This study aims to investigate the effect of the core capability of products in eco-friendly stores on perceived CSR and consumers’ purchasing behavior. It is also to verify the moderating mediation effect of store type (multi-category store vs. single-category store). The results indicate that generally, in eco-friendly stores, consumers perceive the core competency of the products, which increases perceived CSR and purchasing intention. In the single-category store (i.e., fashion only) compared to the multi-category store (i.e., food and fashion), consumers perceive that the core capability and CSR are higher and thus they have higher purchase intention.
상주는 귀농 도시이자 농업 중심 도시로써 농업기술원을 유치할 만큼 생태학적 연구가치가 있는 친환경 도시이다. 특히 경천섬은 낙동강 본류에 있는 상주보 인근에 위치하고 있어 낙동강 생태 환경 연구의 중요 지역 중 하나이다. 하지만, 아직 경천섬에 대한 생물다양성 연구가 부족한 상태이다. 섬과 산지의 생태환경이 다르기 때문에 생물의 다양성도 다를 것이라 간주하고, 경천섬 주변의 생태학적 가치를 재조명할 기초자료를 조사하고자 한다. 이에 경천섬과 인근에 위치한 청룡사 길목 산지에 서식하는 곤충 채집을 통해 생물다양성을 조사하여 비교분석하는 것을 목적으로 한다. 채집방법은 직접잡기, 쓸어잡기, 함정트랩, 흡충관을 이용하였으며, 함정트랩에 사용된 유인제는 소주1.8ℓ와 빙초산350㎖를 혼합하여 사용하였다. 2018년 4월~8월 중 3회 채집과정을 수행하여 목표개체수를 확보하였고, 채집된 곤충은 에탄올을 채운 conical tube에 넣어 냉동실에 보관하여 보존성을 높였다. 채집과정에서 잡은 곤충들을 건조시키고 유사종끼리 분류하고 동정하는 과정을 거쳐 다양도지수, 우점도지수, 종풍부도지수, 종균등도지수, 유사도지수를 계산할 것이다. 기존에 알려지지 않았던 경천섬 일대의 생물다양성을 세세하게 분석하는 과정을 통해 경천섬의 생태학적 가치를 드러내고, 경천섬 일대의 자연환경관리와 보존에 필요한 정보나 체계적인 관리체계를 구축할 기초자료를 제공하고자 한다.
As information and communication technologies (ICTs) become more advanced, consumers are able to experience retailing activities such as searching for products and services in online retail shops and for Internet-exclusive branded contents. Specifically, fashion retailers are facing the need to develop more novel experiential design than one another to maximize customers’ experience in Internet websites and secure sustainable competency. Confirming methods of organic integration of experiential and visual features of both online and mobile channels is an important aspect of the study of extended consumers’ interfaces of retail channels. Mehrabian and Russell’s stimulusorganism- response (S-O-R) paradigm and Sugiyama and Andree’s attention, interest, search, action, and share (AISAS) model were used for this research. Specifically, the present study considered the effect of e-commerce website features on consumers’ emotional reactions (pleasure and arousal) and the consequent impact on online consumer behaviors (search, action, and share). Hence, plus the self-reported survey methods, each subject’s psychophysiological indicators (i.e., pleasure and arousal) were measured to obtain more objective and reliable data and to redeem the results of the self-reported survey. Findings revealed the implications of the e-commerce website feature by comprehending the S-O-R paradigm and AISAS model and extending the understanding of the role of variables associated with comprehended frameworks based on psychophysiological data.
