• Title/Summary/Keyword: customer response

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기업가정신, 전략적지향성과 경제적·사회적 가치 간 관계연구: 6차산업화 인증기업을 중심으로 (The Relationship between Entrepreneurship, Strategic Orientation, and Socio-Economic Values: Focusing on Companies Certified as Sixth Industrialization Enterprises)

  • 변지유;이상곤;강순빈
    • 벤처창업연구
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    • 제13권5호
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    • pp.1-16
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    • 2018
  • 농림축산식품부에서는 농업 분야에서의 부가가치를 제고시키기 위해 6차산업화 인증 제도를 마련하였음에도 아직은 충분한 부가가치를 창출하는 단계로 접어들었다고 보기에 어려움이 있다. 특히 4차산업혁명으로 인하여 산업 전 분야에 기술혁신 등의 변화가 크고, 기업의 사회적 역할에 대한 사회 구성원들의 인식전환이 급격히 이루어지고 있다. 이러한 현상을 극복하고 경쟁력을 갖출 수 있는 실마리를 찾고자 6차산업화 인증기업을 대상으로 기업가정신과 전략적지향성, 그리고 경제적 사회적 가치에 대한 연구를 수행하였다. 농림축산식품부의 6차산업화 인증을 받은 800개 기업을 연구표본으로 선정하였으며, 불성실한 응답을 제외한 275개의 설문을 최종 분석대상으로 하였다. 연구결과, 6차산업화인증 기업의 특성을 반영하는 자율성을 포함한 기업가정신은 경제적가치에 유의한 정(+)의 영향을 미쳤다. 또한 6차산업화 인증 기업의 중소규모 현황과 4차산업혁명 으로의 혁신 중인 산업흐름을 반영하여 고객니즈에 더욱 집중할 수 있는 고객지향성과 농업에서도 기술을 하나의 경쟁요인으로 받아들이기 위한 기술지향성을 포함하는 전략적지향성은 경제적가치에 유의한 정(+)의 영향을 미침을 알 수 있었다. 그리고 전략적지향성은 사회적가치에 유의한 정(+)의 영향을 미쳤으며, 기업가정신은 경제적가치에 유의한 정(+)의 영향을 미치나, 반면 사회적가치에는 유의한 영향을 미치지 않았다. 마지막으로 전략적지향성은 기업가정신과 경제적가치 간 직접효과가 높아 매개효과를 가지지 않지만, 기업가정신과 사회적가치 간에서는 완전매개 효과를 가진다는 점을 실증하였다. 이에 본 연구의 주요 시사점은 기업가정신 뿐 아니라 고객 중심적 사고와 기술변화에 대응할 수 있는 전략적지향성을 갖춘다면 경제적가치를 넘어 지속성장 요인으로 조명 받고 있는 사회적가치를 창출함에 있어 영향력 있는 요인으로 작용할 것이라는 점이다.

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.

체험형 교육 서비스 품질 측정 항목에 관한 연구: 창의적 체험활동을 중심으로 (EEPERF(Experiential Education PERFormance): An Instrument for Measuring Service Quality in Experiential Education)

