as the scholars and practitioners who have criticized it, agree that it validates shrink-wrap licenses, provided certain procedural protections are afforded to purchasers. These procedural protections include the licensee end-user must (i) manifest his assent to the shrink-wrap license, (ii) have an opportunity to review the shrink-wrap license, (iii) have a right to return the product without costs.
The evolution of cloud computing over the past few years is potentially one of the major advances in information technology. However, if cloud computing is to achieve its potential, there needs to be a clear identification and understanding of the various issues involved, both from the perspectives of the providers and the consumers of the technology. While a lot of research is currently taking place in the technology itself, there is an equally urgent need for understanding the business-related issues surrounding cloud computing service. As more and more information on individuals and companies are placed in the cloud service, concerns are beginning to grow about just how safe and reliable an environment it is. For successful implementation of cloud services, it is necessary to establish the certification systems to ensure the safety and reliability of cloud services. This paper provides a safe and reliable framework for cloud service certification systems. In order to develop it, the critical issues related to service quality and certification of cloud services have been identified and the systematic framework for certification systems of cloud services and service provider domains have been developed. An evaluation method for the developed certification systems is also proposed.
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