• Title/Summary/Keyword: Customer's behavior

Search Result 517, Processing Time 0.03 seconds

Importance-Performance Analysis of Hotel Restaurant's Servicescape (호텔 레스토랑 물리적 환경의 중요도-성과분석(IPA) -사회교환이론의 적용을 중심으로-)

  • Bae, Jun-Ho;Park, Jung-Suk;Shin, Hyun-Kyu
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.378-388
    • /
    • 2009
  • The purpose of this study is to research hotel restaurant's servicescapes using Important-performance analysis. IPA is one of the simple and efficient method that can enhance service quality and customer satisfaction. Using this method for hotel restaurant's servicescapes and adopting social exchange theory to find out difference between person who paying and who does not. The results shows difference in 'Possible Overkill' quadrant, which is only group that does not pay include contents No.2, 8. The relation between servicscapes and behavior intention shows only tangible environment factor has positive effect.

The Influence of Fashion Product Purchase Criteria and Effects of Store Attributes Toward Shopping Satisfaction for Inbound Chinese Tourist in Korea (방한 중국관광객의 패션상품의 구매기준과 점포속성지각이 쇼핑 만족도에 미치는 영향)

  • Qin, Feipeng;Lee, Jin-Hwa
    • Fashion & Textile Research Journal
    • /
    • v.16 no.4
    • /
    • pp.554-563
    • /
    • 2014
  • The purpose of this study was to investigate the purchase behavior, the level of shopping satisfaction for inbound Chinese tourists buying fashion products and the analysis of the influence of fashion product purchase criteria and effects of store attributes toward shopping satisfaction in Korea. Subjects were selected through convenient sampling technique in Incheon International Airport. A self-administered questionnaire was developed in Chinese by translation and back-translation method. Finally, 284 questionnaire out of 420 were used for data analysis. To analyze data, factor analysis, correlation analysis, regression analysis, etc. were carried out. A used statistical package was PASW 18.0. The analysis results were as follows. First, most of the repondents were women in 20s and 30s, who were purchasing fashion products more than other during the period of travel. Second, the product purchase criteria were identified as 'practicality', 'design and quality', 'memorabilia' and 'hallyu'. As the analysis results, shopping satisfaction was influenced by 'design and quality' and 'hallyu'. Thirdly, the effects of store attributes were identified as 'product', 'environment' and 'employees'. and customer's shopping satisfaction was influenced by all of those. By the end of this paper, For the purpose of achieving more competitive fashion products, the 4P marketing strategies targeting Chinese tourists were discussed based on the results.

Use Case Identification Method based on Goal oriented Requirements Engineering(GoRE) (Goal 지향 요구공학 기반의 유스케이스 식별 방법)

  • Park, Bokyung;Kim, R. Youngchul
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.3 no.7
    • /
    • pp.255-262
    • /
    • 2014
  • Our previous research[1] suggested object extraction and modeling method based on Fillmore's case grammar. This approach had not considered of use case extraction and method. To solve this problem, we adopt Fillmore's semantic method as linguistic approach into requirement engineering, which refine fillmore's case grammar for extracting and modeling use cases from customer requirements. This Refined mechanism includes the definition of a structured procedure and the representation of visual notations for 'case' modeling. This paper also proposes the use case decision matrix to identify use case size from extracted use cases based on goal oriented requirement engineering(GoRE), which related with the complexity of use case, and also prioritizes the use cases with this matrix. It demonstrates our proposal with the bank ATM system.

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.

Motives for Writing After-Purchase Consumer Reviews in Online Stores and Classification of Online Store Shoppers (인터넷 점포에서의 구매후기 작성 동기 및 점포 고객 유형화)