  • 박기윤;김현식
    • 유통과학연구
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    • 제10권2호
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    • pp.43-52
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    • 2012
  • 최근 국내외에서 체험형 교육서비스의 도입과 활용이 활발해지고 있다. 체험형 교육서비스가 제대로 관리됨으로써 효과적인 체험형 교육서비스가 제공될 경우 다양한 체험형 교육서비스 제공자와 이용자 사이의 사회적, 경제적 교환의 기회가 지속적으로 확대될 개연성이 존재한다. 이를 위해 필요한 선결과제 중 하나가 바로 '성과 측정 수단'인데, 문제는 새로운 체험형 교육서비스 성과 측정에 적합한 성과 측정 수단이 마땅치 않다는 점이다. 이와 같은 상황에서 우선적으로 고려해볼 수 있는 연구화두는 다음과 같다: 창의적 체험활동과 같은 체험형 교육 서비스 품질을 어떻게 측정할 것인가. 본 연구에서는 바로 이 화두에 대한 답을 모색하기 위해 체험형 교육 서비스 중 하나인 창의적 체험활동 교육 서비스 품질 측정 문항을 개발하여 체험형 교육서비스 품질 측정 도구화 하는 것을 목적으로 연구를 진행하였다. 본 연구에서는 체험형 교육 서비스 품질 평가를 위한 척도를 개발하기 위해 창의적 체험활동에 초점을 맞추어 이론적 배경으로부터 실무 전문가의 검토 조정을 거쳐 평가 척도 후보군을 개발하고, 실증적 정제 과정을 통해 최종 척도 항목을 도출하였다. 본 연구에서 도출한 체험형 교육 서비스 품질 측정 항목은 (체험형 교육) 결과 품질 (EE-outcome), (체험형 교육) 공감 품질 (EE-empathy), (체험형 교육) 신뢰 품질 (EE-reliability), (체험형 교육) 물리적환경 품질 (EE-scape) 등 4차원으로 구성되며, 전반적인 신뢰성과 타당성이 있는 것으로 확인되었다. 본 연구에서 제시하는 체험형 교육 서비스 품질 측정 도구는 운용 주체에게 기획 포인트를 제공하고 '교육용' 세분시장을 추구하는 서비스 제공 주체에게는 관리 포인트를 제공한다는 점에서 유용한 지침이 될 수 있을 것이다.

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전환 좌절상황에서 소비자의 부정적 심리반응에 관한 연구 (The Effects of Switching-Frustrated Situation on Negative Psychological Response)

  • 정윤희
    • Asia Marketing Journal
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    • 제14권1호
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    • pp.131-157
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    • 2012
  • 현재 치열한 경쟁상황 속에서 기업들은 소비자들이 다른 대안으로 전환하는 것을 막기 위한 다양한 전략들을 실행하고 있으며, 이 중에서 전환장벽을 이용하는 전략은 고객유지와 관련해 매우 효과적인 것으로 알려져 있다. 하지만 전환 장벽으로 인해 새로운 대안으로 바꾸지 못하고 현재 서비스제공자와의 관계를 유지해야 하는 소비자 입장에서도 전환장벽이 긍정적일 것인가? 심리적 반작용이론에 의하면, 사람들은 어떤 자유가 위협받거나 제거될 때, 그 자유를 되찾는 방향으로 동기부여 되거나 어떤 부정적 반응을 보일 수 있다고 하였다. 전환장벽 역시 전환의 자유를 제약한다는 점에서 소비자의 부정적 반응을 유발할 수 있으므로, 본 연구는 전환장벽으로 인해 다른 대안을 단념해야 하는 상황에서 소비자가 경험할 수 있는 부정적 심리 반응과 그에 영향을 주는 변수들에 초점을 맞춘다. 연구가설에서, 부정적 심리반응에는 '이전선택에 대한 후회', '현재 제공자에 대한 원망', '좌절된 제공자에 대한 열망'을 포함하였으며, 전환좌절 상황의 특성-'좌절된 대안의 매력성', '전환 장벽의 심각성'-이 이러한 반응들에 영향을 줄 것으로 가정하였다. 그리고 이러한 전환 좌절상황의 특성이 주는 부정적 영향은 현재까지 해당 제공자로부터 받은 대우에 따라서 달라질 것으로 보고 지각된 공정성을 조절변수로 추가하였다. 연구 결과 전환좌절상황의 특성과 부정적 심리반응의 관계는 모두 지지된 반면, 지각된 공정성의 조절효과는 대부분의 관계를 상호작용 공정성이 조절하는 것으로 나타나 일부만이 지지 되었다. 이러한 결과는 전환 장벽의 긍정적 측면에만 영향을 밝혀온 기존 연구의 한계점보완하고 있으며 그에 따른 이론적 실무적 시사점을 제공해준다.

