• Title/Summary/Keyword: 이용자 충성도

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An Analysis of User Satisfaction on a Case of D Children's Library Website (어린이도서관 웹사이트 이용자 만족도 분석: D 어린이도서관 사례중심으로)

  • Bae, Youngmi;Kim, Heesop
    • Journal of the Korean Society for information Management
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    • v.30 no.2
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    • pp.7-33
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    • 2013
  • The purpose of this study is to analyze the user satisfaction, royalty and compliant of a children's library Website. To achieve the aim of this study a modified Kim and Park's model of the user satisfaction index which consists of information quality, service quality, and system quality dimension is adopted. A total of 130 valid responses to the questionnaire were analysed using SPSS 18. It is found that the higher the user satisfaction gives the higher the royalty and the lower the compliant. For the contents quality dimension, the items of Usability, Accuracy, Easy of understand, Reliability and Up-to-date; for the service quality dimension, the items of Interface design, Reliability, Responsiveness, and Empathy; for the system quality dimension, the items of Response time, Interactive, Easy to access, and Easy to use show a significant relationships to the users' satisfaction.

기고문 - 이동통신 멤버십 제도와 이용자 보호에 관한 소고

  • Jeong, Yun-Seon
    • Journal of Korea Fair Competition Federation
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    • no.148
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    • pp.34-51
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    • 2010
  • 국내 이동통신사업자들은 자사 고객의 충성도를 높이기 위해 사용요금의 일정비율에 해당하는 포인트와 제휴사의 서비스를 제공하는 멤버십 제도를 운영하고 있다. 최근 포인트에 대한 소비자의 권리의식이 높아지면서 통신사업자들 뿐만 아니라 포인트를 발행하는 타 업종에서도 사회적 이슈로 제기되고 있다. 이에 본고에서는 이동통신사가 운영하는 멤버십 제도의 운영 실태를 살펴보고 이용자를 보호할 수 있는 방안들을 검토해 보고자 한다.

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Operation Strategy in Online Knowledge Sharing Community (지식공유 목적의 가상 커뮤니티 운영전략에 관한 연구)

  • Lee, Kook-Yong
    • The Journal of Society for e-Business Studies
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    • v.14 no.4
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    • pp.95-118
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    • 2009
  • Virtual community, which is formed on the internet, is expected to serve the needs of members for communication, information, and knowledge sharing. The executives of organizations should consider operating strategy of virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' loyalty in virtual community. The objective of this study is to develop an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usefulness, ease of use, familiarity, members' trust, reputation, community trust, attitude, satisfaction and loyalty. Empirical data was collected from 286 internet users and tested using structural equation modeling to verify the fit of the hypothetical model. The results show that the usefulness, familiarity significantly influences attitude and members' trust is significantly influence the community trust. And I confirmed that ease of use and attitude play the role of determinants in making the satisfaction, community trust and reputation influence the satisfaction that have the direct effect to making the loyalty. The results of the study can be used to identify the loyalty in virtual community. By investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote community trust, attitude, satisfaction to stimulate members' willingness to revisit the community and futhermore enhance their virtual community loyalty.

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The Effect of OTT Service Characteristics on Flow, Satisfaction, and Brand Loyalty of MZ Generation Users : Focusing on Netflix Users in South Korea (OTT 서비스의 특성이 MZ세대 이용자의 몰입 및 만족도와 브랜드 충성도에 미치는 영향 - 국내 넷플릭스 이용자를 중심으로)

  • SeonYoung Jhee;Sang-Lin Han
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.30-49
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    • 2022
  • Recently, as the transition to the untact era due to COVID-19 accelerates, non-face-to-face and non-contact practices have become commonplace, and the OTT (Over-The-Top) service market that provides media content such as movies and broadcast programs through the open Internet is largely expanded and it is receiving great attention from the MZ generation, who are familiar with digital devices and environments. In this study, the effects of OTT service characteristics on MZ generation users' flow, satisfaction and brand loyalty were examined, focusing on Netflix users, one of the representative OTT service brands. In order to carry out this study, a total of 216 people who have used the Netflix OTT service platform were empirically verified by using the survey data of those who have used it for analysis. As a result of the analysis, it was found that among the characteristics of OTT service, contents diversity, convenience, and reliability had a positive (+) effect on flow. Also, flow has a positive (+) effect on satisfaction, and satisfaction has a positive (+) effect on brand loyalty. However, among the characteristics of the OTT service, the recommended service did not have a positive (+) effect on the flow, and the flow did not have a direct positive (+) effect on the brand loyalty. Flow had a positive (+) effect on the brand loyalty through satisfaction. Through this study, it is expected that the market revitalization of the OTT service-related industry and the increasing number of OTT service brands will be able to contribute to the establishment of marketing strategies for the MZ generation consumers, and to provide practical implications.

Effectiveness of Evaluation for Visiting Care Service Institution: From the User's Point of View (방문요양서비스 기관 평가의 효과성 : 이용자 관점에서)

  • Cho, Han-Ra
    • Journal of Convergence for Information Technology
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    • v.12 no.5
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    • pp.150-158
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    • 2022
  • The purpose of this study is to confirm the effectiveness of the evaluation of long-term care insurance visiting care service institutions for the elderly from the user's point of view. To this end, data from a survey of 266 users collected through allocation sampling by region(14 cities and counties) in Jeollabuk-do and public data from 47 institutions were combined and analyzed using a multi-layered model. The main research results are as follows. First, among the five evaluation areas, the higher the score in the 'Rights·Responsibility' area, which is to give users a sense of rights and respect users, the higher the service quality and satisfaction. Second, among the five evaluation areas, the 'Rights·Responsibility' area had an effect on loyalty. In addition, it was found that the 'Outcome' area for satisfaction with institutions and employees and changes in users had an effect on loyalty. Third, it was found that 'Institutional Management', 'Environment·Safety', 'Process' did not affect service quality, satisfaction, and loyalty. Based on these results, it is proposed to reorganize the evaluation scale that users can recognize and that is faithful to the purpose.

