จำนวน Repository ( 720 )
มโนทัศน์การตลาดบริการของธุรกิจคาเฟแนวอัตลักษณ์แบบสร้างสรรค์
The purposes of this research were 1 ) to study the consumer demographic characteristics of creative identity cafes. 2) To study the level of factors affecting the marketing concept of creative identity cafe business service. And 3) to analyze the components of the marketing concept of the creative identity cafe business service. The sample group used in the research was a group of 4 1 0 consumers who used to use the services of creative identity cafes. This is a quantitative and qualitative research collecting data by using questionnaires and semi- structured in- depth interviews. The statistics used in data analysis were frequency percentage mean standard deviation factor analysis and content analysis. The results showed that: 1 ) the demographic characteristics of consumers of creative identity cafes found that most of the consumers who used the service were female aged between 2 0 - 2 9 years old with bachelors degree as a student with an average monthly income of about 10000 baht per month living in a family with about 3-4 people and living in a detached house. 2) Factors affecting the service marketing concept of the creative identity cafe business it was found that all 70 variables had an overall average between 3.84-4.42 indicating that consumers were focusing on this aspect at a high level. The highest variable affecting the service marketing concept of the creative identity café business was variable 67 which was the creative identity café business that was cleaned regularly followed by variable 40 found that the employees were enthusiastic to serve. The least important variable among consumers was the 8th variable which was the food and beverages variable that indicated nutritional value and 3) the components of the marketing concept of the service business of the creative identity cafe business consist of 5 components as follows: 1) Sanitary 2) Spot ( the point that is easily accessible) 3) Perceived Value 4) Aesthetic 5) Marketing. And from the results obtained from the quantitative analysis and the results of the semistructured in- depth interviews in the qualitative research the researcher has developed a marketing concept in the service of the creative identity cafe business. Its called SSPAM Model. To provide customers with services from products that are meticulously crafted and beautiful with safety and hygiene standards that are worth more than the price paid including services with convenience speed and easy access.
กลยุทธ์การตลาดธุรกิจสตาร์ทอัพด้วยนวัตกรรมผลิตภัณฑ์สมุนไพรแปรรูปจากใบพลู จังหวัดสมุทรสาคร
The purposes of this research were to 1) study marketing opportunities of Samutsakorn’s processing herbal product with betel leaf 2) present the marketing strategy of startup business in processing herbal product. with betel leaf The samples were 1) person has problem about skin and person interest for thai herbal product 2) entrepreneur of startup business about processing herbal product with betel leaf 3) farmer group grow betel tree in Samutsakorn Province. The research instruments were depth interviewing and descriptive analysis. According to the research process it found that the great market trend for Thai herbal product and increasing capability of entrepreneur of startup business about processing herbal product with betel leaf is market opportunities for processing herbal product. Moreover marketing mix strategies of processing herbal product with betel leaf consisted of product strategies price strategies place strategies promotion strategies which could be used to recommend the marketing strategies in order to meet future local and national market needs.
การศึกษาสภาพปัญหาด้านการเขียนภาษาอังกฤษของนักศึกษา สาขาวิชาภาษาอังกฤษธุรกิจ มหาวิทยาลัยเทคโนโลยีราชมงคลพระนคร
The purpose of this study is to study the statement of problems in English writing and its relevant factors. The population and sample are students in the faculty of Business Administration in Business English Program Rajamangala University of Technology Phra Nakhon. The samples were 116. The research methodology is suNey research which is mixed method using both qualitative and quantitative method. The research instrument is questionnaire in English writing problems. The analysis of data conducted both descriptive statistics which are frequency percentage average and standard deviation and inferential statistics which are student-t and F statistics to analyze pair statistical differentiation of Shaffe method and the analysis of correlation coefficient. The results of the study can be depicted as follow: the highest frequency of the sample are sophomore students the high school grade of 12 average GPA in the range of 2.50-3.50 having experience in a Language school. The descriptive statistics of the sample parents are self-employed average monthly income of 30000 baht. The results about English writing problems are: incentive to write English at a high level English writing problems of overall sample at a high level. Sort the problems as follows: sentence structure grammatical and the use of words. Factors related to the writing problems in English showed that gender and parents occupation are statistically significant at 0.05 in writing English. The motivation to write English is related to problems in writing English without statistical significance.
เกมล่าโบราณวัตถุในสภาพแวดล้อมโบราณสถานเสมือนจริง
The objectives of the project study were to 1) create the treasure hunting in a real ancient ruin simulation game 2) evaluate suitability of the treasure hunting in a real ancient ruin simulation game and 3) assess satisfaction of game players to the game. The data collected by selective method consisted of 2 sample groups including 3 experts to evaluate suitability of the game who were specialist about 3D VR Game Design and History and 30 game players the treasure hunting in a real ancient ruin simulation game who were ages between of 15-35 years. Statistical data analysis was mean and standard deviation. The results showed that the treasure hunting in a real ancient ruin simulation game overall satisfaction was at a high level (𝒙̅=3.83 S.D.=0.50). Players of the treasure hunting in a real ancient ruin simulation game had overall satisfaction was at a high level (𝒙̅=4.35 S.D.=0.65).
ปัจจัยส่วนประสมทางการตลาดที่ส่งผลต่อความภักดีในแบรนด์ขนมหวาน
This research aims to study 1) personal factors affecting confectionery brand loyalty 2) and the service marketing mix factors affecting confectionery brand loyalty. The service marketing mix can be used to create a change in consumer behavior to buy and drive subsequent purchases. Samples were drawn from a population aged between 15-60 years in Bangkok for 400 people sampling. The data collection was done by an interview with questionnaires. The statistics used to analyze the data were descriptive statistics like mean and standard deviation while inferential statistical analysis was T-test F-test and regressing analysis. The results were as follows: 1) most samples were female with Bachelors degrees single status private employee status and a monthly income of 10001-15000 baht. 2) Service marketing mix factors had a high impact on brand loyalty. If sorted in descending orders those are product personnel and process respectively. 3) Demographic factors affecting the brand loyalty of dessert when different levels of education had different effects on purchasing intention and complaint behavior while tested statistically significant at the 0.05 level. 4) The statistical correlation tested in the service marketing mix found a relationship with brand loyalty in all aspects of the services marketing mix with confectionery. The most correlated values were physical components at a moderate level followed by marketing promotion and distribution at an average level. Personnel products and prices had an effect at low levels respectively.