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Robust Design Method for Complex Stochastic Inventory Model

  • Hwang, In-Keuk;Park, Dong-Jin
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회/대한산업공학회 1999년도 춘계공동학술대회:정보화시대의 지식경영
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    • pp.426-426
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    • 1999
  • ;There are many sources of uncertainty in a typical production and inventory system. There is uncertainty as to how many items customers will demand during the next day, week, month, or year. There is uncertainty about delivery times of the product. Uncertainty exacts a toll from management in a variety of ways. A spurt in a demand or a delay in production may lead to stockouts, with the potential for lost revenue and customer dissatisfaction. Firms typically hold inventory to provide protection against uncertainty. A cushion of inventory on hand allows management to face unexpected demands or delays in delivery with a reduced chance of incurring a stockout. The proposed strategies are used for the design of a probabilistic inventory system. In the traditional approach to the design of an inventory system, the goal is to find the best setting of various inventory control policy parameters such as the re-order level, review period, order quantity, etc. which would minimize the total inventory cost. The goals of the analysis need to be defined, so that robustness becomes an important design criterion. Moreover, one has to conceptualize and identify appropriate noise variables. There are two main goals for the inventory policy design. One is to minimize the average inventory cost and the stockouts. The other is to the variability for the average inventory cost and the stockouts The total average inventory cost is the sum of three components: the ordering cost, the holding cost, and the shortage costs. The shortage costs include the cost of the lost sales, cost of loss of goodwill, cost of customer dissatisfaction, etc. The noise factors for this design problem are identified to be: the mean demand rate and the mean lead time. Both the demand and the lead time are assumed to be normal random variables. Thus robustness for this inventory system is interpreted as insensitivity of the average inventory cost and the stockout to uncontrollable fluctuations in the mean demand rate and mean lead time. To make this inventory system for robustness, the concept of utility theory will be used. Utility theory is an analytical method for making a decision concerning an action to take, given a set of multiple criteria upon which the decision is to be based. Utility theory is appropriate for design having different scale such as demand rate and lead time since utility theory represents different scale across decision making attributes with zero to one ranks, higher preference modeled with a higher rank. Using utility theory, three design strategies, such as distance strategy, response strategy, and priority-based strategy. for the robust inventory system will be developed.loped.

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건강기능성 우렁이 만두제품의 마켓 테스트 (Product Development and Market Testing of Ready-to-Eat Mandu with Pond-Snail as a Health Food)

  • 장혜자;황윤경
    • 대한지역사회영양학회지
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    • 제11권5호
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    • pp.650-660
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    • 2006
  • Recently, according to increase in production of pond snails resulting from the widespread organic farming, organic farmers are showing a lot of interests in the promotion of consumption and extending the market of pond snails. This study was performed to suggest the process of product development of the ready-to-eat pond-snail Mandu as a health food, to show the results of market test of the pilot product, and to investigate the change of the sensory characteristics during storage periods. For the market test of pond-snail Mandu, the survey was developed and delivered to consumers. The questionnaire consisted of 3 parts such as respondents demographic characteristics, customer's perception of pond-snail Mandu before tasting, and customer's perception of that after tasting. And the market test was carried out with university students, welfare institution residents and apartment residents in the Seoul and Gyeonggi areas. As a result of the test, the most important purchasing factors were determined in the order of taste (49.5%), hygienic quality (12.5%), nutritional value (10%) and price (9%). And only 4.2% of respondents selected brand name as an important purchasing factor. After tasting pond-snail Mandu, consumers had suggested the better taste (t=6.986, p<0.000) and price (t=2.082, p<0.05) than those of before tasting. In response to favorable impression of pond-snail Mandu, 54.5% of total respondents evaluated positively. The favorable impressions came from iron-rich Mandu (27.6%), high protein and nutritious Mandu (24.4%), calcium-rich Mandu (17.9%), diet Mandu (13.3%), and delicious Mandu (12.5%) respectively. Sensory characteristics of pond-snail Mandu were evaluated by professional panels in terms of the softness of Mandu skin, chewiness, moistness, toothpacking, color, aroma, saltiness, and degree of plain, taste, and aftertaste. The evaluation of sensory characteristics on a 7-point scale, showed that softness of mandu skin (4.44) and aftertaste (4.11) got a low scores. The statistical difference of the tastes (p>0.05) was not founded by storage period of 7, 14, 21 and 28 days. Based on the result, the improvement of these characteristics are desired in developing the pond-snail Mandu. Research method applied to this study can be useful for developing a new product.

