검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 12

        8.
        2017.07 구독 인증기관·개인회원 무료
        This research aims to the effect of a sexual signaling system for a mate attraction on luxury products purchase. Some research has examined priming of mating motives such as looking at pictures of attractive opposite-gender can increase males’ stated willingness to purchase luxury products. This research extends costly signal theory into promotional message or model. we suggest that men tend to purchase luxury products, exposed to ads with attractive women models rather than attractive men according to costly signaling. Likewise, women may tend to purchase luxury products, exposed to ads with attractive women according to intra-sexual competition theory. Three experiments are conducted to examine the hypotheses.
        9.
        2016.07 구독 인증기관·개인회원 무료
        It is important to learn consumers’ motivation or goal in order to understand consumer behaviors to choose specific retail stores. Likewise, we need to consider consumers’ motivation to use shopping platform in order to understand consumer behaviors to use online or mobile shopping platforms. Research on shopping motivations has been studied based on shopping value categories- utilitarian vs. hedonic one. While utilitarian motivation is associated with planned purchase behavior for a cognitive value, Hedonic motivation is involved to in compulsive purchase behavior or impulse buying for an affective value. There are two constructs, emotion and mood, in the affection. Research on hedonic motivation has focused on the regulation of emotion which has its clear cause and continues shortly. Thus the motivation of emotion regulation has a negative influence on consumer behavior such compulsive buying or impulse buying. On the other hand, mood, which has no clear awareness of its cause and continue long-term, may have different effect on consumer behaviors. The motivation of mood management is the theory applied in media consumption such as movies, music or video or online games. In the study, we suggest mobile shopping app can be one of media stimulus which improve bad mood or maintain good mood. We explore whether mood management is one of motivations to use shopping platforms and how mobile shopping platforms affect mood management behavior using Netnography, online enthnography. We gather data from observation of shopping platform and in-depth interviews of the users. The results are the following. First of all, there are four types of mood management motivation in using mobile shopping platforms. They are hedonic information searching, information building, escaping from daily routine, and self-gifting. Next, the shopping goals affect consumer perceptions toward shopping environment and context. The contexts are initial screen page and its information, payment method, product categories and so on. Finally purchase decision depends on the fit between consumers’motivation and shopping context.
        10.
        2014.07 구독 인증기관·개인회원 무료
        The global online game market remarkably has been growing by each year and its profitability has been increasing as well. The online game companies, however, are facing a big trouble. Although a great number of online games have been so popular fast, they would have been disappeared fast because they have not made their players reuse repeatedly. The successful game companies need to attract the players continuously and make sustainable profit by making a longer product life-cycle. Fun has been regarded as an antecedent of intention to play games and game satisfaction in most of prior research of online game or the motive to play games. But fun in these researches was dealt in a view of short term. The fun which can get the players to replay and make relationship with the game companies needs to be investigated in terms of long-term. Therefore we examine the fun as a key antecedent of the drivers of customer equity in game companies. The multiplayer online battle arena(MOBA) games such as league of legend(LOL, Riot games), DOTA Ⅱ (Nexon), CHAOS online(CHAOS, Sesi Soft) and so on, have strived to develop their sustainable and competitive factors. Even though MOBA is one of online game genres and derived from Real time strategy (RTS), it continues its popularity in the world because its companies are striving to make sustainability by upgrading their game characters continuously. That is, it is that they are extending their game product life cycle. The players who feel bored with the old characters can play with another new characters having their own game strategies and balance. Besides, there are more features to make their players satisfied and replay like the interaction in game communities and active E-sports league in common MOBA game attributes. The MOBA is one successful model of online game genres so far due to their continuous effort to make their sustainability in the game market. We research the framework which affects customer equity in MOBA game companies in the study.
        11.
        2017.08 KCI 등재 서비스 종료(열람 제한)
        본 연구는 모바일 게임 플랫폼에서 게임 품질에 대한 정보의 비대칭을 해결하기 위해 게임이용자들이 사용하는 시그널에 대한 질적 연구이다. 시그널 이론을 바탕으로 인터넷 문화기술지 방법을 이용하여 데이터를 수집하였다. 연구결과로 시그널 유형에는 플랫폼 기반의 소비자 참여도가 높은 시그널, 플랫폼 기반의 소비자 참여도가 낮은 시그널, 게임회사 기반의 소비자 참여도가 높은 시그널, 게임회사 기반의 소비자 참여도가 낮은 시그널이 있다. 시그널을 이용한 게임 이용자들의 의사결정의 특징은 첫째, 순위와 다운로드 수는 게임이용자들의 판단의 기준이 되며 둘째, 게임 마케팅 플랫폼은 또 하나의 시그널이 될 수 있으며 마지막으로 게임이용자가 선호하는 시그널은 게임이용 목적이나 행태에 따라 다르다는 것이다.
        12.
        2015.02 KCI 등재 서비스 종료(열람 제한)
        본 연구는 초경쟁적인 환경에서 온라인개발회사가 동태적 역량을 만들어 낼 수 있는 조직학 습인 활용과 탐험에 대하여 엔씨소프트 사례를 중심으로 분석하였다. 학습, 루틴, 기존환경과의 적합성을 특징으로 하는 활용은 점진적 혁신을 이끌어 내는 반면, 비학습, 변화하는 환경에의 유연성과 관련된 탐험은 급진적인 혁신을 이끌어 낸다. 문헌연구를 바탕으로 우선 엔씨소프트 의 활용과 탐험 활동을 온라인 게임산업의 사이클에 따라 검증하였다. 다음으로 엔씨소프트의 다양한 게임서비스의 사이클을 중심으로 활용과 탐험에 대해 살펴보았다. 온라인게임시장에서 비교적 빠르게 선도적 입지를 구축한 엔씨소프트는 온라인 게임산업 태동기와 성장기에는 활용 활동을 주로 하였으나, 산업의 성숙기에는 탐험활동을 늘여 왔다. 또한 각 게임서비스 라인의 신작 출시 및 기술개발에는 탐험활동을, 지속적인 패치 서비스 업데이트와 마케팅 및 시스템구 축에는 활용활동을 수행하였다. 이것은 온라인 게임회사가 활용과 탐험의 균형을 통해 지속적 인 경쟁우위를 창출할 수 있음을 시사한다.