검색결과

검색조건
좁혀보기
검색필터
결과 내 재검색

간행물

    분야

      발행연도

      -

        검색결과 10

        1.
        2018.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The importance of eWOM (electronic word-of-mouth) communication through online communities is increasing on a daily basis. This study analyzed how the relationship between eWOM (electronic Word-Of-Mouth) factor and eWOM communication depends on the cultural orientation of users in the online community. The research model was developed based on four cultural orientations of individual affect Social tie and usefulness. The model consists of variables such as social tie and perceived usefulness as predecessors of eWOM, four dimensions of cultural orientation (Horizontal Individualism, Horizontal Collectivism, Vertical Individualism, Vertical Collectivism), and eWOM. The model was tested empirically using the PLS (partial least squares) structure equation model. Survey was conducted for online community users in South Korea. Data was statistically validated whether fits on research model. The study results reveal that Social Tie have a positive effect on Perceived Usefulness. Social Tie and Perceived Usefulness have a positive effect on eWOM. 3 of cultural orientations (HC, VI, VC) have a positive effect on Social Tie. Only one of cultural orientations (HC) have an negative effect on Perceived Usefulness. Especially, horizontal collectivism (HC) shows strong correlation with perceived usefulness, whereas vertical collectivism (VC) shows weak correlation with perceived usefulness andvertical individualism (VI) shows strongly correlation with social tie, whereas horizontal individualism (HI) shows weak correlation with social tie. Based on the study results, customized service strategy could be formulated according to the different vertical styles and various eWOM factors.
        4,000원
        2.
        2018.04 KCI 등재 구독 인증기관 무료, 개인회원 유료
        For the past decade, the convenience of sharing information online has improved drastically with the development of smart devices and social media. Such changes have contributed to regarding online word-of-mouth (WOM) as one of the most important consumer information sources. Therefore, the purpose of this study is to examine online WOM effects (acceptance/redelivery intention) with the two-way interaction effects of fashion involvement and the market maven. The empirical study consisted of an offline survey that collected data from 341 respondents and analyzed the data by factor analysis, independent t-test, and two-way ANOVA with SPSS 20.0, producing the following results. First, the market maven effect was found to differ significantly based on the level of fashion involvement, and is also higher when fashion involvement is high. Second, fashion involvement primarily affected online WOM acceptance, while the market maven significantly affected redelivery intention. Moreover, fashion involvement and market maven had relevant two-way interaction with both of the online WOM effects. Third, market maven had measurable effects on WOM redelivery types (objective/subjective) and directions (positive/negative/ neutral), whereas fashion involvement did not have any primary effects on them. However, fashion involvement and market maven had two-way interaction effects on the positive and negative direction of WOM redelivery. Based on these findings, the study suggests the importance of investigating and understanding the complicated online WOM behaviors of consumers, specifically from both managerial and theoretical perspectives.
        4,900원
        3.
        2016.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        SNS (Social network service) characteristics are perceived to simplify use. We carried out empirical studies on these parameters to observe the impact on the image of catering SNS online by word-of-mouth. The subjects of the study were as follows: 32.3% (392 persons) 19 years old, 67.7% (821 persons) over 19 years, 51.0% (619 persons) in their 20s, 22.1% (268 persons) in their 30s, 17.6% in their 50s, and 9.3% (112 persons) over 50 years. After verifying the hypothesis proposed that SNS characteristics perceived the ease of use, the significant factor identified in usability were connectivity Speed (β=0.213), playfulness (β=0.246), information (β=0.115), and reciprocity (β=0.357). Dual reciprocity had the most impact. It was observed that a longer impact of these significant factors improved the feel and fun of use. If SNS companies cater to, quick and easy, diverse, reliable and latest information, they can increase the ease of use, and availability, depending on the goals. Also, significant factors in the SNS features and online word of mouth was playfulness (β=0.312), information (β=0.207), reciprocity (β=0.066) and perceived ease of use, and usefulness (β=0.293), double playfulness had the maximum impact. These features provided more fun, reliable information, and could quickly deliver the latest information. The more the perceived usefulness, and ease of use, higher was the online word-of-mouth effect. SNS usage characteristics of connectivity Speed did not show any statistical significance in online word-of-mouth. Thus, catering businesses need to find ways to increase the ease of use, make the usefulness multifaceted, constantly checking the catering information on the SNS and ensuring to get the latest information is from diverse and reliable sources. This would increase the fun for the customer making the SNS to actively be utilized as a marketing tool.
