• Title/Summary/Keyword: 행동적 속성

Search Result 314, Processing Time 0.021 seconds

A Study on the Effects of Store Choice Criteria of Mass Merchandisers on Store Loyalty with Customer Emotions as Moderating Variables (대형마트 점포선택기준이 점포애호도에 미치는 영향)

  • Oh, Young-Ho;Jung, Yong-Tae
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.6 no.3
    • /
    • pp.147-175
    • /
    • 2011
  • The purpose of this study is to examine the effects of store choice criteria on customer satisfaction and store loyalty, and the moderating effects of customer emotions on the causal relationship between store choice criteria and customer satisfaction. In this regard, this study tries to identify the effects of store choice criteria on customer satisfaction and store loyalty in case of mass merchandisers, and to analyze the moderating effects of customer emotions on the causal relationship between store choice criteria and customer satisfaction. For this purpose, 300 customers, who have ever shopped at mass merchandisers, were surveyed and 246 valid responses were finally used for the data analysis. The results of this study are as follows. First, out of six store choice criteria, product factors, store reputation and physical environment turn out to have statistically significant effects on customer satisfaction. This result confirms those of the previous studies. On the other hand, store accessibility, subsidiary facilities and store atmosphere are not found to have statistically significant effects on customer satisfaction. This result is somewhat different from those of previous studies, and so further research on the subject needs to be carried out. Secondly, it turns out that customer satisfaction has a statistically significant effect on store loyalty, which is in line with the results of previous studies that perceived emotions affect customers' store attitudes which in turn influence their revisit intentions. Thirdly, as for the moderating effects of customer emotions on the relationship between store choice criteria and customer satisfaction, pleasure moderates the effects of store accessibility, subsidiary facilities and store atmosphere on customer satisfaction, arousal moderates the effects of product factors, subsidiary facilities and store reputation on customer satisfaction, and finally dominance moderates the effects of product factors and subsidiary facilities on customer satisfaction. These findings partially support the results of previous studies that customers' in-store emotional experiences such as feeling good or bad enhance their store loyalty.

  • PDF

Analysis on the Demands for HACCP System at Meat Retailors - Based on HACCP-certified and Non-certified in Seoul and Gyeonggi Province, Korea - (식육판매업소 종사자의 축산물 HACCP 제도 요구도 분석 - 서울 및 경기지역의 HACCP 지정업소와 미지정업소를 중심으로 -)

  • Lee, Joo-Yeon;Suk, Hee-Jin;Paik, Jin-Kyoung;Hwang, Hye-Sun;Park, Dae-Seob;Paik, Hyun-Dong;Hong, Wan-Soo
    • Food Science of Animal Resources
    • /
    • v.32 no.3
    • /
    • pp.330-338
    • /
    • 2012
  • HACCP is a preventative food safety management system whose application is highly encouraged worldwide. In this study, the workers' demands for the application of HACCP system at the meat retail shops were surveyed. According to a factor analysis on the demands of the application of HACCP system, the results could be classified into three factors: HACCP support, HACCP promotion and education, and generic livestock product safety management. Items on demands showed higher results for HACCP support (3.91 point) than for HACCP promotion and education (3.83 point) or generic livestock product safety management (3.72 point). The application of HACCP system was more demanded by HACCPcertified retailors with 4.11 point than the non-HACCP-certified ones (3.57 point). From the analysis of items on demands, 'governmental promotion of the general public livestock HACCP; (p<0.001) was the highest demand item by the HACCPcertified retailors and 'HACCP certification support for the government's investment' by the non-HACCP-certified ones (p<0.05). The strengthening of governmental support for the application of HACCP at meat retail shops as well as active HACCP promotion and education aiming at general public was demanded. With this, the establishment of HACCP system and the improvement of safety management level at the area of meat retail shops could be achieved, contributing to the increase of consumers' satisfaction.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
    • /
    • v.14 no.5
    • /
    • pp.101-117
    • /
    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Dietary Habits and Foodservice Attitudes of Students Attending American International Schools in Seoul and Gyeonggi Area (서울.경기지역 외국인 학교 학생들의 식습관 및 급식만족도 -미국계 외국인 학교를 중심으로-)

  • Kim, Ok-Sun;Lee, Young-Eun
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.22 no.6
    • /
    • pp.744-757
    • /
    • 2012
  • This study was designed to obtain basic data for the globalization of Korean food and the expansion of food exports through contract foodservices. A survey of dietary habits and attitudes toward school foodservices was given to students in three American international schools served by a domestic contract foodservice management company located in Seoul and Gyeonggi area. The results showed an average of three meals taken daily 3.39 times for male students and 2.95 times for female students and the time required for a meal was about 24~26 minutes. The average breakfast frequency was 5.10 times(4.59 times for male students and 5.35 times for female students) and many students reported skipping breakfast due to a lack of time. The average weekly frequency of dining out was 1.78 times(2.15 times for male students and 1.60 times for female students). In all schools, irrespective of gender and grade, students responded that a desire for snacking was 'why they want to have cookies', and snacking hours were frequently listed as 'between noon and evening'. Many also responded that an unbalanced diet is the reason some snacks are 'not to their taste'. Overall, students were highly satisfied with the foodservice menu, although there was a significant difference in what was considered proper food temperature, proper food seasoning, suitable amounts of food, and freshness of food. Male and female students were specifically highly satisfied with the 'freshness of food materials' and 'variety of menu' respectively. Overall, all students were highly satisfied with the foodservice, including the 'cleanliness of tables and trays'.