  • Hong, Hee-Sook;Ryu, Sung-Min
    • Journal of Distribution Research
    • /
    • v.17 no.3
    • /
    • pp.25-57
    • /
    • 2012
  • This study identified motives for writing apparel product reviews in online stores, and determined what motives increase the behavior of writing reviews. It also classified store customers based on the type of writing motives, and clarified the characteristics of internet purchase behavior and of a demographic profile. Data were collected from 252 females aged 20s' and 30s' who have experience of reading and writing reviews on online shopping. The five types of writing motives were altruistic information sharing, remedying of a grievance and vengeance, economic incentives, helping new product development, and the expression of satisfaction feelings. Among five motives, altruistic information sharing, economic incentives, and helping new product development stimulate writing reviews. Store customers who write reviews were classified into three groups based on their writing motive types: Other consumer advocates(29.8%), self-interested shoppers(40.5%) and shoppers with moderate motives(29.8%). There were significant differences among three groups in writing behavior (the frequency of writing reviews, writing intent of reviews, duration of writing reviews, and frequency of online shopping) and age. Based on results, managerial implications were suggested. Long Abstract : The purpose of present study is to identify the types of writing motives on online shopping, and to clarify the motives affecting the behavior of writing reviews. This study also classifies online shoppers based on the motive types, and identifies the characteristics of the classified groups in terms of writing behavior, frequency of online shopping, and demographics. Use and Gratification Theory was adopted in this study. Qualitative research (focus group interview) and quantitative research were used. Korean women(20 to 39 years old) who reported experience with purchasing clothing online, and reading and writing reviews were selected as samples(n=252). Most of the respondents were relatively young (20-34yrs., 86.1%,), single (61.1%), employed(61.1%) and residents living in big cities(50.9%). About 69.8% of respondents read and 40.5% write apparel reviews frequently or very frequently. 24.6% of the respondents indicated an "average" in their writing frequency. Based on the qualitative result of focus group interviews and previous studies on motives for online community activities, measurement items of motives for writing after-purchase reviews were developed. All items were used a five-point Likert scale with endpoints 1 (strongly disagree) and 5 (strongly agree). The degree of writing behavior was measured by items concerning experience of writing reviews, frequency of writing reviews, amount of writing reviews, and intention of writing reviews. A five-point scale(strongly disagree-strongly agree) was employed. SPSS 18.0 was used for exploratory factor analysis, K-means cluster analysis, one-way ANOVA(Scheffe test) and ${\chi}^2$-test. Confirmatory factor analysis and path model analysis were conducted by AMOS 18.0. By conducting principal components factor analysis (varimax rotation, extracting factors with eigenvalues above 1.0) on the measurement items, five factors were identified: Altruistic information sharing, remedying of a grievance and vengeance, economic incentives, helping new product development, and expression of satisfaction feelings(see Table 1). The measurement model including these final items was analyzed by confirmatory factor analysis. The measurement model had good fit indices(GFI=.918, AGFI=.884, RMR=.070, RMSEA=.054, TLI=.941) except for the probability value associated with the ${\chi}^2$ test(${\chi}^2$=189.078, df=109, p=.00). Convergent validities of all variables were confirmed using composite reliability. All SMC values were found to be lower than AVEs confirming discriminant validity. The path model's goodness-of-fit was greater than the recommended limits based on several indices(GFI=.905, AGFI=.872, RMR=.070, RMSEA=.052, TLI=.935; ${\chi}^2$=260.433, df=155, p=.00). Table 2 shows that motives of altruistic information sharing, economic incentives and helping new product development significantly increased the degree of writing product reviews of online shopping. In particular, the effect of altruistic information sharing and pursuit of economic incentives on the behavior of writing reviews were larger than the effect of helping new product development. As shown in table 3, online store shoppers were classified into three groups: Other consumer advocates (29.8%), self-interested shoppers (40.5%), and moderate shoppers (29.8%). There were significant differences among the three groups in the degree of writing reviews (experience of writing reviews, frequency of writing reviews, amount of writing reviews, intention of writing reviews, and duration of writing reviews, frequency of online shopping) and age. For five aspects of writing behavior, the group of other consumer advocates who is mainly comprised of 20s had higher scores than the other two groups. There were not any significant differences between self-interested group and moderate group regarding writing behavior and demographics.

  • PDF

A Study on Consumer Perception and Purchasing Conditions of Using Beauty Social Commerce (뷰티 소셜커머스 구매이용에 대한 소비자 인식과 구매행동 연구)

  • Hong, Soo-Nam
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.19 no.4
    • /
    • pp.43-58
    • /
    • 2017
  • The purpose of this study was to find the consumer perception and purchasing behaviors of beauty service products based on recent consumer purchasing patterns utilizing social commerce. The research method looked at general characteristics, exploratory factor analysis, reliability T-test, correlation analysis, one way ANOVA, regression analysis of the consumer awareness and purchasing status in the use of beauty social commerce of 228 research subjects in their 20s and 30s residing in Seoul and Gyeonggido. SPSS v. 21.0 was used. The results found the following. First, service quality, interaction, user convenience, and price were set as factors for the validity verification of consumer perception in beauty social commerce. Second, as a result of studying consumer perception regarding beauty social commerce, interaction had the largest correlation while price, service quality, and user convenience followed. As a result of studying the differences according to the general characteristic of gender, user convenience had a larger correlation for female consumers than male consumers. Third, the following was the result of studying purchasing behaviors in beauty social commerce. Among diverse social commerce businesses, Pokemon was the most popular, while among the various coupons available, hair salons were most commonly purchased. The modal value for the number of times consumers used beauty service products was two times a month, and the most popular price ranges were 100,000 KRW or less and 100,000~200,000 KRW. Accordingly, it was observed that social commerce is receiving attention and being considered as the next generation for shopping in the beauty industry. This channel should be well utilized by related industries through the improvement of customer satisfaction, which will lead to repurchases, and consequently result in becoming an actual means for sales in the beauty industry.

