• 제목/요약/키워드: Customer-to-customer interaction

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지각된 서비스 품질이 고객만족, 상표태도, 고객충성도 미치는 영향 (The Effects of Perceived Service Quality on Customer Satisfaction, Brand toward Attitude and Customer Loyalty)

  • 황병일
    • 산학경영연구
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    • 제17권2호
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    • pp.131-159
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    • 2004
  • 산업에서 서비스 상품의 중요성과 함께 지각된 서비스품질에 관한 연구가 많이 이루어지고 있지만 지각된 서비스 품질의 유형을 구분하고 이들 유형이 상표태도나 고객충성도에 미치는 영향에 대해서는 연구가 부족한 실정이다. 본 연구는 기존 연구방법과 달리 지각된 서비스 품질을 상호작용품질과 결과품질로 구분하고 이들 지각된 서비스 품질이 고객만족, 상표태도, 고객충성토의 관계 속에서 어떤 영향을 미치는 지를 구조방정식을 이용해서 분석을 실시하였다. 분석결과 상호작용품질과 결과품질은 모두 만족에 영향을 미치나 상표태도에는 결과품질과 고객만족이 영향을 미칠 뿐 상호작용 품질을 영향을 미치지 않는 것으로 나타났다. 그리고 고객충성도에는 전반적인 고객만족만이 유의한 영향을 미치는 것으로 나타났다. 이러한 연구결과는 이동통신 서비스의 경우 결과품질이 고객만족과 고객충성도에 매우 중요하며 특히 고객만족이 고객충성도에 직접영향을 미치므로 결과품질을 통한 고객만족 관리가 중요하다는 점을 시사한다.

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'사악한 퍼소나' 제안을 위한 소비자 간 부정적 상호작용 연구 (A Study of Negative Interaction Between Customers for Proposing 'Evil Persona')

  • 최영채;연명흠
    • 디자인융복합연구
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    • 제16권2호
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    • pp.223-238
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    • 2017
  • 최근 관광, 여가산업 등의 발달로 인해 서비스에서 소비자의 집단적 이용 형태가 늘어나고, 소비자 대 소비자 상호작용(Customer-to- customer Interaction)이 중요해지고 있다. 이러한 서비스 환경에서 소비자의 이기적 행동으로 인해 다른 소비자가 서비스 실패를 경험하는 상황을 주변에서 쉽게 찾을 수 있다. 흔히 '진상 손님'으로 표현되는 이러한 소비자는 낮은 빈도로 발생하지만, 발생함과 동시에 서비스 현장의 많은 소비자에게 부정적 서비스 경험을 전파하는 치명적인 서비스 실패 사례이다. 기존 서비스 디자인 도구들은 이러한 사례를 충분히 조명하지 못하였기 때문에, 이러한 문제에 대응할 수 있도록 발전할 필요가 있다고 생각된다. 본 연구는 위의 문제를 고려하여 작성한 '사악한 퍼소나'를 활용하여 프로젝트를 수행한 경험에서 시작되었다. 이러한 퍼소나가 유용하게 사용될 수 있는 서비스 환경을 파악하기 위하여 문헌조사와 일련의 설문조사를 실시하였다. 이를 통해 소비자 간 부정적 상호작용에 영향을 미치는 서비스 환경 요인을 파악할 수 있었고, 또한 많은 부정적 행동 사례가 수집되어 분류를 통해 서비스 환경 요인에 따른 경향을 확인할 수 있었다.

The Effects of Customer Engagement and Brand Trust on Brand Loyalty: A Case Study of BPJS Healthcare Participants in Indonesia

  • KHOLIS, Noor;RATNAWATI, Alifah
    • The Journal of Asian Finance, Economics and Business
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    • 제8권11호
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    • pp.317-324
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    • 2021
  • This study aims to analyze how to increase the brand loyalty of BPJS Healthcare participants who are Muslim in Indonesia by increasing customer engagement and brand trust. This study is based on the premise that effective customer engagement is the first step toward gaining brand trust and loyalty. The five dimensions of customer engagement, namely enthusiasm, attention, absorption, interaction, and identification, were tested on how they affect brand trust and brand loyalty. This research was conducted by distributing questionnaires to 216 Muslim respondents who were BPJS Health users from six Islamic hospitals in Central Java, Indonesia. Data analysis was performed using a regression test with SPSS. The results showed that the dimensions of customer engagement consisting of enthusiasm, attention, and absorption had a significant effect on brand trust. Meanwhile, the dimensions of customer engagement which consist of interaction and identification, do not affect brand trust. Furthermore, brand loyalty can be influenced by enthusiasm, interaction, and brand trust. Meanwhile, attention, absorption, and identification cannot affect brand loyalty. Thus, the dimensions of customer engagement that can directly affect brand loyalty are enthusiasm and interaction, while those that affect indirectly (through brand trust), are enthusiasm, attention, and absorption.

