• 제목/요약/키워드: role congruity theory

검색결과 4건 처리시간 0.021초

여자의 적은 여자인가?: 상사 성별이 여성 근로자의 노동시장 성과에 미치는 영향 분석 (The Effects of Female Leadership on Job Stress and Promotion of Female Workers)

  • 정하나
    • 노동경제논집
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    • 제40권4호
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    • pp.61-89
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    • 2017
  • 본 연구는 여성관리자패널조사(Korean Women Manager Panel)를 이용하여 한국 여성 근로자의 직장 내 스트레스 및 승진에 상사의 성별이 미치는 영향을 분석한다. 분석결과 직속 상사가 여성일 때 여성 근로자의 직장 내 스트레스는 높았고, 사원 및 대리 직급 여성의 승진에 부의 영향을 미치는 것으로 나타났다. 여왕벌 현상과 역할일치이론에 따르면 한국과 같이 유리천장이 견고하고 상위 직급의 남성 밀집도가 높은 구조에서는 여성 리더십의 긍정적인 특성이 발휘되기보다 다른 여성에 대해 높은 인정 기준을 요구하거나 경쟁적인 모습을 보여 여성 상사를 둔 여성 근로자의 직장 내 스트레스는 높고 낮은 직급의 여성 승진확률은 낮추는 것으로 해석할 수 있다.

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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Celebrity Endorser and Purchase Intention: The Mediating Role of Resonance-Based Self-Attitude and Brand Credibility

  • GUNAWAN, Stephanie Angelina;HERMAWAN, Asep;WIDJAJA, Anton Wachidin;BERNARTO, Innocentius
    • The Journal of Asian Finance, Economics and Business
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    • 제8권7호
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    • pp.603-611
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    • 2021
  • This study aims to analyze the mediating influences of resonance-based self-attitude and brand credibility in a relationship between celebrity endorser credibility and celebrity endorser congruity toward brand purchase intention in the current dynamic business environment. It employs a quantitative research method and reports on a survey, using a questionnaire, including the population of consumers of various instant coffee brands in several cities in Indonesia. The number of respondents in this study was 432 people. The analysis was performed using Partial Least Square Structural Equation Modeling and SmartPLS software. The analysis consisted of descriptive statistics, evaluation of the measurement model, evaluation of the structural model, and hypothesis testing. The results partially support the model developed. The findings suggest that the instant coffee product advertising in Indonesia needs to create brand messages focusing on the formation of resonance-based self-attitude from consumers to increase the influence of celebrity endorser credibility and celebrity endorser congruity, as well as the brand credibility towards the brand purchase intention. This study contributes to the marketing literature and the theory of planned behavior by providing empirical evidence on the relationship between celebrity endorser credibility, celebrity endorser congruity, resonance-based self-attitude, brand credibility, and brand purchase intention.

Climate Change and Gender Inequality in Taiwan's Green Industry: Why is Female Competency Development Mattered?

  • KIM, Hae Na;HSU, Yun-Hsiang
    • 동아시아경상학회지
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    • 제10권1호
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    • pp.35-45
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    • 2022
  • Purpose - In spite of the growing importance of Taiwanese green industry, most of employees who work in this industry in Taiwan are dominated by males. Only a few females are working in this industry and their wage is lower. This research is applying role congruity theory which explains why females share only a small portion in Taiwan's green industry. This study addresses a research question, "How has the gender inequality and discrimination been reflected in the occupation structure of Taiwan's green industry? How has this gender occupation structure influenced females in the green industry?" Research design, data, and methodology - To find out the impact of gender role in the green industry, the dataset of the 2015 Taiwan Social Change Survey is used. Using STATA, t test has been implemented to address our research question with three hypotheses. Result -All of hypothesis were all supported. It is found there is a statistical difference in stereotypical thinking between female who work in the green industry and the non-green industry of Taiwan. The limited female representation in the green industry of Taiwan influences job matching and job satisfaction significantly. Conclusion - This study suggests the Taiwanese government should encourage STEM education for females and provide more relevant vocational education and training particularly for females' competency development in the green industry. By providing vocational education and training to meet the skill needs of greener economy resilient to climate change, Taiwan's green industry will grow further and will overcome gender inequality and discrimination.