• 제목/요약/키워드: internet purchases behaviors of items

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초등학생의 자아개념 유형별 인터넷 아이템 구매행동 및 자기평가 (Children's Self-Concept Typology and its Effect on Internet Item Purchase Behavior and Self-Evaluation)

  • 서인주;박상미;이은희
    • 가정과삶의질연구
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    • 제26권3호
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    • pp.1-14
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    • 2008
  • The purpose of the study was to examine the internet purchase behavior of items and self-assessment according to self-concept of elementary school students. The data were collected from 716 elementary school students by a self-administered questionnaire. Frequencies and means, Cronbach's Alpha, factor analysis, t-test, Pearson's correlation analysis, cross-tabulation analysis, cluster Analysis were conducted by SPSSWIN 12.0. The results from this study were as follows; First, from self-concept measurements, 4 factors(affective, social, schooling, Family self-concept) were extracted through factor analysis. Second, the subjects were classified into 3 clusters as self-concept types(high self-concept, middle self-concept, low self-concept) through cluster analysis. Third, the significant variables affecting internet purchase behaviors of items included grade, allowance, rank in class, the number of hours on the internet. As the self-concept gets higher, the frequence of the impulsive purchase and imitation purchases gets lower. In the contrary, as the self-concept gets higher, the self-assessment on the impulse purchases and imitation purchases also gets higher. In combination, these results suggest that irrational purchase behaviors were protected by positive self-concept, therefore it is important that children have positive a self-concept.

Irrational Factors Affecting the Purchase of Online Game Items

  • Lee, Jongwon;Lee, Jemin Justin;Park, Ji Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권2호
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    • pp.626-642
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    • 2018
  • Recently, a number of studies have drawn attention to purchasing online game items. Most of the studies are based on the assumption that consumers behave rationally. Accordingly, TRA- or value-based approaches have been mainly employed to understand the online purchases of game items. However, the purchasing behavior of consumers involves not only making rational decisions, but also making irrational decisions. Hence, their purchase behavior is affected by propensities for conspicuous consumption, impulsive consumption, and habitual consumption. Playing games can be highly addictive, and players often display such addictive behaviors. Our study explored both the rational and irrational factors in purchase behavior to understand how they are associated with purchasing game items. A total of 366 pieces of data were collected from Korean online game users through a survey. Regression analyses of the collected data showed that the behavior of buying game items was influenced not only by the intention to purchase which is a rational factor in consumption, but also by such irrational factors as habit, impulse, and ostentation which should be further emphasized in future studies.

백제전통문양을 활용한 풀오버 패션문화상품 개발을 위한 대학생의 니트웨어 선호도와 구매행동 연구 (Analysis of Knitwear Preferences and Purchase Behavior of University Students for Pullover Design Development Based upon Baekje Traditional Patterns as Culture Oriented Clothing Products)

  • 서미영;김병미;이미숙
    • 한국의상디자인학회지
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    • 제13권2호
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    • pp.47-62
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    • 2011
  • The purpose of this study was to investigate the knitwear preferences and purchase behaviors of university students. The subjects were 493 university students in Daejeon and Chungnam Provinces. The method of this study was a survey and measurement instruments were 34 stimuli which were manipulated pullover patterns and shapes and self-administrated questionnaire with knitwear design preference items and knitwear purchase behavior items. Data were analyzed by factor analysis, frequency analysis, Cronbach'${\alpha}$, t-test, ANOVA and $Sch{\acute{e}}ffe$ test using SPSS program. The results of the study were as follows. First, university students most preferred achromatic colors, pastel tones, solid patterns, and 100% cotton. Second, as for knitwear purchase behaviors, university students considered the esthetical factor to be most important among 4 dimensions (comfortable, esthetical, economical, and conspicuous factors) as important purchase criteria, and they used internet web sites for knitwear purchases. Third, there were significant differences in preferred pullover shape depending on neckline shape, neck depth, sleeve shape and clothing length. University students preferred the classic pullover design with V neckline, normal neck depth, set-in sleeves and normal length. Fourth, university students preferred the cloud motif and riding man motif among the 9 Baekje traditional motifs and one point small pattern on the left chest and crosswise bending pattern for pattern arrangement.

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