  • PDF

Effects of Service Habit on Customer Purchase in a Coffee Shop: Focused on Female University Students (커피 전문점에서 서비스 습관이 구매에 미치는 영향: 여대생을 중심으로)

  • Kim, Byoungsoo
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.11
    • /
    • pp.447-455
    • /
    • 2015
  • In the highly competitive coffee market, it is important to understand consumer purchase mechanism. Although consumers repeat decision-making about coffee purchase, most studies on service management do not consider habit construct. This study identifies repurchase intention and service habit as key drivers of comsumer purchase. Moreover, thus study investigates the effects of consumer satisfaction, perceived service quality, and brand awareness on consumer's purchase behavior. Data collected from 233 female university students were empirically tested against a research model using partial least squares. The analysis results showed that service habit significantly influences comsumer purchase, whereas purchase intention does not affect it. Both consumer satisfaction and brand awareness play an important role on the formation of service habit. Moreover, the results found that perceived service quality significantly affects consumer satisfaction.

The Effects of Chinese Coffee Shop Customers' Happiness on Continuous Usage Intention (중국 커피 전문점 이용고객의 해피니스가 지속이용의도에 미치는 영향에 관한 연구)

  • An, Shengnan;Zhang, Jun
    • The Journal of Industrial Distribution & Business
    • /
    • v.10 no.3
    • /
    • pp.25-33
    • /
    • 2019
  • Purpose - With the economic development in China, the lifestyle of Chinese customers has changed dramatically. Chinese customers are more likely to have coffee in a shop with the ability to make them happy than those with high quality coffee in a nice physical environment. Happiness becomes a critical driver of customers' intention to purchase a cup of coffee in a specific coffee shop again and again. As a result, happiness becomes an important factor for managers to make strategies for attracting customers. Although managers and scholars pay more attention to emphasize the importance of happiness in customers' consumption, little research has been conducted to investigate the relationship between happiness and coffee shop's continuous usage intention in the Chinese coffee industry. Research design, data, and methodology - A research model is made to explain the impact of happiness on customer's behavior. To understand the influence of happiness better, we consider two dimensions of happiness which are subjective well-being and psychological well-being. In order to confirm the relationships of the variables in the research model, the online survey is constructed in China. Customers who have experienced the services in a coffee shop are asked to do the questionnaire. With 453 reliable questionnaires, structural equation modeling is used to analyze the causal relationships of the coffee quality, physical environment, subjective well-being, psychological well-being, and continuous usage intention. Results - Results indicate that coffee quality and physical environment are not the direct factors that influence customers' continuous usage intention. However, good coffee quality and physical environment are the significant predictors of Chinese customers' happiness associated with subjective well-being and psychological well-being, which in turn affects customers' continuous usage intention. Conclusions - In this study, it is proposed that coffee quality and physical environment may be the key factors influencing customers' happiness. Happiness, including subjective well-being and psychological well-being matters in decision making process. More importantly, happiness increases the continuous usage intention when the coffee shop can serve customers with higher quality coffee at a good atmospheric place. Managers should consider happiness as an important factor in making marketing strategies to compete in this industry.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.27 no.6
    • /
    • pp.1431-1439
    • /
    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

The Effect of Brand Evidence on Positive Emotion, Negative Emotion, and Attitude in Restaurant Industry

  • KIM, Eun-Jung
    • The Korean Journal of Franchise Management
    • /
    • v.12 no.1
    • /
    • pp.45-55
    • /
    • 2021
  • Purpose: How to build the positive emotion of customer is very important, because it affects the positive attitude. Brand evidence has a significant impact on consumer behavior in terms of reinforcing consumers' perception of food service companies and differentiating them from competing brands. Thus, this study examines the effect of brand evidence on emotion (positive emotion and negative emotion), and attitude in restaurant industry. Research design, data, and methodology: This study examines the structural relationship among brand evidence, emotion, and attitude. Brand evidence divide into three sub-dimensions such as physical evidence, core service, and employee service. In order to test the purposes of this study, research model and hypotheses were developed. The questionnaire items were modified and used according to the content of this study based on previous studies. All constructs were measured by multiple items tested and developed in the previous research. The data were collected from 439 restaurant users from Seoul area were analyzed using SPSS 22.0 and SmartPLS 3.0 program. A total of 460 questionnaires were distributed and a survey was conducted for 4 weeks, and a total of 439 were used for analysis, excluding non-response data and 21 unusable response data among the collected questionnaires. Frequency analysis was conducted to identify the general characteristics of the survey subjects. To measure the reliability and validity of the measurement tools, confirmatory factor analysis was conducted. Structural model analysis was conducted to verify the research model. Result: The findings demonstrate that physical evidence, core service, employee service had positive effects on positive emotion. And core service and employee service had negative effects on negative emotion while physical evidence did not have. Also, positive emotion had positive effect on attitude and negative emotion had negative effect on attitude. Conclusions: The findings of this study provide guidelines on how to enhance competitiveness in restaurant industry through understanding brand evidence's effects on raising perceived consumer's emotion and attitude. Therefore, food service companies should establish a marketing strategy that can stimulate positive emotions through brand evidence, which is all factors related to service brands that influence consumers' evaluation of service products and purchase decision-making process.