RISS 학술연구정보서비스

검색
다국어 입력

http://chineseinput.net/에서 pinyin(병음)방식으로 중국어를 변환할 수 있습니다.

변환된 중국어를 복사하여 사용하시면 됩니다.

예시)
  • 中文 을 입력하시려면 zhongwen을 입력하시고 space를누르시면됩니다.
  • 北京 을 입력하시려면 beijing을 입력하시고 space를 누르시면 됩니다.
닫기
    인기검색어 순위 펼치기

    RISS 인기검색어

      검색결과 좁혀 보기

      선택해제
      • 좁혀본 항목 보기순서

        • 원문유무
        • 원문제공처
        • 등재정보
        • 학술지명
        • 주제분류
        • 발행연도
          펼치기
        • 작성언어
        • 저자
          펼치기

      오늘 본 자료

      • 오늘 본 자료가 없습니다.
      더보기
      • 무료
      • 기관 내 무료
      • 유료
      • TWO HEALTH CLAIM REGULATORY SYSTEMS IN JAPAN: THE IMPACTS ON CONSUMER EVALUATIONS OF FOOD PRODUCTS

        Makoto Ono,Akinori Ono 글로벌지식마케팅경영학회 2016 Global Marketing Conference Vol.2016 No.7

        This study investigated the impacts of two different health claim regulatory systems, FoSHU (Foods for Specified Health Uses) and FFC (Foods with Function Claims) systems, in Japan on consumer evaluations of food products in terms of healthfulness. The FoSHU system was introduced in 1991 as an individual product approval system to allow product-specific health claims, while the FFC system was introduced lately in 2015 as a notification system like NLEA (Nutrition Labeling and Education Act) in the US. The latter system seems advantageous over the former in terms of shortening the product development period. However, the FoSHU system awards brand with a symbolic logo designed for FoSHU foods, whereas the FFC system does not. Which system leads to higher consumers’ healthfulness perceptions? The results of ANOVA showed that, if the health functions of the food product are not attributed to the product category, but to a specific food product brand, health claims have a strong impact on healthfulness. In contrast, if the health functions are attributed to the entire product category, health claims do not have a strong impact on healthfulness perception. In the latter cases, the FoSHU symbolic logo helps consumers to identify functional foods. Thus, in this study, it is suggested that, in Japan, the new US style health claim regulatory system is affective in the limited product categories. Public policy makers should recognize the important role of the symbolic logo for the previous system and consider introducing another logo to the new system.

      • ACTOR'S VS. OBSERVER'S PERSPECTIVES IN VLOGS

        Akinori Ono,Aoi Matsuzaki,Junya Kunitake,Katsumi Arita,Mao Sinya,Nao Nitta,Nobutaka Ninomiya,Risa Tsuboi,Tomoaki Nakamura 글로벌지식마케팅경영학회 2023 Global Marketing Conference Vol.2023 No.07

        Previous research has compared still images employing the actor’s perspective to those employing the observer’s perspective and found that the former increases service evaluations if the consumers are promotion-focused, whereas the latter increases service evaluations if the consumers are prevention-focused. The research compares three kinds of vlogs, i.e., vlogs employing the actor’s perspective, vlogs employing the observer’s perspective without the actor’s face, and vlogs employing the observer’s perspective with the actor’s face. The results show that the highest service evaluations are induced by the actor’s perspective in case of promotion-focused consumers, whereas they are induced by the observer’s perspective without the actor’s face in case of prevention-focused consumers.

      • DOES PHOTO SHARING VIA SNS REDUCE OR ENHANCE TRAVEL ENGAGEMENT AND ENJOYMENT?

        Akinori Ono,Ryosuke Shimizu,Yongyi Wang 글로벌지식마케팅경영학회 2018 Global Marketing Conference Vol.2018 No.07

        Previous research has found that taking photos during travel for the purpose of sharing with others via SNS (social networking sites) induces self-presentational concerns, which can decrease engagement and enjoyment of the experience. However, the previous studies have defined travel engagement and enjoyment too narrowly and failed to consider the heterogeneity in terms of the importance of photo-taking. While some travelers are reluctant photo takers and regard taking photos as a bother, others place more importance on photo-taking than sightseeing, and may therefore find it difficult to enjoy the travel experience without taking photos. To address these deficiencies, we modeled not only negative, but also positive relationships between photo-taking and travel engagement and enjoyment. The results showed that when taking photos, travelers who regard photo-taking as important were more engaged in the experience and enjoyed it more than travelers who regarded photo-taking as less important. Thus, this study provides a theoretical contribution to research on travel engagement.

