• Title/Summary/Keyword: online brand community

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An Empirical Analysis of Doppelgänger Brand Image Effects: Focused on the Internet Community (도플갱어 브랜드 이미지 효과에 대한 실증적 분석: 인터넷 커뮤니티를 중심으로)

  • Cho, Hyuk Jun;Kim, Sung Guen;Kang, Ju Young
    • The Journal of Information Systems
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    • v.26 no.1
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    • pp.21-51
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    • 2017
  • Recently there have been an increasing number of companies suffering a negative brand image in the major media. Thompson et al. (2006) defined this as "$Doppelg{\ddot{a}}nger$ Brand Image." The images mentioned above have been created and propagated on Internet communities, which are one of the major paths of online spreading. This study will empirically analyze the effect of each $Doppelg{\ddot{a}}nger$ brand image on the customer's brand attitude, using a text-mining method focusing on "A company"'s case. This study will also cover the change in customer brand attitudes related to the company's correspondence in a situation in which the $Doppelg{\ddot{a}}nger$ brand image exists. In addition, the study will determine the presence of a priming effect after the spread of the $Doppelg{\ddot{a}}nger$ brand image. To that end, we collected 974 comments from 94,889 posts and A's official blogs related to A from B community, the largest automobile community site in Korea. Through this investigation, we obtained the following results. First, there was a significant difference in the ratio of negative sentiment of internet community before and after $Doppelg{\ddot{a}}nger$ brand image. Second, with regard to the topic modeling, the ratio of articles including negative topics increased and the other article ratio decreased over time. Finally, we found that there is a priming effect about negative brand image of "A company."

A Study for Success Factors in On-line Games

  • Jung, Jai-Jin
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1657-1668
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    • 2006
  • The last few years have represented a boom for the online gaming industry. Internet-based online games have been an increasingly popular form of entertainment. The gaming industry estimates there will be over 26 million online gaming participants in 2002. The rapid development of online game content and related information technology will increase the size of the industry and have a profound impact on many aspects of our lives and our society. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty to a specific brand of online game. The concepts of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables directly and indirectly affecting loyalty. Based on data collected from an online survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between loyalty and flow, word of mouth, and other independent variables. It is hoped that this result might provide useful guidelines for developing successful online game content.

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The Effect of the Whole Experience of Online Brand on the Consumer-Brand Relationship, Brand Attachment and Brand Commitment : With the Users of Naver Brand Cafe (온라인 브랜드의 총체적 체험이 소비자-브랜드 관계 및 브랜드 애착, 브랜드 몰입에 미치는 영향 - 네이버 브랜드 카페 사용자들을 중심으로 -)

  • Han, Kwang-Seok
    • Management & Information Systems Review
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    • v.30 no.1
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    • pp.159-185
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    • 2011
  • We can divide brand experience in the brand community of online blog into the following five types: sensuous experience, emotional experience, cognitive experience, behavioral experience, and relational experience. And this study is aimed at looking into what differences are among the effects those five have on the consumer-brand relationship. Also we wanted to analyse empirically what structural relations this consumer-brand relationship through the whole experience has with brand attachment and brand commitment. The outcome shows that emotional experience, cognitive experience and relational experience affect the consumer-brand relationship but sensuous experience and behavioral experience. And our analysis of what structural relations the consumer-brand relationship through brand experience has with brand attachment and brand commitment revealed that the consumer-brand relationship through brand experience has a direct effect on brand attachment but it doesn't have on brand commitment. Brand commitment was confirmed to be affected only through brand attachment. Finally, this is in agreement with the result of the precedent study that brand commitment is an effect variable of brand attachment.