consumption, has been attempted to replace with sharing economy which is consumer-to-consumer’s activity of obtaining, giving, or sharing the access to goods and services (Hamari et al., 2016). Research argued that the sharing economy develops based on information and communication technology (ICT) as it is an emerging economic-technological phenomenon, proliferation of using social networking site (SNS) (e.g. Instagram, Facebook, YouTube), and increased consumer awareness (Belk, 2014; Hamari et al., 2016). SNS refers to a digital environment that allows individual to create his/her space where sharing and constructing relationship with others are possible (Lin & Lu, 2011). Among the numbers of SNSs, Instagram is gaining notable attention as powerful marketing tool which may especially be important for fashion industry. Hutchins (2017) reported that number of its daily active users exceeds 400 million, and 90% of users are under 35 who may be familiar with the idea of the sharing economy. In terms of marketing, 53% of Instagram users are found to follow their favorite brands (Hutchins. 2017). According to Ryan and Deci (2000), consumer behavior of using information technology such as Instagram was influenced by extrinsic and intrinsic motivations. Although numerous researches have done with the sharing economy and SNS respectively, despite the recognized role of SNS in the sharing economy, comprehensive and empirical study of the sharing economy and SNS is very limited. Hence, the purpose of this research is to investigate consumer’s motivations to use Instagram for participating sharing economy by developing research framework based on the motivation theory (Ryan & Deci, 2000) perspective.
As advances in digital technologies (e.g., Apps, QR code, RFID tag) is rapidly changing market environment, marketing researches have extended technology acceptance models in different contexts. Since a supermarket chain, “Home Plus,” in Korea, had opened the first QR code virtual store at the subway platform in 2011, many firms attempt to use QR code technology convergence into their retail business. According to a survey report (Embrian, 2012), QR codes are highly familiar with consumers in Korea, and more than 70% mobile phone users have ever scanned QR codes. Due to ubiquitous nature of QR codes, it is obviously implied that marketers would capitalize the QR code technology on their retail business. Yet, it is skeptical for individuals to adopt QR code virtual store because it is in an infant stage in the retail store context. Therefore, marketers need to predict acceptance and use of QR code virtual store from a consumer perspective. Based on UTAUT (Unified Theory of Acceptance and Use of Technology) suggested by Venkatesh et al. (2003; 2012), this study formulated consumer acceptance model with four core determinants of intentions in the context of QR code virtual stores. Specific objectives are (a) identify perceived value in the context of QR code virtual store; (b) test the changes in consumer perceived value by experience over time; and (c) to predict UTAUT model for consumer acceptance to use QR code virtual store across different time points (i.e., from the time of their initial introduction to stages of experience). A longitudinal field study was conducted at the selected QR code virtual stores among individuals using smart phones. A self-administered questionnaire was developed based on literatures the context of consumer use of QR code virtual store. The multi-item scales of perceived value (i.e., performance expectancy, effort expectance, social influence, and facilitating condition) were adapted from Venkatesh et al.’s (2003) UTAUT constructs. Four items of behavioral intention to use QR code virtual store was developed. All items were measured on 5 points rating scale. Sample in this study was obtained from volunteers who participated in three different points in time: initial experience (T1), one month after first experience (T2) and three months after second experience (T3). Participants were required to visit to an assigned QR code store and do shopping task per each time. Then, they were asked to answer the questions on a survey, and there were 123 valid respondents to the first stage of the field experiment. As removed the respondents who did not participate in T2 or T3 point, a total of 309 pooled data across time (103 each time) were analyzed. The sample represents more females (n=66, 68%) than males (n=31, 32%), aging from 19 to 29 years (mean=21.58 years). Preliminarily, using the data pooled across times, factor analysis was conducted to identify underlying constructs for all research variables. As expected, a factor analysis of perceived value constructs revealed four factors: social influence (5 items), performance expectancy (5 items), effort expectancy (4 items), and facilitating condition (3 items). All factor loadings were ranged from .63 to .86, and all internal consistency reliabilities were greater than .80. Also, a unidimensional behavioral intention (4 items) confirmed to be valid (factor loadings=.88 