      • HIGH-NFU (NEED FOR UNIQUENESS) CONSUMERS’ INTENTION TO GENERATEWOM ABOUT LUXURY GOODS

        Akinori Ono,Mai Kikumori,Haoying Wang 글로벌지식마케팅경영학회 2017 Global Fashion Management Conference Vol.2017 No.07

        In the context of the consumption of luxury goods, WOM generation seems to be an important way for individuals to express their identity. It has long been implied that luxury goods should be “conspicuous” because, generally, individuals are motivated to consume particular goods to communicate their social identity (cf. Belk, 1988; Berger & Health 2007). However, once individuals send positive messages about a luxury good, that item may be adopted by others whom they dislike. Thus, individuals may use moderation in generating positive WOM and prevent use of their favorite luxury brands from trickling down (Berger & Ward, 2010). In this regard, recent research has examined the effects of need-for-uniqueness (NFU) on consumers’ intention to generate word-of-mouth (WOM) and suggested that high-NFU consumers are unwilling to generate (positive) WOM because WOM results in the adoption of the product and would harm the consumers’ unique image (Cheema & Kaikati, 2010). However, they have focused on only one (avoidance-of-similarity) of the three types of NFU: avoidance of similarity (AS), unpopular choice counter-conformity (UCC), and creative choice counter-conformity (CCC) (Tian, Bearden, & Hunter, 2001). The purpose of this study is to examine how different types of NFU affect consumers’ willingness to generate WOM, considering the moderating role of product domain in the relationship between NFU and WOM. We examined the effects of types of NFU and product domain on positive WOM generation using a 3 (WOM sender type: high-AS/high-UCC/high-CCC consumers) × 2 (product domain: more identity-relevant, luxury vs. less identity-relevant, ordinary goods) between-subjects experimental design. The participants were 80 university students. We selected a high-quality coat as a luxury item and a high-end flash drive as an ordinary product. The former was represented as more identity-related than the latter. The results of ANOVA showed that three types of NFU have different effects on consumer’ willingness to generate positive WOM. High-AS consumers, as well as high-UCC consumers, are more unwilling to generate positive WOM, whereas high-CCC consumers are more willing to generate WOM; moreover, these effects are more pronounced when the consumers were referencing a more identity-relevant, luxury good. The implications of this study may help firms understand the factors that elicit or prevent WOM generation.

      • THREE KINDS OF ANTHROPOMORPHIZED BRANDS AND CONSUMER PREFERENCE: MEDIATING EFFECTS OF INSTRUMENTAL AND TERMINAL MATERIALISM

        Akinori Ono,Masaki Aiba,Koshi Takeda,Hanako Hokari,Tetsuya Ichikawa 글로벌지식마케팅경영학회 2018 Global Marketing Conference Vol.2018 No.07

        Consumers tend to anthropomorphize brands and treat products under the anthropomorphized brands as if they were human beings. Previous research has pointed out that there could be two kinds of anthropomorphized brands, i.e., servant and partner brands and claimed that typical consumers (non-materialists) prefer brands-as-partner, whereas materialists prefer brands-as-servant. However, there is room for improvement: (1) Previous studies have examined only brands-as-servant and brands-as-partner and brands-as-master have been ignored; and (2) they have regarded materialists as a unidimensional construct, though it can be divided into instrumental and terminal materialists. Thus, we conducted multiple comparison tests among the three kinds of anthropomorphized brands with a dataset of three kinds of consumers. The results showed that non-materialists, instrumental materialists, and terminal materialists prefer, brands-as-partner, brands-as-servant, and brands-as-master, respectively.

      • NEGATIVE IMPACTS OF ONLINE WORD-OF-MOUTH COMMUNICATION: THE ROLE OF ENVY

        Akinori Ono,Ryosuke Shimizu 글로벌지식마케팅경영학회 2018 Global Marketing Conference Vol.2018 No.07

        Previous research has suggested that if WOM (word-of-mouth) receivers are exposed to a video message in which a person tell that he/she had great effort to earn money and purchase a desirable product, they feel benignly envious and increase WTP (willingness-to-pay) for the recommended product; if they are exposed to another message in which a person tell that he had no effort to earn money and purchase the product, they feel maliciously envious and increase WTP for a related, but different, product. However, it may not be true in the context of e-WOM (electronic word-of-mouth) through SNS (social networking sites). This research conducted three laboratory experiments in the context of e-WOM, unlike the context of face-to-face WOM. The results showed that: (1) receivers were less likely to feel maliciously envious to friends and increase WTP for the products; (2) receivers were less likely to feel maliciously envious if they are exposed to the message as a tool for marketing; and (3) receivers were less likely to avoid the recommended product even though they feel maliciously envious if they have any other measures of retaliation. With these findings, this research contributes to a progress in the field of e-WOM through SNS.

      • WHAT DETERMINES ANIME PILGRIMS’ VISIT INTENTION AND DESTINATION LOYALTY?