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The Brand Personality Effect: Communicating Brand Personality on Twitter and its Influence on Online Community Engagement (브랜드 개성 효과: 트위터 상의 브랜드 개성 전달이 온라인 커뮤니티 참여에 미치는 영향)

  • Cruz, Ruth Angelie B.;Lee, Hong Joo
    • Journal of Intelligence and Information Systems
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    • v.20 no.1
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    • pp.67-101
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    • 2014
  • The use of new technology greatly shapes the marketing strategies used by companies to engage their consumers. Among these new technologies, social media is used to reach out to the organization's audience online. One of the most popular social media channels to date is the microblogging platform Twitter. With 500 million tweets sent on average daily, the microblogging platform is definitely a rich source of data for researchers, and a lucrative marketing medium for companies. Nonetheless, one of the challenges for companies in developing an effective Twitter campaign is the limited theoretical and empirical evidence on the proper organizational usage of Twitter despite its potential advantages for a firm's external communications. The current study aims to provide empirical evidence on how firms can utilize Twitter effectively in their marketing communications using the association between brand personality and brand engagement that several branding researchers propose. The study extends Aaker's previous empirical work on brand personality by applying the Brand Personality Scale to explore whether Twitter brand communities convey distinctive brand personalities online and its influence on the communities' level or intensity of consumer engagement and sentiment quality. Moreover, the moderating effect of the product involvement construct in consumer engagement is also measured. By collecting data for a period of eight weeks using the publicly available Twitter application programming interface (API) from 23 accounts of Twitter-verified business-to-consumer (B2C) brands, we analyze the validity of the paper's hypothesis by using computerized content analysis and opinion mining. The study is the first to compare Twitter marketing across organizations using the brand personality concept. It demonstrates a potential basis for Twitter strategies and discusses the benefits of these strategies, thus providing a framework of analysis for Twitter practice and strategic direction for companies developing their use of Twitter to communicate with their followers on this social media platform. This study has four specific research objectives. The first objective is to examine the applicability of brand personality dimensions used in marketing research to online brand communities on Twitter. The second is to establish a connection between the congruence of offline and online brand personalities in building a successful social media brand community. Third, we test the moderating effect of product involvement in the effect of brand personality on brand community engagement. Lastly, we investigate the sentiment quality of consumer messages to the firms that succeed in communicating their brands' personalities on Twitter.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.

The Influence of Negative Emotions on Customer Contribution to Organizational Innovation in an Online Brand Community (온라인 브랜드 커뮤니티 내 부정적 감정들이 기업 혁신을 위한 고객 기여에 미치는 영향)

  • Jung, Suyeon;Lee, Hanjun;Suh, Yongmoo
    • Journal of Internet Computing and Services
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    • v.14 no.4
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    • pp.91-100
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    • 2013
  • In recent years, online brand communities, whereby firms and customers interact freely, are emerging trend, because customers' opinions collected in these communities can help firms to achieve their innovation effectively. In this study, we examined whether customer opinions containing negative emotions have influence on their adoption for organizational innovation. To that end, we firstly classified negative emotions into five categories of detailed negative emotions such as Fear, Anger, Shame, Sadness, and Frustration. Then, we developed a lexicon for each category of negative emotions, using WordNet and SentiWordNet. From 81,543 customer opinions collected from MyStarbucksIdea.com which is Starbucks' brand community, we extracted terms that belong to each lexicon. We conducted an experiment to examine whether the existence, frequency and strength of terms with negative emotions in each category affect the adoption of customer opinions for organizational innovation. In the experiment, we statistically verified that there is a positive relationship between customer ideas containing negative emotions and their adoption for innovation. Especially, Frustration and Sadness out of the five emotions are significantly influential to organizational innovation.

Impact of Interaction in the Brand Community through UCC on Scrap Intention and Community Loyalty (브랜드 커뮤니티에서의 UCC를 통한 상호작용이 펌 행위 의도와 커뮤니티 방문충성도에 미치는 영향)

  • Lee, Jong-Ho;Ock, Jung-Won;Oh, Chang-Ho;Yun, Dae-Hong
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.114-128
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    • 2008
  • This study aims to explore the effects of interaction through UCC at online brand communication on scrap intention and visiting loyalty. According to study results, first, only information feature has positive effects on all interactions among quality feature of brand community; Second, confidence and responsiveness feature of brand community has positive effects on the connection feature among elements of interaction; Third, certainty has positive effects on activeness and connection among interaction elements. Fifth, while intention of sharing has positive effects on activeness and connection among interaction elements, it has no effects on the responsiveness. Finally, interaction does not affect the responsiveness of scrap intension, but has positive effects on visiting loyalty.

