• 제목/요약/키워드: customer purchase intention

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패스트푸드 이용 고객의 위험지각요인이 위험감소행동, 태도, 및 구매의도에 미치는 영향 (The Effects of Fast food Customers' Perceived Risk on Purchasing Intention, Attitude, & Risk Reduction Behavior)

  • 정유경;성유경;류인영
    • 한국식생활문화학회지
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    • 제24권5호
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    • pp.518-524
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    • 2009
  • This study was conducted to investigate the effects of fast food customer's perceived risks on risk reduction behavior, attitude and purchase intention. A total of 268 usable surveys were collected using a stratified random sampling method. Descriptive analysis and factor analysis was then conducted using SPSS 12.0, and a Cronbach's $\alpha$ was generated to estimate the internal consistency of the survey items. Multiple regression analysis was used to evaluate the relationships among variables. The results indicated that fast food safety and monetary risks had a negative effect on customer feelings and satisfaction with fast food, which had a positive effect on buying purpose and recommendation purpose. Conversely, obesity and monetary risks only had a negative effect on buying purpose. An improved menu more effectively reduced the risk perceived by the fast-food customers than an improved image.

통합된 온·오프라인 상거래에서 지각된 공정성과 고객태도 간 관계 : 상거래 산업유형의 조절효과를 중심으로 (The Relationship between Perceived Justice and Customer Attitude in an Integrated On·Offline Commerce : Focusing on the Moderation Effect of Commerce Industry Type)

  • 문윤지
    • Journal of Information Technology Applications and Management
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    • 제26권2호
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    • pp.41-60
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    • 2019
  • O2O(Online-to-Offline) commerce, a kind of multi-channel, is used in various industries such as accommodation, food and beverage, transportation, and real estate. The O2O commerce, a channel of integrating online and offline, overcomes the limitations of traditional online commerce, where a customer made a purchase decision without direct experience. Despite this advantage of O2O, if the online-offline channel is not effectively linked, customer's complaints would occur due to service failure. This study, with regard to O2O service failure circumstances, intends to investigate the effect of customer's perceived justice on their emotional response, recovery satisfaction, followed by intention to repurchase. Perceived justice in this study is composed of distributive justice, interactional justice, and procedural justice. Furthermore, this study explores the moderation effect of O2O industry types in the relationship between perceived justice and emotion. An O2O industry type is classified into accommodation, food and beverage, and transportation. A hypothesized research model was empirically tested using a structural equation model. The current study collected 433 questionnaires and the target respondents are customers who have experienced service failure in O2O commerce. The empirical results showed that O2O commerce more effectively conducts service recovery strategy and causes positive customer response by integrating online and offline channel. One of the ultimate purposes of O2O service providers is to reduce the likelihood of service failures and to recover more quickly and efficiently by linking two channels rather than using a single channel. This study suggested that the O2O channel is effective in influencing customer satisfaction and loyalty by inducing customer's positive emotions in recovering service failure.

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

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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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.

전자상거래에서 무형서비스상품의 특성과 운영전략에 대한 연구 (Typology of Service Related Intangible Products and Operations Strategy in Electronic Commerce)

  • 조성의;박광태
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2001년도 추계학술대회 논문집
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    • pp.171-174
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    • 2001
  • This study investigates the differences in critical dimensions which impact on operations and strategy in Internet EC of service related intangible product. For this purpose, services are newly classified by two selected dimensions such as 1)the proportion of substitute by on-line, and 2)the needs of interaction and customization. Secondly, on the classification of services, the differences of 1) customer needs of geographical accessibility, 2) needs of cooperation with off-line functions, and 3) customer purchase intention in Internet EC are tested among classified groups. Finally, implementations on operations and strategy in Internet EC are suggested, based on the results of analysis. Data are collected by the survey on the customer groups, and analyzed by statistical method, such as mean score plot, cluster analysis, and analysis of variance.