차세대 컨버전스서비스 핵심불확실성요인 도출에 관한 분석 (Deduction for Key Uncertainty Factors for the Next-generation Convergence Service)

  • 송영화;박선영;이중만
    • 기술혁신학회지
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    • 제12권1호
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    • pp.212-236
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    • 2009
  • 본 연구는 차세대 컨버전스서비스를 대상으로 고객, 기술, 사업자, 규제의 4대 이슈별로 환경 불확실성요인을 규명하고, 이들 환경 불확실성요인 중 특히 핵심이 되는 불확실성 요인을 도출하였다. 이어 도출된 핵심불확실성요인(KUF: Key Uncertainty Factor)을 중심으로 환경의 잔여불확실성 수준에 대한 평가를 시나리오 플래닝에 의해 실시하고, 이를 기반으로 차세대 컨버전스서비스의 진입전략 수립을 위한 방향을 제시하였다. 본 연구의 차세대 컨버전스서비스 사업의 불확실성 평가 및 진입 시나리오 구성에 대한 연구결과를 종합하면 다음과 같다. 2가지 잔여 불확실성 수준(선택 가능한 미래 수준, 예측 범위의 미래 수준)의 6개 시나리오를 대상으로 각각의 전략적 속성을 평가한 결과 시장 진입의 성공 요소로 2가지 핵심성공요인(KSF: Key Success Factor)을 도출하였다. 즉, 고객수요추세, 광고규제 완화를 핵심성공요인(KSF: Key Success Factor)으로 도출하였으며, 이를 토대로 4가지 전략적 시나리오 유형 및 각 시나리오 별 요구되는 사업자 대응역량에 대한 방향성을 제시하였다. 본 연구의 결과는 컨버전스 시장의 활성화는 물론 관련 사업자의 자원의 효율적 배분, 진입형태, 진입 적정시기 등 진입전략 수립에 많은 시사점을 제공할 것이다.

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Effects of Shop Selection Attributes, Lifestyle on Customer Satisfaction and Relationship Orientation of Franchise Beauty Shop Users

  • HWANG, Yean-Hwa;KIM, Moon-Ju
    • 한국프랜차이즈경영연구
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    • 제12권3호
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    • pp.7-19
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    • 2021
  • Purpose: The hotel industry needs a leader who can actively demonstrate leadership to respond to and accept changes in the organization in a highly competitive and fast-changing environment. Therefore, the role of leaders who instill clear vision and goals of the organization in their members, listen to their opinions, and empathize is paramount. Leaders should encourage successful organizational activities based on active participation by employees and create the best environment for working with a sense of mission and responsibility. This study aims to identify the relationship between empathy leadership and job engagement as a result variable of team cohesion in the hotel culinary department and conduct empirical studies on the role of empathy leadership and job engagement. Research design, data, and methodology: The data were collected from employees who work in culinary department at a five-star franchise hotel located in the Seoul metropolitan area. Because it is difficult to conduct a survey through face-to-face contact with employees due to the COVID-19 pandemic, the online survey was conducted from February 1 to February 28, 2020. A total of 330 questionnaires through online were distributed and 268 employees completed the survey, yielding a response rate of 81%. Of the 268 returned responses, 27 responses were not usable due to missing information. Thus, a total of 241 responses were used for analysis. Results: The study results are as follows. First, it has been shown that the empathy leadership of culinary department in hotel companies has a significant positive impact on the job engagement. Second, it has been shown that job engagement has a significant positive effect on members' team cohesiveness. Third, empathy leadership of hotel companies' culinary department has a significant positive impact on members' team cohesiveness. Fourth, job engagement has a significant positive (+) mediating effect in the relationship between empathy leadership and team cohesiveness in culinary department. Conclusion: This study supports the theory that an emotional and empathic leader's behavior or ability can change the effectiveness or atmosphere of a rapidly changing hotel culinary team organization by presenting a research model on the effect of empathic leadership on job engagement and team cohesiveness. And hotel chefs should be more aware of the importance of empathic leadership and make them a human resource of the organization through formal and informal communication with culinary employees.

