This study examined motivation to use omni-channel services on mobile devices in fashion stores and the effects of such usage motivation on brand purchase intention through continuous and affective commitment. Data were collected on consumers in their 20s and 30s who experienced omni-channel services during shopping for or purchasing fashion products. An online survey asked 413 consumers to rate their brand purchase intention. Sub-levels of each variable were examined using SPSS 25.0, followed by confirmatory factor analysis using AMOS 19.0. In addition, path analysis using structural equation modeling was applied to analyze associations between variables. The statistical results were mixed. First, only two dimensions of usage motivation for omni-channel services, hedonic and relational motivation, had positive effects on continuous and affective commitment. Second, continuous commitment had a greater effect on purchase intention of brands that provided omni-channel services than it did on affective commitment. Third, of the dimensions of usage motivation, utilitarian motivation had a direct influence on purchase intention in the modified model, while social motivation did not affect service commitment and purchase intention. Finally, our findings suggest that brand loyalty can be built by encouraging service commitments through hedonic and relational motivation, based on the usability of omnichannel services.
본 연구는 공연예술분야에서 소비자에 대한 중요성이 계속 높아지고 있으며 소비자 를 극장으로 끌어들이는 전략 또한 점점 다양해지고 있는 시점에서 보다 적극적 인 대응을 위하여 특히 온라인 매체의 하나인 SNS를 공연예술 마케팅에 반영하는 연구의 필요성이 커지고 있다고 사료된다. 이에 본 연구에서는 점차 경제적 중요성과 비중이 커져 가고 있는 국내 공연예술 시장을 중심으로 SNS특성이 관람객에게 미치는 영향에 대한 실증 분석을 통해 마케팅전략을 위한 시사점을 제시하고자 한다. 본 연구의 목적은 공연예술 업 계의 효율적인 고객관리전략과 마케팅전략을 수립하기 위한 것으로 공연예술 관람객를 대 상으로 SNS특성에 대한 인식을 파악하고 관람자의 지속적 이용의도에 미치는 영향관계를 파악하고자 하며, 또한 SNS특성이 관람객의 태도와 몰입에 미치는 인과관계를 실증분석하 고자 연구를 진행하였다. 본 연구의 실증분석 결과, SNS특성에 대한 평가가 좋아지면 좋아 질수록 공연예술에 대한 태도와 몰입이 증가하는 것으로 나타났고, 공연예술에 대한 태도 와 몰입이 증가하면 증가할수록 관람자의 지속적 이용의도가 증가하는 것으로 나타났다.
The 2013 Korean Gaming White Paper suggested that the mobile gaming market has a potential for the future value realization. The market of mobile games exploded by 89.1% compared to 2011 and the market share almost doubled. With higher infiltration and performance enhancement of the mobile devices, accompanied by the growth in the mobile advertisement market, fueled the development of the relevant infrastructure and the business model, which is the basis of our anticipation on the gaming industry to grow further. Unlike the weight it carries in our society, the literatures in the field of mobile games are scarce, which is why we conducted this study. In this study, we will focus on the characterizing factors of the mobile game and their relationship with immersion in order to identify with proofs the intent of their users for continued, repeated usage of the mobile games using statistical methods. The purpose of this study is to identify the characterizing factors of the mobile games that affect the intent for repeated usage and immersion, with a view to contribute to the development of the mobile games and the mobile gaming industry. The result of the evidentiary analysis revealed that the internal and external factors of the mobile games did have positive impacts on immersion into them, and the immersion into the game positively affected the intent for repeated usage. In addition, we examined the differences between genders in terms of the influence from the characterizing factors onto immersion, which revealed statistically significant differences between the genders and was reflected in our consideration on the implication of this study.