        4,000원
        4.
        2016.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The purpose of this study was to investigate the effects of power blog self- presentation and on-line shopping mall reviews on the word of mouth (WOM) effect and apparel purchasing behavior. Consumers living in Seoul and Gyeonggi received questionnaires. There were 303 usable forms that could be analyzed by descriptive statistics, factor analysis, Cronbach’s alpha, and regression analysis. The results were as follows: There was a significant effect of power blog self-presentation such as interactivity, media effect, and business intention on information acceptance through WOM. Power blog self-presentation, such as interactivity and business intention, affect information delivery by WOM significantly. There was a significant effect of review consideration, such as agreement, usefulness, enjoyment, and purity, on information acceptance of WOM. Reviews describing enjoyment, purity, and usefulness affect information delivery of WOM significantly. Business intention, media effect, and purity directly affect apparel-purchasing behavior, and affect the WOM effect as a mediator variable and then purchasing behavior. Whereas, interactivity, overstatement, and enjoyment affect the WOM effect as a mediator variable, and then affect overall purchasing behavior. Therefore, fashion firms consider active interaction with power blog visitors and promote the way of enjoying with fun through review of apparel on-line shopping mall when they try to implement viral marketing with WOM effect.
        5,100원
        5.
        2015.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The study is focused on analyzing the SNS using characteristics of the people surveyed, as for the SNS acceptance channel of the food service corporations, accounted voluntarily for 71%. The SNS food service information regarding information of menu, location of store, price, coupon, taste evaluation, event, promotion, reservation and store atmosphere was researched. The most preferred information sharing for SNS food service were researched and found Facebook, blog and others in increasing order. The most preferred media to obtain SNS food service information were smart phone, desktop computer and others. The result of verifying differences in the perceived ease of use were also evaluated according to the food service corporation of SNS using characteristics of the people and was found: the longer period of SNS use, longer was access time: more number of visiting times, higher perceived ease of use. As for the difference in the perceived service value: longer the period of SNS use, more preferred was the blog: the more number of visiting times, the higher perceived service value. As for the difference in the online mouth-to-mouth intention: longer the period of SNS use, longer was access time: the more number of visiting times, the higher online mouth-to-mouth intention. Therefore, these research results provide useful implications in the working-level aspects such as providing basic data and the academic approach of the study, when the food service corporations establish marketing strategies through SNS.
        4,200원
        7.
        2011.06 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The current research identified the impacts of WOM(Word-of-Mouth) regarding dining experience and the factors which were likely to influence them. Specifically, this study is examined from the perspective of WOM recipient`s in on-line settings. For the purpose of this research, online survey was used and a total 203 online questionnaires of respondents who had experienced restaurant reviews and recommendations via internet last 6 month were analyzed. Overall, the results indicated that in aspects of WOM recipients, the impacts of WOM were ``visit intention``, ``re-WOM intention`` and ``source credibility`` affected ``WOM acceptance`` in this process. Additionally, ``online homophily`` and ``message vividness`` had a positive effects(p<0.001) on builiding source credibility. By clarifying the process between on-line WOM of restaurant consumers and their actual visit, this study intend to provide basis which can be used for restaurant industry`s effective marketing activity.
        4,000원
        9.
        2015.02 KCI 등재 서비스 종료(열람 제한)
        최근 온라인 게임은 콘텐츠 자체뿐만 아니라 운영 서비스가 종합적으로 작용하여 성장을 이루고 있다. 그러나 기존의 연구에서는 게임운영 서비스 품질에 비해 게임의 콘텐츠 특성에 많은 초점을 두고 연구가 수행되고 있다. 본 연구는 온라인 스포츠게임을 연구 대상으로, 게임의 콘텐츠특성과 운 영 서비스품질이 유저의 지속이용의도와 구전의도에 미치는 영향을 기대충족 모델을 적용하여 분석 하고, 그에 따른 지속 서비스를 위한 유저 풀을 확대 및 확보하는데 어떠한 노력을 기울여야 하는지 에 대하여 학술적 및 실무적 시사점을 제시하였다. 연구결과, 게임 컨텐츠 특성인 현실성은 기대충족 까지도 영향을 미치는 게임 콘텐츠의 주요한 변수임이 밝혀졌으며, 운영 서비스 품질인 공감성은 기 대충족에도 영향을 주어 구전의도를 일으키는 직·간접적 역할을 하고 있음을 확인할 수 있었다.
        10.
        2014.10 KCI 등재 서비스 종료(열람 제한)
        본 연구는 기존에 존재하는 다양한 형태의 게임에 대한 선행 연구를 기반으로 모빌리티와 소 셜 요인을 부각시킨 새로운 게임형태인 모바일 소셜 네트워크 게임에 대해 연구하고 기존의 게 임과는 차별화된 모바일 소셜 네트워크 게임의 특성이 게임 유저들의 온라인 구전에 미치는 영 향에 대해 분석하였다. 그 결과 사용자 간의 상호적 관계, 시간과 장소의 구애를 받지 않고 지 속적인 접속이 필요 없는 특성들이 몰입을 증가 시킨다는 사실을 밝혀냈다. 하지만 미디어와 상호작용 과정 속에서 개인이 지각하는 사회적 실재감과 비동기성은 만족에 영향을 미치지 않 은 것으로 나타났다. 또한 이러한 몰입은 만족보다 온라인 구전에 많은 영향을 미치는 것으로 나타났고 이러한 연구결과는 향후 국내 모바일 소셜 네트워크 게임 산업의 지속적인 발전에 기 여할 수 있는 참고자료가 될 수 있을 것이라고 기대한다.