국내 제약기업에서의 SFA(sales Force Automation) 시스템 활용수준과 기업성과의 실증분석 (Empirical Analysis of SFA (Sales Force Automation) System Utilization Level and Performance in Pharmaceutical Companies in Korea)

  • 장경원;고건혁;하동문
    • 한국산학기술학회논문지
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    • 제19권11호
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    • pp.182-190
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    • 2018
  • 많은 제약기업에서 영업사원들을 위하여 SFA 시스템을 운영하고 있다. SFA 시스템은 영업사원들의 다양한 행동에 활용되고 있는데 국내에서는 SFA 활용성과에 대한 실증분석 연구가 부족한 실정이다. 본 연구에서는 제약회사 영업사원을 대상으로 SFA 시스템의 활용도와 그에 따른 비재무적 성과를 설문을 통해 조사하였다. 조사대상은 제약 영업사원으로 구성된 제약 커뮤니티 회원 347명을 대상으로 2018년 3월 13일부터 4월 30일까지 18일 동안 온라인으로 조사하였다. 유효 응답률은 23.1%(80/347)이었다. 분석 결과 SFA 시스템 활용 수준이 높을수록 비재무적 성과가 높은 것으로 나타났다. 회사 구분별로는 국내 기업보다는 외국계 기업이 활용 수준이 높았다. SFA 활용 수준 항목 중 지원 서비스 항목에 대해 외국기업이 국내 기업보다 1.47점(3.65, 2.18) 높게 나타났고, SFA 성과 항목 중에서는 고객만족도 항목에 대해 외국기업이 국내 기업보다 1.47점(3.16, 1.69) 높게 나타났다. 이는 국내사의 SFA 개발 및 운영방식이 영업사원에 대한 지원 서비스 및 고객만족 중심이 아닌 관리 통제에 중심을 두는 것을 시사한다. 이번 연구를 통하여 국내 기업의 경우 SFA 시스템 운영 시 영업사원 지원 및 고객만족 정보제공 기능이 강화되어야 할 것으로 사료되었다.

편의점의 혁신성이 인지적 인게지먼트와 정서적 인게이지먼트, 그리고 점포충성도에 미치는 영향 (Impacts of Perceived Innovativeness of Convenience Store on Consumer Brand Engagement and Store Loyalty)

  • 이영은;이용기
    • 한국프랜차이즈경영연구
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    • 제13권1호
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    • pp.35-46
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    • 2022
  • Purpose: With the rapid changes in the technical development and the trend of consumption trend, the convenience store industry is facing an unprecedented competitive situation in the consumption environment where the boundary between online and offline is broken due to the stagnation of offline distribution channels and the spread of online shopping. The biggest innovation strategy of the major convenience store brands in recent years are introducing the O2O (Online to Offline) platform and presenting new products and services beyond the boundaries of online and offline to transform themselves into Omni Channel stores. The study is designed to analyze the effect of innovativeness of convenience store as a stimulus in O2O platform which customers perceive on store loyalty, the final response to external stimuli, through customer engagement with convenience store brands. Specifically, the innovativeness of convenience stores was divided into types of core activities in corporate marketing and focused on innovations in services, products(proposals), promotions and experiences. Research design, data, and methodology: Various hypotheses have been developed to achieve this research purpose. The data were collected from 1,128 questionnaires the age between 15 and 60 who had experience using retail store apps and delivery apps and were analyzed using SPSS 22.0 and SmartPLS 3.3.7 program. Measurement model analysis was carried out to assess convergent and discriminant validity. Also, common method bias was tested using the values of VIF (variance inflation factor). The hypotheses were tested using structural equation modeling with SmartPLS 3.3.7 program. Results: First, service innovation has a positive effect on cognitive engagement. Second, product, promotion and experience innovation have a positive effect on cognitive and affective engagement. Third, cognitive influences affective engagement. Finally, both cognitive and affective engagement affect store loyalty, but affective engagement has a stronger effect on store loyalty than cognitive engagement. Conclusions: All four types of innovation and cognitive engagement have a positive effect on emotional engagement, which has a stronger effect on store loyalty than cognitive engagement. Thus, while innovation can build loyalty through emotional engagement, innovation strategies must be designed and pursued with caution in terms of impact through cognitive engagement may not achieve the planned goals.