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1 – 10 of 45Joonheui Bae, Sang Jin Kim, Kyung Hoon Kim and Dong-Mo Koo
The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the…
Abstract
Purpose
The purpose of this paper is to investigate the relationship between game items and mood management to show the affective value of game items. Specifically, the study examines the impact of interaction between two negative mood states (stress vs boredom) and types of game items (functional vs decorative) on the purchasing intention of game items.
Design/methodology/approach
Two experiments were conducted to predict the outcomes of using game items.
Findings
Game users effectively manage their level of arousal and mood valence using game items. The selective exposure theory provides additional understanding of different purchasing behaviors, suggesting that stressed users are more likely to purchase decorative items while bored users purchase functional items to manage their mood.
Research limitations/implications
The study results show the affective role of game items in mood management. While previous studies focused on the cognitive and functional aspects of purchasing game items, this study extends the value of game items as augmented products.
Practical implications
When launching new games, companies should provide game users free game items for mood management. In addition, to increase intervention potential and behavioral affinity, marketers need to develop and launch more game item types.
Originality/value
This study extends the understanding of affective value of game items by applying mood management and selective exposure theories to explain the purchase intention of game items.
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Keywords
Qi Jiang, Miyea Kim, Eunju Ko and Kyung Hoon Kim
The purpose of this study is to develop the scale of the metaverse experience and examine the effect of the metaverse experience on consumer happiness in luxury brands.
Abstract
Purpose
The purpose of this study is to develop the scale of the metaverse experience and examine the effect of the metaverse experience on consumer happiness in luxury brands.
Design/methodology/approach
A survey was distributed to metaverse users from general participants in the Republic of Korea. To reach this goal, the domain of the metaverse experience is defined, items are created through qualitative interviews, the initial scale is refined and then the scale is tested. A total of 262 valid responses were used for exploratory factor analysis (EFA), and 238 data were used for confirmatory factor analysis (CFA). The hypothesis was tested using structural equation modeling (SEM) and SmartPLS 3.0.
Findings
The results showed that the metaverse experience comprises three sub-constructs, namely fantasies, feelings and fun. Also, the metaverse experience affects consumer happiness positively in luxury brands.
Originality/value
This study investigates consumer experience in the metaverse environment. The authors examined the metaverse experience based on the experiential aspects of the consumption of luxury brands and develop the scale development of the metaverse experience. Furthermore, the relationship between metaverse experiences and consumer happiness provides a new perspective in studying metaverse marketing strategy and customer service creation.
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Xiaolei Yu, Xuxiang Cheng, Kyung Hoon Kim and Huanzhang Wang
This study aims to explore how perceived usefulness and perceived ease of use affect users' sensory experience and behavioral experience in the metaverse context, and explore the…
Abstract
Purpose
This study aims to explore how perceived usefulness and perceived ease of use affect users' sensory experience and behavioral experience in the metaverse context, and explore the significance of building a metaverse platform for companies, and provide management enlightenment for corporate development.
Design/methodology/approach
Data were collected from 329 online participants and analyzed using structural equation modeling and hierarchical regression.
Findings
Perceived usefulness and ease of use have a significant influence on customer sensory experience and behavioral experience in the metaverse. Sensory experience mediates the influence of perceived usefulness and availability on behavioral experience. Social presence positively moderates the influence of both usefulness and ease of use on sensory and behavioral experience. In other words, perceived usefulness and perceived ease of use in the metaverse situation affect sensory experience through social presence, and then affect behavioral experience.
Originality/value
This research clarifies the effect of usefulness and ease of use on customer sensory and behavioral experience. It confirms the positive moderating role of social presence and the mediating role of sensory experience in the influence pathway between perceived usefulness, ease of use, and behavioral experience. From the perspective of management, this study provides theoretical support for the positive impact of corporate metaverse platform building on customer brand experience in the future, and provides impetus for companies to pay attention to improving the usefulness and ease of use of their metaverse platform.
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Honglei Liu, Sang Jin Kim, Huanzhang Wang and Kyung Hoon Kim
The purpose of this paper is to understand how market uncertainty affects sustainability management for long-term survival and growth.
Abstract
Purpose
The purpose of this paper is to understand how market uncertainty affects sustainability management for long-term survival and growth.
Design/methodology/approach
Structural equation modeling is applied to evaluate the research model using data from a survey of 210 firms in China.
Findings
Empirical findings show that market uncertainty encourages entrepreneurship, which is an impetus for sustainability management. Economic and environmental responsibility positively affects balanced scorecard, but social responsibility does not.