The Relationship between Interactions and Needs Satisfactions in Apparel Brand On-Line Community (의류 브랜드 온라인 컴뮤니티의 상호작용성과 욕구충족의 관계)

  • Hong, Hee-Sook;Kim, Gi-Euk
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.11
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    • pp.1432-1443
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    • 2005
  • The purpose of this study was to identify the relationship among the sub-dimensions of interaction and the relationship between interactions and needs satisfactions in the apparel brand online communities. Subjects of 317 members for 9 selected apparel communities responded the questionnaire in the home-page or in the attached file. The results were as follows: The suggested structural equation model which showed the relationship between the interactions and needs satisfaction in communities were accepted($\chi^2=63.80/df.=48/p=0.06$, GFI=0.97, AGFI=0.95, RMR=0.045, NFI=0.93, AIC=123.80). The interaction of company-consumer hads a positive influence on the interaction of consumers-consumers(H1) and the interaction of consumers-consumers had a positive influence on the interaction of consumers-company(H2). The interaction among community members had a positive influence on the satisfaction of interest needs(H3), transaction needs(H4) and relationship needs(H5) in the community. The relationship needs satisfaction had a positive influence on the interaction of members to the company(H6). Therefore, marketers in apparel company should be fully aware of reciprocal influence among types of interaction when planning marketing programs to promote each type of interaction. Furthermore, they also have to plan marketing activities to manage effective interaction.

Modeling Fashion Brand Authenticity Toward Brand Usage Intention: Evidence from Indonesia

  • GINTING, Magdalena L.;SIHOMBING, Sabrina O.;ANTONIO, Ferdi;PRAMONO, Rudy
    • The Journal of Asian Finance, Economics and Business
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    • v.9 no.6
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    • pp.381-387
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    • 2022
  • The growth of local fashion brands in Indonesia is interesting because of the speed with which new designs are made, many variants are created, and local brands are developed. However, when it comes to buying local fashion products, the brand isn't the sole consideration. As a result, the marketing effectiveness of local fashion brands needs to be examined more thoroughly. The purpose of this study was to understand more about brand authenticity and how it affects brand usage intentions. The unit of analysis in this study was Generation Z, who purchase from local fashion companies online. A quantitative research methodology was used. The data was analyzed using the PLS-SEM method to test the hypotheses with the dependent variables. The variables were the intention of using the brand, the quality of the brand relationship, and the authenticity of the brand. The results of this study indicated that brand authenticity had an effect on brand usage intent and brand relations quality mediates the positive effect of brand authenticity on brand usage intent.

A Study on the Influence of Flow on Online Community Satisfaction: Focusing on the Mediating Role of Social Capital (온라인 커뮤니티에서 몰입이 만족에 미치는 영향에 관한 연구: 사회자본의 매개효과를 중심으로)

  • Yeu, Minsun;Bae, So Young
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.171-179
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    • 2016
  • An online community serves as a communication hub among members who desire to share their opinions and emotions. Thus, it is often utilized as a corporate or brand marketing tool. While focusing on commercial online communities from the marketing perspective, however, researchers have barely discussed non-commercial online communities despite its popularity. This study examined the influence of flow on satisfaction in the context of the non-commercial online community as well as the role of social capital as a significant mediator between flow and satisfaction. The result also included the differences between employed mothers and non-employed mothers. This study has expanded the research scope of online communities and offered theoretical and practical implications based on the interdisciplinary discussion that involves one of the understudied populations, mothers.