• Title/Summary/Keyword: online marketing

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Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

Optimizing Similarity Threshold and Coverage of CBR (사례기반추론의 유사 임계치 및 커버리지 최적화)

  • Ahn, Hyunchul
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.8
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    • pp.535-542
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    • 2013
  • Since case-based reasoning(CBR) has many advantages, it has been used for supporting decision making in various areas including medical checkup, production planning, customer classification, and so on. However, there are several factors to be set by heuristics when designing effective CBR systems. Among these factors, this study addresses the issue of selecting appropriate neighbors in case retrieval step. As the criterion for selecting appropriate neighbors, conventional studies have used the preset number of neighbors to combine(i.e. k of k-nearest neighbor), or the relative portion of the maximum similarity. However, this study proposes to use the absolute similarity threshold varying from 0 to 1, as the criterion for selecting appropriate neighbors to combine. In this case, too small similarity threshold value may make the model rarely produce the solution. To avoid this, we propose to adopt the coverage, which implies the ratio of the cases in which solutions are produced over the total number of the training cases, and to set it as the constraint when optimizing the similarity threshold. To validate the usefulness of the proposed model, we applied it to a real-world target marketing case of an online shopping mall in Korea. As a result, we found that the proposed model might significantly improve the performance of CBR.

A Study on the Effects of Purchaser's Cognitive Dissonance on their Re-purchase and Dissatisfaction in Online Shopping Malls (온라인쇼핑몰에서 구매고객의 인지부조화가 불만족 및 재구매에 미치는 영향에 관한 연구 - e-CRM 구성요소 중 e-Community를 중심으로 -)

  • Lee, D.-Gyu;Ro, Tae-Bum
    • CRM연구
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    • v.2 no.2
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    • pp.71-88
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    • 2009
  • The purpose of this thesis is to examine the effects of e-CRM activities by the internet shopping mall companies on the purchase activities of purchase customers and the potential customers. The internet shopping companies utilize e-CRM to systematically identify customers' varying demands, and to utilize the results as marketing tools, thus producing a significant effect on the potential customers by generating customer feedback through e-Community. Contrary to their intention, however, cognitive dissonance can occur through e-Community, which may lead to customers' complaints. If these complaints are not properly managed and settled in a timely manner, they can be transferred to other potential customers, and the conformity phenomenon could be created by other complaining customers. Findings obtained through this thesis are as follows: If cognitive disharmony is created by customers who purchased products through the internet shopping malls, this can lead to private complaining behaviors, and subsequently, these behaviors are formed through e-Community. If the internet shopping mall companies do not take any timely and proper measures to intervene in the stage of private complaining behaviors in the first place, these behaviors will immediately escalate into the public complaining behaviors. Furthermore, the complaints will be transferred to other potential customers, ultimately resulting in their swift expansion. In other words, contrary to intention of the internet shopping mall companies, e-CRM does not facilitate the potential customers purchase decision, it rather affects them to postpone or withdraw their purchase decision. Accordingly, the internet shopping mall companies are required to manage e-Community with extreme care, and they should promptly respond to the complaining customers so that e-Community can function properly.

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Fashion Omni-Channel Service Acceptance Based on Consumer's Technology Readiness (소비자의 기술 준비도에 따른 패션 옴니채널 서비스 수용태도)