Research limitations/implications
The study results show that economic and environmental responsibility is essential for success, but social responsibility appears to lack effect. Therefore, future research might further explore why social responsibility fails to enhance corporate performance.
Practical implications
When firms consider sustainability management for long-term survival and growth, they should not only strive to grow regional economic benefits but also adhere to environmental regulations and protect the local ecosystem.
Originality/value
This study observes how market uncertainty, entrepreneurship and corporate sustainability (economic, environmental and social responsibility) affect the overall performance of firms in China.
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Honglei Liu, Chang Suk Choi and Kyung Hoon Kim
This study discusses the sources of value co-creation and its effects on businesses using social platforms such as Facebook, Instagram, Twitter and blogs.
Abstract
Purpose
This study discusses the sources of value co-creation and its effects on businesses using social platforms such as Facebook, Instagram, Twitter and blogs.
Design/methodology/approach
A total of 301 survey responses were selected. The selected respondents indicated that they lived in South Korea, had an occupation as a private business or marketer and had used a social platform one or more times a day. The hypotheses were tested using a structural equation model.
Findings
The study reveals that the source of sustainable value co-creation between social platforms and businesses positively affects the competitive advantage of maintaining businesses. This advantage reveals an integrated relationship that leads to the successful financial performance of businesses through online word of mouth and customer satisfaction. Moreover, this study finds that the relationship between variables differs by social platform types (unidirectional vs bidirectional service).
Research limitations/implications
The results of this study explain the relationship between value co-production, value-in-use, SCA and long-term performance. However, this study focused on private business and marketing staff working in companies in South Korea. Accordingly, more countries in which social platforms are widely utilized should be taken into account to help generalize the empirical findings.
Practical implications
There is a difference in the relationship between co-creation activity and cost advantage/long-term performance in accordance with the service type of a social platform. The results indicate that a bidirectional service is a more powerful tool for cost advantage and long-term performance.
Originality/value
This study focuses on the role of value co-creation in social platforms to ensure companies’ sustainable competitive advantage and performance. The results of this study will help companies develop online marketing strategies using social platforms.
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Kyung Hoon Kim and Yong Man Jung
With the growth of the internet, more attention is being paid to new uses of the internet. This study examines loyalty to ‘virtual communities’ that internet users participate in…
Abstract
With the growth of the internet, more attention is being paid to new uses of the internet. This study examines loyalty to ‘virtual communities’ that internet users participate in. A research model is developed to describe the relationship between website evaluation factors and virtual community loyalty. Results are consistent with the predictions of the model.
Eunju Ko, Eunyoung Kim, Charles R. Taylor, Kyung Hoon Kim and Ie Jeong Kang
To discover whether there are market segments for the fashion industry that cut across countries and respond differently to advertising messages.
Abstract
Purpose
To discover whether there are market segments for the fashion industry that cut across countries and respond differently to advertising messages.
Design/methodology/approach
A survey was administered to Korean, European, and US female consumers. Cluster analysis is used in an attempt to identify lifestyle segments that cut across cultures.
Findings
Four cross‐national market segments are identified. These segments can be labeled as follows: “information seekers,” “sensation seekers,” “utilitarian consumers,” and “conspicuous consumers.” Findings also reveal that fashion lifestyle segment had a stronger effect on the reaction to a set of three ads for a major global fashion company (one each from the French, Korean, and US editions of Vogue magazine) than did consumer nationality.
Practical implications
Findings suggest that it is viable and perhaps desirable for global marketers in the fashion industry to target cross‐national market segments as opposed to developing individual segmentation schemes for each country.
Originality/value
Relatively few studies examining the viability of cross‐national segmentation have been studies. The study provides insight on building global brand equity and suggests standardized advertising is appropriate for some fashion marketers.
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This study explores archetypes of luxury brand Chanel through the use of visual narrative art created from studying consumer blog entries. The chapter describes visual narrative…
Abstract
This study explores archetypes of luxury brand Chanel through the use of visual narrative art created from studying consumer blog entries. The chapter describes visual narrative art as a qualitative research tool. Mapping contexts and stories that blog entries describe figure out the archetype of the brand. This study extends understanding of archetypes of luxury brand from different consumers’ perspectives.
Details
Keywords
Prospects for East Asia in the second quarter of 2015.
Details
DOI: 10.1108/OXAN-DB198137
ISSN: 2633-304X
Keywords
Geographic
Topical
China's tobacco industry.