to .93) and reliable (α=.94). Therefore, it is deemed that content validity and reliability were within acceptable ranges for further analysis. Of the four perceived value constructs, there were significant differences in the effort expectancy (F=7.10, p<.01) and facilitating condition (F=8.22, p<.001) across times of experience. Specifically, the perceive effort expectancy tended to be increased over time, indicating a difference of means between T1 and T2 at the significant level of .01 as a result of Duncan’s post-hoc test. With respect to facilitating condition, the mean tended to be increased over time, but post hoc test indicated a significant difference between T1 and T2. The perceived effort expectancy and facilitating condition tended to be changed in positive from T2 to T3 point, which were not significantly different. Therefore, the finding implies that the second stage of experience (i.e., one month after first experience) is a critical point for consumers to increase perceived value of QR code virtual store as a new retail technology. Otherwise, the other factors, such as social influence, performance expectancy and behavioral intention were not significantly increased during the three times of experience. To predict UTAUT model for consumer acceptance to use QR code virtual store, behavioral intention was served as dependent variable and the four factors of perceived value were served as independent variables in regression analysis. In the initial experience (T1), behavioral intention was significantly predicted by social influence (β=.39, t=4.42, p<.001) and performance expectancy (β=.46, t=4.44, p<.001), which explained for 57% of total variance (F=32.08, p<.001, adjusted R²=.57). In the second experience (T2), behavioral intention was significantly predicted by three factors, such as social influence (β=.43, t=5.91, p<.001), performance expectancy (β=.35, t=4.10, p<.001) and facilitating condition (β=.15, t=2.32, p<.05), accounted for 68 % of total variance (F=52.35, p<.001, adjusted R²=.68). In the three month after second experience (T3), behavioral intention was significantly predicted by social experience (β=.36, t=3.33, p<.01) and performance expectancy (β=.33, t=3.33, p<.001), accounted for 52 % of total variance (F=27.65, p<.001, adjusted R²=.52). This study supports the UTAUT model for consumer acceptance of QR code virtual store over time from a theoretical perspective. It should be noted that social influence and performance expectancy appears to be a determinant of behavioral intention to use in most situations. The effect of facilitating condition on behavioral intention was only significant when experienced in second stage. In addition, future study needs to expend technology acceptance model of virtual store in conjunction with digital technological attributes across different product categories.
Introduction E-retailers take advantage of apparel products which are viewed as a constantly changing experiential product rich that lead to various kinds of hedonic consumption, like impulse buying (Park and Kim, 2008). Apparel purchases are often affected by irrational and emotional attraction making them one of the most frequent impulsively purchased items online (Rhee, 2007). The e-shoppers are more spontaneous due to marketing stimuli which makes it easier to purchase impulsively and reduces risk aversion (Madhavaram and Laverie, 2004). In fact, shoppers are more likely to overspend when e-shopping because it does not feel like spending money (Dittmar, Long, and Meek, 2004). Apparel retailers need to pay special attention to converting web browsers to impulse purchasers—a capability that plays an important role in the growth of e-business. Despite the vast amount of data available online, few efforts have been made to identify the relationship among services attributes, browsing, urges to buy, and e-impulse buying of apparel products. This study explores a model of e-impulse buying for strategic e-business management in apparel products by understanding critical factors of e-store service attributes over the shopping websites and its impact on browsing and urges to buy for apparel in Korea. Specifically, the objectives of this study were to (a) identify underlying factors of online service attributes related to apparel products; (b) estimate structural equation model for causative relationship among service attributes, browsing, urges to buy, and e-impulse buying; and (c) examine mediating effect of browsing and urges to buy on e-impulse buying for apparel. By focusing on apparel products, this study will shed light on complex issues surrounding online service and provide opportunities for strategic development and promotion in fashion merchandising online. Also, this study could help mangers to identify successful global applications of e-marketing for apparel products. Methods A self-administered questionnaire was developed based on previous literatures. The instrument consisted of the main variables; e-service attributes of apparel stores, browsing, urge to buy, and e-impulse buying