  • Lee, Ha Kyung;Kwon, Ki Yong;Choi, Ara;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.6
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    • pp.1045-1061
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    • 2016
  • This study clarifies differences in attitudes toward the Omni-Channel service (Pintech service, Beacon service, and Click and Collect service) and fashion consumption behavior among four clusters grouped by level of technology readiness. An online survey was conducted; 572 individuals between 20 and 30 years of age were collected, but only 539 were used. Factor analysis, cluster analysis, descriptive statistics, ANOVA, and frequency analysis were adopted to analyze data using SPSS 20.0. The results are as follows. Technology readiness was divided into four factors: optimism, innovativeness, discomfort, and insecurity. Participants were divided into four groups according to four sub-factors of technology readiness: brave adopters, optimistic laggards, indifferent adopters, and critical adopters. These groups showed significant differences in attitudes toward the Omni-Channel service and fashion consumption behavior. Critical adopters and brave adopters recognized the value of the Omni-Channel service and had more positive attitudes toward it than other groups. Critical adopters also better perceived the risk of service with new technology that showed higher fashion innovativeness and monthly consumption of fashion products than other groups. We inferred that the indifferent adopters did not use the Omni-Channel service or services offered by fashion retailers as much as other groups because indifferent adopters were less interested in both the Omni-Channel service and fashion consumption behavior than other groups. Optimistic laggards viewed the Omni-Channel service optimistically, despite perceptions of high risks to accompanying it and a low intent to use it. The results of this study assisted in the formation of a theoretical framework of consumer behavior associated with the Omni-Channel, which is an emerging issue in research related to distribution. The results can help fashion industries that operate consumer-oriented marketing based on Omni-Channel strategies.

A Comparative Case Study on Studio Specialized in Digital Concept Art -Focused on the Field of Animation and Game- (디지털 컨셉 아트 전문 스튜디오에 관한 사례 비교 연구 -애니메이션 및 게임 분야를 중심으로-)

  • Choi, Do-Won;Lee, Heon-Woo;Lee, Hyun-Seok
    • Cartoon and Animation Studies
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    • s.36
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    • pp.167-187
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    • 2014
  • Animation-related films and game industries have been expanding their markets rapidly responding to sharply increasing public demand. The production processes of major studios are getting more and more specialized and detailed. Therefore, they feel burden to manage and maintain as the HR and physical sizes are getting greater. So, independent studios which perform partial processes of the works are increasing over North America and Europe. Specialized studios build previous functions and related business models. They are expanding their areas. Therefore, this study targeted studios specialized in digital concept art in free production step. The characteristics of such studios were analyzed. To this end, first definitions of digital concept art concepts and functional & artistic features of entire production, and their application to business were deliberated through documents and online. Based on the results, the features of 'concept art service', 'self-brand business/ communication', and 'education service' were drawn. Second, based on it, targeting three con cept art studios such as Atomhawk (UK), FengZhu Design (Singapore), and Studio Gage (Korea), case research was done. Comparative analysis for the cases was conducted. It turned out that concept art studio s lead new market demand through active business strategies such as related contents development, marketing, etc. based on specialization. This research is significant to understand global trend of newly establishing specialized studios market and suggest reference data to improve prospective domestic specialized studios competitiveness.

Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
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    • v.17 no.1
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    • pp.153-162
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    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

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Relationships Among Participation Motives in Virtual Community, Sense of Community, Loyalty and Purchase Intention (가상공동체 참여동기와 공동체의식, 충성도 및 구매의도간의 관계에 관한 연구)

  • Moon, Jun-Yean;Choi, Ji-Hoon
    • Information Systems Review
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    • v.5 no.2
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    • pp.71-90
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    • 2003
  • Virtual communities have been suggested to play important roles such as attracting customers, building customer loyalty, and leading to commercial transactions. Little research in marketing has focused on virtual communities in spite of its importance indicated by many practitioners and conceptual studies. More specifically, little research has empirically examined factors of customer participation and its consequences. This research investigate if customers' participation motives in virtual communities affect their sense of community and if sense of community affects customers' loyalty towards and purchase intentions from the website offering the community service. One hundred ninety six questionnaires were collected from individuals who have participated in and have been involved in online activities in various virtual communities. Major results of this research can be summarized as follows. First, participation motives employed significantly affected customers' sense of community and more specifically, perceived ease of use and perceived playfulness had a large influence on the customers' sense of community. Second, customers' sense of community positively affected their loyalty toward the community and more specifically, membership and emotional connection had a large influence on loyalty. Third, customers' sense of community did not affect directly their purchase intentions. Fourth, customers' loyalty toward virtual communities had a significant, positive, although marginal, influence on their purchase intentions.

