Relations of Need-for-Touch, Experiential Values and Online-Purchase Experience for Golf Equipment
0
조회
0
다운로드
0
인용
0
참고문헌
키워드
초록
The purpose of this study was to investigate the effect of NFT on experiential value and online-purchase experience, and the role of experiential value in NFT and online-purchase experience in golf equipment consumers. In this study, nationwide amateur golfers were chosen as a population, and 200 questionnaires were distributed to 8 golf courses in Seoul and Kyunggi Province using the convenience sampling method of nonprobability sampling methods. The 193 questionnaires that had been returned were analyzed except for unreliable responses. Statistical testing analysis was conducted using G*Power 3.0 s/w to calculate the minimum sample number required for PLS analysis and to confirm the appropriateness of the sample number. The researchers directly visited the sites and conducted the survey, which was completed using a self-administrated method. For data processing, SmartPLS 2.0 program was used to measure validity and reliability, correlation by factor, and the path coefficient. As a result, the following results were obtained. First, no direct effect of the perceived motive of NFT on online-purchase experience was shown. It was shown to be mediated by utilitarian values. Second, in an online purchase of golf equipment, the experiential value of consumers, that is, both hedonic values and utilitarian values were shown to positively influence online purchase experience. Third, in an online purchase of golf equipment, the perceived motive of consumers was shown to influence online purchase experience only via hedonic values and utilitarian values, which confirmed that the experiential value of consumers was very important.
Abstract
The purpose of this study was to investigate the effect of NFT on experiential value and online-purchase experience, and the role of experiential value in NFT and online-purchase experience in golf equipment consumers. In this study, nationwide amateur golfers were chosen as a population, and 200 questionnaires were distributed to 8 golf courses in Seoul and Kyunggi Province using the convenience sampling method of nonprobability sampling methods. The 193 questionnaires that had been returned were analyzed except for unreliable responses. Statistical testing analysis was conducted using G*Power 3.0 s/w to calculate the minimum sample number required for PLS analysis and to confirm the appropriateness of the sample number. The researchers directly visited the sites and conducted the survey, which was completed using a self-administrated method. For data processing, SmartPLS 2.0 program was used to measure validity and reliability, correlation by factor, and the path coefficient. As a result, the following results were obtained. First, no direct effect of the perceived motive of NFT on online-purchase experience was shown. It was shown to be mediated by utilitarian values. Second, in an online purchase of golf equipment, the experiential value of consumers, that is, both hedonic values and utilitarian values were shown to positively influence online purchase experience. Third, in an online purchase of golf equipment, the perceived motive of consumers was shown to influence online purchase experience only via hedonic values and utilitarian values, which confirmed that the experiential value of consumers was very important.
참고문헌 (20)
- Barbin, B. J., "Work and", or Fun: Measuring Hedonic and Utilitarian Shopping Value, 1994, pp.20(1), 644~656
- Bollen, K. A, "Structural equations with latent variables" (1989), New York: Wiley
- Browne, G., "Consumer reactions toward clicks and bricks: investigating buying behaviour on-line and at stores", Behaviour & Information Technology, 23(4), pp.237~245 (2004)
- Burke, R. R, "Do you see what I see? The future of Virtual Shopping", Journal of the Academy of Marketing Science, 25(4), pp.352~360 (1997)
- 차태훈, "온라인 쇼핑몰의 감각정보 제시가 지각된 품질 및 구매의도에 미치는 영향 : 후각 정보와 미각 정보를 중심으로", Information Systems Review, 8(2), pp.155~172 (2006), 한국경영정보학회
- Chin, W, "Issues and opinion on structural equation modeling", MIS Quarterly, 22(1), pp.7~16 (1998)
- Cohen, J. O, "Statistical power analysis for the behavioral sciences" (1998), Hillsdale, NJ: Lawrence Erlbaum
- Fornell, C. R., "Structural equation Models with unobservable variables and measurement errors", Journal of Marketing Research, 18(3), pp.382~388 (1981)
- 이정훈, "PLS 경로모형을 이용한 IT 조직의 BSC 성공요인간의 인과관계 분석", Asia Pacific Journal of Information Systems, 17(4), pp.207~228 (2007), 한국경영정보학회
- Mathwick, Charla, "Experiential value: Conceptualization, measurement and application in the catalog and Internet shopping environment", Journal of retailing, 77(1), pp.39~56 (2001)
- Nunally, J. C, "Psychmetric theory, 2nded" (1978), McGraw-Hill, New York
- 박철, "기업과 소비자간(B-to-C) 전자상거래에서 소비자 신뢰형성 요인에 관한 질적 연구", 소비자학연구, 13(2), pp.10~236 (2002), 한국소비자학회
- Parsons, A., "Sensory stimuli and e-tailers", Journal of Consumer Behaviour, 5(1), pp.69~81 (2006)
- Peck, J., "To have and to hold: The influence of haptic information on product judgments", Journal of Marketing, 67(1), pp.35~48 (2003)
- Peck, J., "Individual Differences in Haptic Information Processing: On the Development, Validation, and Use of the 'Need for Touch' Scale", Journal of Consumer Research, 30(4), pp.430~442 (2003)
- Ratchford, B. T., "model of consumer choice of the internet as an in- formation source", International Journal of Electronic Commerce, 5(3), pp.7~22 (2001)
- Ministry of Culture, "Sports White Paper", Sports and Tourism, ~ (2008)
- 성정연, "소비자의 제품 접촉욕구(Need-for-Touch) 성향이 온라인 구매경험에 미치는 영향", 마케팅연구, 23(1), pp.71~91 (2008), 한국마케팅학회
- Tenenhaus, M., "PLS path modeling", Computational statistics & Data analysis, 48(1), pp.159~205 (2005)
- Temme, D., "PLS path modeling, A software review SFB 649 discussion papers" (2006), Humboldt University, Berlin, Germany