of apparel products. Participants responded to questions on a 5-point rating scale (1=very unlikely to 5=very likely). The questionnaire was administered during a regularly scheduled class in universities. Usable data were obtained from 319 students aged between 18 and 25 residing at the metropolitan areas in Korea. More than half of the respondents (65.5%) were 18 to 21 years old. Nearly 65.5 percent of the subjects were women, and more than half of the respondents (63.8%) were below the sophomore. For data analysis, exploratory factor analysis with varimax rotation was conducted to determine dimensions of perceived service attributes of the apparel online store. Cronbach's alpha established inter-item reliability between items. The structural equation model analysis was conducted by AMOS 18.0 using a correlation matrix with maximum likelihood approach. The overall fit of the model was assessed by various statistic indexes: chi-square (χ2), goodness of fit index (GFI), adjusted goodness of fit index (AGFI), and root mean squared residual (RMR). Results An exploratory factor analysis revealed three types of e-store service attributes: Ease of Use, Accuracy, and Reliability. The structural equation model, which was estimated to examine causal relationships among variables (i.e. three types of service attributes, browsing, urges to buy, and e-impulse buying), was relatively acceptable (chi-square value = 168.23, df = 157, p = .026; GFI = .95, AGFI = .93, RMR = .05). The model demonstrated that the two factors of service attributes (i.e. ease of use, accuracy of service) were significant variables to influence the browsing, which influence the urges to buy and e-impulse buying for apparel stores. E-impulse buying of apparel products was influenced by browsing and urges to buy. In addition, the urges to buy and browsing mediated the casual relationship between service attributes and e-impulse buying for apparel products. This result suggests that browsing and urges to buy perceived by shoppers were important predicting e-impulse buying of apparel products. Especially, urges to buy apparel products was the most important mediator to trigger e-impulse buying of apparels. Conclusions & Implication This study explores a structural equation model for understanding e-impulse buying in conjunction with browsing, urges to buy and service attributes of apparel store perceived by shoppers in Korea. The findings suggest that the browsing and urges to buy perceived by shoppers play important roles as mediators of the e-impulse buying for apparel stores. Especially, service attributes of apparel e-store perceived by shoppers had indirect effects on e-impulse buying through the browsing and urges to buy, implying that the consumers perceived the ease to use of e-store was the more browsing at e-store and then the more perceiving the urges to buy apparel products. However, the more browsing at apparel e-store was the less the e-impulse buying of apparel products and the more perceiving urges to buy at e-store is the more e-impulse buying of apparel products. This study provides retail managerial implications for stimulating e-shoppers' impulse buying of apparel products. They could increase shoppers' unplanned purchases by developing the service program for convenience (e.g. easy to use the structure of contents, wide ranges of products/service packages, various menu options of website) to stimulate the browsing at e-store.
Zinc finger nucleases (ZFNs) have been used for targeted mutagenesis in eukaryotic cells. Custom-designed ZFNs can induce double-strand breaks (DSBs) at a specific locus. Our custom ZFN dimer was designed 3-finger of left and 4-finger of right with 2 kb size using 2A. A Ti-plasmid vector, pTA7002 containing the target site of SSS4A gene for a ZFN pair, that was shown to be active in yeast, was integrated in the rice genome. This promising technique for genome engineering was induced into 4 exon region of SSS4A gene in rice genome using Agrobacterium-mediated transformation. The SSS4A full-length cDNA was 5,070 bp consisting of a 318 bp 5′-untranslated region (UTR), a complete ORF of 2,928 bp encoding a polypeptide of 975 amino acids and a 3′-UTR of 1,824 bp. The vector is based on glucocorticoid receptor inducible gene expression system. Thus, SSS4A::ZFN expression was tightly controlled and the phenotype in low concentrations 10uM of the glucocorticoid hormone dexamethasone (DEX). In plant cells, transient ZFN expression is achieved by direct gene transfer into the target cells. For an alternative, ZFN delivery and production of mutant plants using a tobacco transient expression system for indirect transient delivery of ZFNs into a variety of tissues and cells of plants. ZFN activity was determined by PCR and sequence analysis of the target site. ZFN induced plants were obtained in up to 2% of the PCR products, consisting of deletions ranging between 1and 100 bp and insertions ranging between 1 and 10 bp. Our results describe an alternative to direct gene transfer for ZFN delivery and for the production of mutated rice.