• Title/Summary/Keyword: 이용자 충성도

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Factor Analysis for the Promoting from CRM Marketing under Social Network Service - the e-Coupon of Facebook (SNS 환경에서 CRM 마케팅 활성화를 위한 요인 분석 - 페이스북 팬페이지 e 쿠폰 발행을 매개로)

  • Yoon, Jinsung;Lee, Seoukjoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.1619-1622
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    • 2012
  • 최근의 인터넷환경하에서 고객들과의 소통을 통한 관계의 이해와 관리 필요성이 증가하면서 고객관계관리(Customer Relationship Management, CRM)가 중요한 기능으로 고려되고 있다. CRM은 인터넷의 발달과 함께 e-CRM으로 발전되었으며, 최근 소셜 네트워크 서비스(Social Network Service, SNS)가 활성화되면서 s-CRM으로 변화하고 있다. SNS 는 자기를 표현하는 프로필과 사용자 간의 연결을 통한 소통으로 구성되어 있으며, 사용자간의 의견교환을 통한 자발적인 홍보와 노출뿐만 아니라 고객과 기업의 직접적인 커뮤니케이션 창구로서 CRM 마케팅을 펼치기에 적합하다. 본 연구는 SNS 중 현재 가장 많은 회원을 보유한 페이스북 팬페이지에서 e 쿠폰 발행을 매개로 소셜 네트워크 이용자들을 대상으로 충성 고객을 확보하기 위한 요인들을 분석하였다. 본 연구 결과는 페이스북 기업 팬페이지의 좋아요, e 쿠폰 발행, e 쿠폰 사용내역에서의 각 요인들의 영향을 분석하였다.

The Effect of SNS Prosumer Activity Characteristics and Relationship Quality on User Satisfaction and Loyalty Intention (SNS 프로슈머활동 특성과 관계품질이 이용자만족과 충성의도에 미치는 영향)

  • Kwon, Do-Hee;Cho, Chul-Ho
    • Journal of Korean Society for Quality Management
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    • v.47 no.1
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    • pp.125-138
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    • 2019
  • Purpose: The present research was designed to explore a causal relationship among SNS prosumer characteristics, relationship quality, user satisfaction, and loyalty intention, and we intended to explore mediating role of relationship quality in the causal relationship. Methods: As survey tool, questionnaire that had obtained validity and reliability through literature survey and pretest survey, and sample 214 was analyzed using SEM analysis method. Results: All theoretical relationships, except the relationship between information provision and relational quality, proved to be significant. The relationship quality plays an important intermediary role in the research model. Conclusion: The characteristics of SNS prosumer activity can be summarized by interaction and informational provision. To increase user satisfaction and loyalty, it is necessary to support these characteristics and strengthen relationships with customers.

A Study on Service Quality Evaluation Model and Priority of Quality Factors in Customer Center

  • Park, Deuk
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.159-165
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    • 2020
  • In spite of various studies on the service quality of customer center, the previous studies are mainly focused on the studies on the relationship between customer satisfaction and loyalty, rather than on the evaluation model of service quality. In this study, we reviewed the service quality of customer center factors discussed in previous studies and developed a hierarchical model for measuring customer service quality based on Brady and Cronin's (2001) model. The first level consists of interaction (process) quality, physical environment (system) quality, and outcome quality, and the second level consists of kindness, positiveness, professionalism, systematic, convenience, accessibility, accuracy, promptness, and reliability. In addition, based on the developed hierarchical model, the priority of each factor that customer center users consider important is analyzed by AHP methodology. As a result, the interaction quality was important in the first level, and professionalism, kindness, and accuracy were important in the second level. Such a study can be a guideline for establishing a standard for evaluating the service quality of customer center or for managing more importantly in practice.