Customer Satisfaction and Loyalty of Academic Library Users Based on Their Perceptions of Library Service Quality (서비스품질지각에 기반한 대학도서관 이용자 만족도와 충성도 분석)

  • Park, Sang-Hoo;Oh, Dong-Geun
    • Journal of Information Management
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    • v.38 no.2
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    • pp.105-126
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    • 2007
  • This study investigates the influences of the perceptions on the dimensions of the library service quality (library staff, supports for the service, library materials and information resources, and facilities and equipments) of academic library users on the customer satisfaction, importance of the services, and the loyalty (reuse intentions). Based on the questionnaires surveyed from 403 undergraduate students of the K University, it analyzed the data using SPSS 12.0. All four dimensions of the service quality influenced statistically on the customer satisfaction. The dimension of the support for the service, importance of the service, and customer satisfaction influenced statistically on the loyalty.

Negative Word-of-Mouth Behavior and Intentions of the Public Library Users in Taegu Metropolitan City (공공도서관 이용자의 부정적 구전에 관한 연구 - 대구지역 공공도서관 이용자를 중심으로 -)

  • Oh, Dong-Geun
    • Journal of Korean Library and Information Science Society
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    • v.35 no.4
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    • pp.129-147
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    • 2004
  • This study is to investigate extensively the negative word-of-mouth responses and intentions of the public library users. It selects and analyzes empirically some of the antecedents of the complaining behaviors including severity of dissatisfaction attitude toward complaining, difficulty of the complaining, likelihood of success, product/service importance, external attributions, loyalty, and former experience of complaining. Final data through questionaries are obtained from 497 unsatisfied adult public library users in Taegu Metropolitan City, 443 of them analysed with SPSS 12.0 for Windows.

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A Study on Impact of Game Overindulgence and Addiction on Game Companies Loyalty, Product Loyalty, and Profitability (게임 과몰입 및 중독이 게임 기업 충성도, 제품 충성도, 수익성에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.133-144
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    • 2015
  • This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.

MMORPG에서 길드 구성원들의 사회적 지지를 통한 심리적 요인들이 플로우 및 충성도에 미치는 영향

  • Kang, Ju-Seon;Go, Il-Sang;Go, Yun-Jeong
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.897-902
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    • 2008
  • 이 연구에서는 MMORPG 게임의 길드 내에서 사회적 지지가 캐릭터와 길드를 통해 플로우 및 충성도에 미치는 영향을 검증하고자 한다. 이를 위하여 MMORPG 게이머들을 대상으로 포커스그룹인터뷰를 한 결과 사회적지지 요인을 발견하였고, 인터뷰 결과와 선행연구를 토대로 캐릭터통제력, 사회적 지지를 독립변수로 제시하였고, 매개변수로 캐릭터 동일시, 길드 동일시, 자아존중감을, 종속변수로 플로우, 충성도를 도출하여 연구모형을 개발하였다. WoW(WorldofWarcraft) 이용자 244 명의 자료를 수집하여 전체적인 연구모형의 구조적 적합도를 검증하기 위해 구조방정식모델(SEM)분석을 이용하였다. 분석을 통해 다음과 같은 주요 연구결과를 밝혀냈다. 첫째, 사회적지지는 캐릭터 통제력, 캐릭터 동일시, 길드 동일시, 자아존중감에 통계적으로 유의하게 나타났으며, 캐릭터 통제력은 캐릭터 동일시, 길드 동일시, 자아존중감을 향상시키는 것으로 나타났다. 둘째, 캐릭터 동일시는 자아존중감과 충성도에 긍정적인 영향을 미치는 것으로 나타났으며, 길드 동일시는 자아존중감과 플로우, 충성도에 유의한 영향을 미치는 것으로 나타났으며, 자아존중감은 플로우에 유의한 영향을 미치는 것으로 밝혀졌다.

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Impact of Science and Technology Information Service Quality Satisfaction and Perceived Importance on User Loyalty (과학기술 정보서비스품질에 대한 만족도와 중요도 인식이 이용자 충성도에 미치는 영향)

  • Lee, Seon-Hee;Kim, Wan-Jong
    • Journal of Korean Library and Information Science Society
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    • v.47 no.3
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    • pp.365-382
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    • 2016
  • In this paper, impact of science and technology information service quality satisfaction and perceived importance on the user loyalty was studied to find the way of improvement of information service quality. To analyze the impact among service quality variables, the research questions and hypothesis are set and statistical analysis on 641 survey answers was conducted. The correlation between satisfaction and perceived importance regarding each service quality item was high. Relationship between satisfaction of every item of the service quality and overall satisfaction was verified by multiple regression analysis. As a result, the five out of seven independent variables are statistically significant influence to the dependent variable. Relationship between the perceived importance and loyalty for each item was verified by multiple regression analysis was confirmed that the four out of seven independent variables are statistically significant influence to the dependent variable. The overall satisfaction is having an effect on loyalty verified through simple regression analysis.