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전자상거래의 큐레이션 특성이 소비자 구매의도에 미치는 영향 - 만족도의 매개 효과를 중심으로 - (The effect of E-commerce's curation characteristics on the customer purchase intention - Focusing on the mediating effect of satisfaction -)

  • 최창문;양해술
    • 디지털융복합연구
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    • 제14권5호
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    • pp.185-195
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    • 2016
  • 본 연구의 목적은 최근 급변하고 있는 전자상거래의 환경중에서 큐레이션커머스의 특성을 이해하고 이를 활용할 수 있는 방안을 모색 하는 것에 있다. 최근 유행처럼 큐레이션과 서브스크립션커머스가 전자상거래의 새로운 방식으로 각광을 받아왔다. 그러나 시장에 적응을 하지 못하고 사라지거나, 그 특성이 변화하고 있는 중이다. 이에 큐레이션커머스의 명확한 특성을 분석하고, 그 특성이 구매의도에 미치는 영향을 만족도라는 매개효과를 통해서 어떻게 변화하는지를 알아보았다. 본 연구는 구조화된 질문지를 이용하여 수행하였으며, 전국에 있는 일반인 305명을 대상으로 자료를 수집하여 단계적 회귀분석방법을 사용해 분석하였다. 가설을 검증한 결과 큐레이션커머스의 특성 5가지는 모두 구매의도에 유의미한 정(+)의 영향을 미치는 것으로 나타났으며, 큐레이션커머스를 이용하는 소비자의 만족도도 구매의도에 정(+)의 영향을 미치는 것으로 나타났다. 이러한 연구결과들을 정리하고 이론적 실무적 함의를 논의한 후, 후속 연구의 방향을 제시하였다.

Effect of Sports Psychology on Enhancing Consumer Purchase Intention for Retailers of Sports Shops: Literature Content Analysis

  • LEE, Jae-Hyung
    • 유통과학연구
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    • 제19권4호
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    • pp.5-13
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    • 2021
  • Purpose: The sporting field is one of the most lucrative industries that most producers would want to share and drive-in sales towards its direction. The purpose of the present study is to evaluate how sports psychology has become a useful discipline in enhancing consumer purchase intentions. Research design, data, and methodology: This study employs a qualitative coding method to analyze and interpret the data obtained with a PRISMA declaration for analytical purposes. Using Web QDA (Qualitative Data Analysis) online tools, the current study coded the data obtained. Results: According to the prior studies, marketers should go the extra mile of looking for what sports customers are looking for. They understand that one way to increase the customers' willingness to purchase their products is by looking into the specific things that the customers look for and enjoy in sports. Conclusions: After all, the present study concludes that most marketers need to apply the concepts of sports psychology to understand consumer purchase intentions in particular retail stores. Consumers are likely to be influenced by their peers or groups to make decisions driven towards purchasing given sports apparel and the retail store to purchase a product.

대형할인점과 전통시장의 점포이미지가 고객만족 및 구매의도에 미치는 영향 (The Relationship among Store's Image, Customer Satisfaction and Purchase Intention of Discount Store and Open Air Market)

  • 백양;김원겸
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2012년도 춘계 종합학술대회 논문집
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    • pp.167-168
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    • 2012
  • 본 연구는 중국의 대형할인점과 전통시장을 대상으로 점포이미지, 고객만족, 구매의도간의 관계에 대한 연구모형을 수립하고, 이들 변수들 간의인과관계를 규명하는데 주된 목적을 두었다. 설문조사를 통한 실증분석 결과를 통하여 대형할인점과 전통시장의 공통점과 차이점을 확인하였다. 따라서 본 연구결과는 마케팅이론은 물론 실무적인 측면에서 할인점과 전통시장의 마케팅전략 수립에 활용할 수 있는 유익한 시사점을 제공해 줄 수 있을 것이다.

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백화점 이용고객의 명품브랜드 선호도 유형에 따른 구매행태 분석 (An Analysis of Purchase Behaviors of Department Store Users based on Types of Preference for Luxury Brands)