An Exploratory Study on the Introduction of Loyalty to Segmentation of Theme Park Users (주제공원 이용자의 시장세분화를 위한 충성도의 사용가능성 검토)

    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.1
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    • pp.1-11
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    • 1998
  • The purpose of this paper is twofold : to identify loyalty applicable to segmentation of theme park users and to find characteristics of the segments. Thetheme park was regarded as a product and Lotte World was regarded as a brand. One hundred thirty five college students were selected by nonprobability sampling for two waves thirty of data collection. Both behavioral and attitudinal dimension of loyalty were measured in the first wave by the proportion of visit of the Lotte World to 3 major theme parks for one year, including the Lotte World, and by calculating the mean score of selected 7 attitudinal items, respectively. After 14 weeks, the same respondents were asked the number of actual visits of the Lotte World. Medians of two dimensions and cluster analyses were utilized to classify the respondents into 4 categories : high, spurious, latent, and low loyalty. Then ANOVA and $$\chi$^2$ test of independence were conducted to find the difference in intention to visit the Lotte World and actual visitation of it among groups. Only intention was significantly different by the group and the mean score of intention was highest in the high loyalty group. Although no statistical difference was found in actual visitation among groups, the theory of planned behavior provided a theoretical support to conclude that the loyalty is a useful variable for segmentation of theme park users because intention is an antecedent variable to the behavior. Discriminant analyses showed that characteristics of each loyalty group can be differentiated by motivations and constraints. When median was a group classification criterion, 73.2 percent of high loyalty group was correctly classified. A few comments were suggested on data collection, and inclusion of new discriminant variables was discussed for the future research.

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The Study of Recovering trust and Rebuilding Loyalty on Applications services in SmartPhone: Focusing on Service Type (스마트폰 앱에서 서비스 유형에 따른 신뢰 회복 및 로열티 재구축에 대한 연구)

  • Choi, Hun;Choi, Yoo-Jung
    • Management & Information Systems Review
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    • v.33 no.1
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    • pp.65-81
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    • 2014
  • Although the study of IT services has increased in recent years, few study have focused on trust based recovery process. Additionally, users of IT services have different use purpose depending on service type. Therefore, the purposes of this research is to propose trust recovery model of smartphone applications and to examine the moderating effect of service type on the use of smartphone applications. To achieve research purposes, we suggested service failure type using the scenario technique and empirically verified by conducting survey. The results showed that the procedural justice and interpersonal justice have influence on trust and trust had an effect on the all quality factors (system, information, service quality). Also, information quality and service quality had an effect on the customer loyalty. Finally, service type had significant moderating effects on the relationship between perceived justice and quality.

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An Empirical Study of Customer's Repeat Visit Frequency on the Internet (인터넷 이용자들의 웹사이트 재방문 빈도에 관한 실증적 연구)

  • Lee, Suke-Kyu
    • Journal of Global Scholars of Marketing Science
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    • v.11
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    • pp.129-146
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    • 2003
  • This study explores whether a NBD type of model can be applied to characterize the underlying frequency distribution of online consumer's visit behavior. In this study, the following two research questions are addressed: (1) How can we characterize the underlying distribution pattern(s) of the number of repeat i i visits to a site? (2) How can consumer's Internet usages and his/her demographics affect the average number of visits to the site? Through the empirical investigation, this study found that NBD models are directly applicable to characterize the underlying distribution of visit frequency on the Internet. Furthermore, this study addresses some managerial implications for understanding how site visits are determined. Especially this study highlights the relationship between repeated visits and the visitors' Internet Usages and demographics. The proposed models are estimated and validated by online panel data that covers more than 1000 different sites and has 800,000 observations.

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Evaluating and Categorizing Brand Assets of Full-Service Carriers and Low-Cost Carriers (대형항공사와 저비용항공사의 브랜드 자산 평가와 유형화)

  • Jeong, Seung-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.442-454
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    • 2021
  • Many domestic and international airlines that experienced dramatic recession due to COVID-19 pandemic are carefully being ready to normalise operations as a number of governments has begun to vaccinate for COVID-19. So with the same market share from domestic to short distant international services, the competition between Full Service Carriers (FSC) and low cost carriers (LCC) is anticipated to be more intensive. To explore the concepts such as the perception, value, attitude and faith of the object, this study implements Q methodology proposed to complement the limitations of quantitative and qualitative research methodology. As a result, the consumers of airlines' brand are divided into three types - the type of utility seeking, value-oriented and task-related. Using Q samples which consist of 25 statements, this study specifically approached the traits of each type by observing the subjectivity with the comparative P sample group that is made up for 20 participants. By discovering the type of FSC and LCC's brand asset and comparing the recognition of consumers, not only does this study evoke the need for a strategic direction of the effective management of Airlines' Brand asset but also have a signification in the way that especially provide hypotheses for follow up studies.