A Study on the Behavioral Factors to Influence Adoption of an Innovative Financial Product (금융서비스 유통상의 혁신수용에 관한 연구 - 인터넷뱅킹을 중심으로-)

  • 제진훈;박윤재;김광용
    • Journal of Distribution Research
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    • v.7 no.1
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    • pp.61-86
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    • 2002
  • The number of people who perform their banking business on Internet has been increasing drastically during the recent period and the trend still continues. Banks and other types of financial institutions are now competing intensely with each other in attracting customers to this new innovative banking service. The marketers in charge of formulating and implementing the strategies for this new banking business need to understand the behavioral factors as well as the technical factors in order to succeed in attracting more customers to this new service. products. A deep understanding as to why and how the customers are adopting the new service developed on information technology is a prerequisite for a successful marketing effort. The purpose of this dissertation is to find out what factors are playing important roles in the customers'decision related to the adoption of the Internet banking services. The focus of the research is threefold. First. by testing the hypotheses proposed by the Technology Adoption Model, a well-known theory in the IT-related behavioral science, an analysis was made as to which factors are more important in affecting the attitudes and adoption of the Internet banking on the part of customers. Secondly, an analysis was made as to whether the three criteria of the Technographics- -the attitude toward new technology, level of income, and the motivational factor- -are useful as the criteria for segmenting the Korean users of the online banking. Thirdly, an analysis was made as to whether each customer group segmented by the criteria of the Technographics reveal a differential decision process and thus requires a differential approach strategywise.

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A Study on Analysis of Importance-Performance on Teacher Librarians' Competencies (사서교사 직무 역량에 대한 중요도·만족도 분석)

  • Lee, Seung-Min;Lim, Jeong-Hoon;Kang, Bong-Suk;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.177-196
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    • 2021
  • The purpose of this study is to analyze priorities of competencies and to find the direction of development of teacher librarian training and retraining program. A total of 238 subjects were used for the final analysis. They were analayzed using IPA, Borich's needs analysis and the Locus for Focus model. As a result, First, teacher librarians perceived that the importance and performance of teacher and manager competency were higher than information specialist and cooperative leader. Second, they needed competencies of data-science, coding, Internet of Things in the field of information specialist as changing educational environment. Third, they needed competencies of information ethics, copyright instruction, and digital and media literacy education in the field of teacher. Fourth, they needed competencies of facility designing for future education, online and offline school library marketing skills, and establishment of makerspaces and learning commons in the field of ibrary manager. Fifth, they needed competencies of library based instruction, library cooperative instruction, and building a collection related to subject in the field of cooperative leader. Sixth, the highest required competency for teacher librarians was suggested for teacher librarians' role area.

An Analysis of Movie Consumption Behavior from Transaction Cost Perspectives (거래비용관점에서 본 영화 소비행위 분석)

  • Park, Hye Youn;Kim, Jai Beom;Lee, Chang Jin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.3-33
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    • 2017
  • The present study analyzed movie consumption behavior from the perspective of transaction cost, taking into account the possible incurrence of additional costs in the process of consumers obtaining movie information to choose movies. Regression and multinomial logistic regression analyses were performed in the analysis by taking movie information and the individuals' social demographic characteristics as independent variables and the number and frequency of movies watched as dependent variables, using information from the "2015 movie consumer survey." The results showed that consumers considering elements such as "directors" and "online reviews" were found to be more active in movie consumption. The analysis of movie-watching frequency showed that the information considered when choosing a movie was different for high- and low-frequency movie viewers. Putting these factors together suggests that movie consumption can vary according to an individual's cultural capital, preferences, and their degree of movie information awareness. While existing studies have mostly analyzed the determinants of box office performance, the significance of the present study is its empirical analysis of individual movie information in terms of transaction cost. Based on the results above, it can be inferred that the cyclical structure of trading expenses influences movie consumption and, once preferences are formed through a certain level of consumption, the trading cost expenses decrease, which results in increasing consumption. Therefore, film makers need to establish and execute marketing strategies that appropriately use movie information so that consumers can reduce the trading costs necessary for movie watching.