        Akinori Ono,Ryosuke Shimizu,Sumiaki Kawamura,Yasuto Nishimori,Yuki Oguro,Sari Yamamoto 글로벌지식마케팅경영학회 2016 Global Marketing Conference Vol.2016 No.7

        Japanese animation, called anime, has long been regarded as a niche culture reserved for ‘nerds’ (otaku) in Japan. The word otaku refers to individuals who spend most of their time alone at home watching anime, reading comics (manga) and/or playing video games. However, in recent years, otaku, or anime viewers, have changed their behavioral patterns, resulting in a new transcultural movement. That peculiar phenomenon is known as anime pilgrimage, which involves traveling to locations that resemble particular scenes in anime pieces, even though the locations themselves may be ordinary places. Research on ordinary tourism has focused mainly on destination attributes as determinants of visit intention/destination loyalty. Research on film tourism places additional emphasis on the role of film involvement. We focus here on social influences. The results of structured regression analyses show that our new models were superior to previous models that omitted investigation of social influences. Furthermore, the results show that though, during the pre-trip period “within home”, anime nerds may expect that they will interact primarily with other nerds, they enjoy interactions with the local people while traveling. Such transcultural experiences result in higher destination loyalty during the post-trip period “beyond home”.

      • KCI등재

        Exploring the Customization Decision Support System Using Waypoint Solutions

        Akinori Ono,Kiyokazu Matsuura,Seiji Endo,Yuji Nakagawa 한국마케팅학회 2016 ASIA MARKETING JOURNAL Vol.18 No.1

        Product customization has been popular since Internet shopping began. Many firms have introduced customization configuration systems, allowing customers to choose a wide range of product attributes, attracting them to participate in the shopping process, and increasing customer satisfaction. Paradoxically, the attribute-by-attribute (AbA) choice in the customization process requires a high-information processing load resulting in shopper confusion. To reduce this confusion, the CvSS (customization via starting solution) system has recently been developed. However, this system provides solution support only for the starting point of the configuration process. Thus, in this study, the authors proposes the CvWS (Customization via Waypoint Solutions) system, which would greatly reduce the customer effort needed to complete the configuration process by using a novel approach to solve the nonlinear knapsack problem. The newly proposed system is theoretically compared with the AbA customization as well as the CvSS system. Also, its feasibility is discussed in the context of the nonlinear multiconstraint knapsack problem.

      • IS THE EFFECT OF LUXURY ADVERTISING ON CONSUMER EVALUATIONS OF FASHION BRANDS POSITIVE OR NEGATIVE?

        Akinori Ono,Yuka Eguro,Taichi Narisawa,Naoki Nomura,Takaya Sato,Yuna Sato,Yuta Shibamoto,Soichiro Yoshida 글로벌지식마케팅경영학회 2017 Global Fashion Management Conference Vol.2017 No.07

        Some clothing manufacturers and retailers use attractive endorsers on their advertising. However, according to recent research, consumers with low body esteem evaluate the clothing items more negatively when they try them on in the fitting room and find that they are inferior to the attractive advertising endorser wearing the same items (Dahl, Argo, & Morales, 2012). Is it always true? Should clothing companies not use attractive endorsers? When Dahl, et al. (2012) emphasized the negative impact of an attractive endorser and discussed body esteem, they implicitly assumed body-related consumption, in which consumers wear clothing items to enrich their physical appearance. However, other research on fashion has suggested that consumers often wear clothing items for self-expression (e.g., Piacentiti & Malier, 2004). Luxury fashion brands have been particularly regarded as symbols of wealth, so consumers wear luxury fashion clothing items to show off their high status (Shavitt, 1989; Wilcox, Kim & Sen, 2009). Thus, status-related consumption should be considered in addition to body-related consumption. Considering status-related consumption, this research introduces another kind of self-esteem, i.e., status esteem, which refers to how confident consumers are in their status. Assuming that there are two types of self-esteem, body esteem (or external esteem) and status esteem (or internal esteem), both of which are related to clothing, we hypothesize that consumers low in status esteem will evaluate a status-related product more positively than consumers high in status esteem when their consumption aligns (vs. when it does not align) with an attractive endorser even though they are low in body esteem. To test the hypothesis, we conducted three laboratory experiments. The result of multiple regression analysis showed that our hypothesis was supported. By suggesting that even consumers with low body and status esteem can evaluate status-related product positively, when finding that they are inferior to the advertising endorser in terms of body, this research expands our understanding on how attractive advertising endorsers affect consumer evaluation of clothing items focusing on two kinds of selfesteem, body and status esteem.

      연관 검색어 추천

      이 검색어로 많이 본 자료

      활용도 높은 자료

      해외이동버튼