Un-subscribing; Categorization of Subscription Services with Satisfaction Factors and the Reasons for Exit (구독서비스 유형별 소비자 만족도 및 해지 사유 연구)

  • Suh, YouHyun;Kim, Rando
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.125-133
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    • 2021
  • This study investigated to explore the broadened concept of the subscription service market and categorize of the subscription market and its consumer behavior. We examined the satisfaction of the service users and the reasons for terminating the subscription. Survey respondents were 443 people in their 20s and 30s, who actively use subscription services. As a result of the survey it was found that users in their 20s were more satisfied with the overall subscription service than those in their 30s, and that user's residential areas were evenly distributed regardless of metropolitan area or non-metropolitan area. As a reason for the cancellation of subscription service: the lower the novelty of subscription, the less personalization tailored to consumer, the lack of feeling self-growth while using the service, and the more termination is made. Our findings have magnified the understanding of consumers behaviors in the age of 20s and 30s of using and terminating subscription service and hopefully be used for future studies of subscription services.

The Effect of Use Value and Benefit Attributes of Mobile Online Games on Use Satisfaction of Chinese Users (모바일 온라인 게임의 이용 가치 및 편익 속성이 중국 이용자의 이용 만족도에 미치는 영향)

  • Liu, Bing;Kim, Hwa-Dong
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.261-270
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    • 2022
  • For mobile online games, this study examines how use pursuit propensity, use interest, use, service quality, and system quality, which are attributes that evaluate the use value and benefit for Chinese users, have an effect on use satisfaction. Empirical analysis results; all composing factors of four attribute had a positive effect, and the degree of effect was different according to game types in use interest and use, service quality. In terms of use pursuit, there was no difference between game types, and innovation pursuit and relationship pursuit were found to be similarly important effecting factors. In terms of use interest, there was a difference between game types. Sense of solidarity in single-player game and sense of achievement in multi-player game was found to be the most important effecting factor. In terms of service quality, there was a difference between game types. Easy of game in single-player game and function of game in multi-player game was the most important effecting factor. In terms of system quality, use convenience was found the most important effecting factor without difference between game types. Based on these results, this study suggested a strategy to enhance game development and loyalty to companies in the game industry.

The Effect of Screen Golf Course Service Quality on Revisit (스크린골프장 서비스품질이 재이용에 미치는 영향)

  • Kuk-Gwen Lee;Seon-Gyeong, Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.343-348
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    • 2023
  • This study attempted to verify and examine the effect of screen golf course service quality on reuse. A total of 300 copies were distributed, and a total of 247 copies were used for analysis, excluding 53 questionnaires with poor responses or many missing questions. Based on these results, the following implications were derived. First, screen golf course users were mainly used by friends, acquaintances, and social groups, and information was obtained through human and Internet, and empathy and reliability among service quality affected the reuse of screen golf courses. When users experience high-quality services, they have high satisfaction and high service quality, and they can increase the probability of forming loyalty and recommending and promoting them to people around them. However, experiencing poor quality services can disappoint customers and leave negative comments on people around them, which reduces the likelihood of reuse. Therefore, in order to increase the reuse of golf courses, quality management, customer opinions and feedback must be accepted, and problems must be dealt with quickly to improve the quality of services and provide services that satisfy customers. Second, although the types, responsiveness, and certainty of sub-factors of screen golf course service quality were not significant in this study, management strategies should be used to increase survival in the highly competitive screen golf industry and reuse them by providing differentiated services.