  • 손종원;나승화
    • 유통과학연구
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    • 제11권10호
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    • pp.5-15
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    • 2013
  • Purpose - With the increase in fervor to purchase luxury brands, new social problems have arisen, such as excessive preoccupation with luxury brands and high preference for forged luxury goods. Therefore, the issues related to luxury brands, termed "Luxury Syndrome," have emerged as an area of great interest for researchers and practitioners. However, previous studies neglect to categorize this preference for luxury brands. Therefore, this study aims to identify the different purchasing behaviors of consumers using the types of luxury brands preferences as parameters. Research design, data, and methodology - This study arranges a causal relationship model assuming that purchase behaviors positively (+) affect typified preference for luxury brands and purchase intentions. We administered a questionnaire survey to the purchasers who bought luxury brands from department stores to secure additional data necessary to verify the hypotheses in this study. We then processed the data using SPSS 19.0. We further analyzed the basic data using frequency and descriptive statistical analysis, and verified the measurement tools through feasibility and reliability analyses. Moreover, this study uses multiple regression analysis to verify the hypotheses. Further, this study tests the path effect between luxury brand purchase attitude and purchase behavior, with non-intrinsic preference and intrinsic preference as the mediating variables. Results - Based on the results, the impact of tendencies of conspicuous consumption and self-monitoring on non-intrinsic preference was significantly positive (+), while the impact of tendencies of pursuit of a reference group, conspicuous consumption, and self-monitoring on intrinsic preference and purchase intentions was significantly positive (+). Further, non-intrinsic and intrinsic preferences positively (+) influence purchase intentions and the impact of non-intrinsic preference took an absolute portion. However, the tendency of dependence on brands negatively (-) impacts purchase intentions. The results showed that self-monitoring and conspicuous consumption tendencies have greater effect on purchase intention, which is mediated by non-intrinsic preference. In contrast, reference group following tendency has a greater effect on purchase intention, which is mediated by intrinsic preference. Conclusions - Based on the results, the study verifies that the consumption of luxury brands in Korea has not yet entered the settling period. The tendency for conspicuous consumption and the tendency for pursuit of the reference group were relatively important aspects for the consumers who prefer luxury brands non-intrinsically and intrinsically, respectively. Especially, it was found that the purchase intentions for forged brands originate from the tendency to depend on brands. Based on these findings, this study suggests the measures to develop and mature the luxury brands market, and reinforce marketing performance at the three levels, that is, government, distributors, and manufacturers. The luxury brands manufacturers should devote themselves to the production and design of products to catch the attention of mature consumers of luxury brands. The luxury brands distributors should then raise the level of Customer Relationship Management (CRM) for opinion leaders. Finally, the Government should prepare effective policies for the development of luxury brands and provide a variety of economic support.

유통업 IMC 기획모델의 전략적 활용에 관한 연구 (A Study on the Strategic Use of an IMC Planning Model for the Distribution Industry)

  • 모선종;송인암
    • 마케팅과학연구
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    • 제18권2호
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    • pp.113-145
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    • 2008
  • 점점 치열해지는 유통업의 경쟁환경 속에서 유통업의 마케팅 효율성 제고를 위해 유통업 IMC 기획모델에 대한 연구와 이 모델의 전략적 활용에 대한 연구가 필요하다. 유통업 IMC 기획모델은 선행연구를 통해 IMC 목표수립, 상황분석(고객분석, 경쟁분석, 자사분석), 고객 데이터분석, 접촉관리, 예산수립, IMC 전략개발, IMC 믹스와 IMC 실행, 평가시스템, 피드백 단계로 구분하여 설정하였다. 유통업 IMC 기획모델의 전략적 활용을 위해서 연구모형을 설정하여 IMC 활동(광고, 판촉, DM, PR, 인적판매, 인터넷, 모바일, VMD, 구전)과 IMC 태도의 관계, IMC 태도와 브랜드 충성도의 관계, IMC 태도와 재구매 의도의 관계, 브랜드 충성도와 재구매 의도의 관계에 대한 가설 검증을 하였다. 가설 검증 결과 IMC 활동은 인터넷을 제외하고 IMC 태도에 유의한 영향을 미치고 그 유의 수준의 차이를 볼 때 IMC 믹스 전략 전개에 있어 체계적인 접근이 필요한 것을 알 수 있다. 또한 IMC 활동이 향후 유통기업의 마케팅 방향에 대한 주요한 변수임을 알 수 있다. 이는 브랜드 충성도와 재구매 의도 관계가 매우 유의한 결과로 나타난 점과 함께 고려해야 한다. 결론적으로 유통업의 IMC 수단들의 통합적이고 일관된 활동이 브랜드 충성도와 재구매 의도에 미치는 영향력이 매우 큰 것으로 나타났다.

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가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로- (Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)-)

  • 김윤정;쉬원윈;오경화
    • 한국의류학회지
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    • 제47권6호
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.