패밀리레스토랑의 서비스 접점이 고객 가치 및 행동의도에 미치는 영향 (The Effects of Service Encounters in a Family Restaurant on Customer Value and Behavioral Intent)

  • 정효선;윤혜현
    • 한국식품조리과학회지
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    • 제28권3호
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    • pp.285-298
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    • 2012
  • This study was undertaken to understand the interrelationships among customer's perceptions of service encounters, customer value, and behavioral intent in a family restaurant. Based on 331 samples obtained from empirical research, we reviewed the reliability and fitness of a research model and verified three hypotheses using a structural equation model. The results showed that physical environment (${\beta}$ = .418) and a customer interaction with the service provider (${\beta}$ = .265) had a significant effect on the customer's hedonic value. Additionally, physical environment (${\beta}$ = .126) and customer interaction with service providers (${\beta}$ = .264) had a significant effect on customer utilitarian value. Customer's hedonic (${\beta}$ = .538) and utilitarian value (${\beta}$ = .382) triggered by service encounters had a significant effect on their behavioral intent. Limitations and future research directions are discussed.

인터넷 쇼핑몰에서 차원별 서비스 품질과 관계의 질(고객만족) 미래의도간의 관계 (The Study of Dimension of Service Quality of Internet Shopping Mall on Quality of Customer Relationship(Customer Satisfaction) and Relationship of between Future Intention)

  • 이덕재;전동매
    • 통상정보연구
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    • 제8권2호
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    • pp.37-58
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    • 2006
  • The purpose of this study were to empirically examine the effect of dimension of service quality of internet shopping mall on quality of customer relationship(customer satisfaction) and Relationship of between Future Intention. This study first extracted environment, general interaction between customer and internet shopping mall, personalized interaction between customer and internet shopping mall, interaction between customers and outcome from service quality of internet shopping mall. Then established study model and hypotheses through the review of the effect of service quality of internet shopping mall on quality of customer relationship. and the effect of customer relationship quality on future intention. The results were as follows: At among of the six hypotheses, four hypotheses were accepted and two hypotheses were rejected First, for the relationship between dimensions of service quality of internet shopping mall and Customers satisfaction, only the environment had not significant influence on Customers satisfaction, other dimensions had significant positive influence on satisfaction. second, for the relationship between quality factors of customer relationship and future intention, only Customers satisfaction had not significant influence on future intention.

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The effect of Virtual CSR Co-Create on Users' Gameful Pleasure

  • Fei Zhou;Songling Xu;Yuanxi Ding
    • Journal of East Asia Management
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    • 제4권2호
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    • pp.19-38
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    • 2023
  • With the progress of information technology and the rapid development of the gamification marketing, corporate marketing through virtual CSR co-create as customer acquisition, customer retention strategy has become the hot topic, but the reality results show that the effect of virtual CSR co-create fails to reach an enterprise's marketing purposes. Based on the success model of D&M information system, from the perspective of customer engagement, this study analyzes how enterprises achieve customer engagement and bring gameful experience to customers through gamification marketing in the context of virtual CSR co-create. The empirical results show that the quality of game information -- social interaction and sense of achievement in the context of virtual CSR co-create have a significant positive impact on consumers' gameful experience, and customer engagement plays a partial mediating role between social interaction, sense of achievement and consumers' gameful experience.

서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계 (The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry)

  • 정진봉;김규배
    • 유통과학연구
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    • 제17권2호
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

비콘을 이용한 사업장과 고객간 상호작용을 위한 고객식별 서비스 플랫폼 (Customer Identification Service Platform for Interaction between Business Firms and Customers using Beacon)

  • 김태웅
    • 스마트미디어저널
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    • 제6권4호
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    • pp.17-23
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    • 2017
  • 오늘날 사업장들은 고객의 소비활동을 촉진하기 위해 다양한 방법의 IT기반 서비스를 이용하고 있다. 대표적으로 고객이 해당 사업장 근처에 접근했을 때 광고 문자나 할인쿠폰을 보내는 위치기반 서비스를 예로 들 수 있다. 이것은 사업장과 고객간의 상호작용이 아닌 사업장의 광고 내용을 고객의 의사와는 관계없이 일방적으로 고객의 스마트폰에 전송하는 형태이며 사업장은 어떤 고객에게 해당 광고내용을 전송했는지 실시간으로 알 수 없다. 현재 대부분의 서비스가 이러한 형태에 속한다. 따라서 사업장과 고객간의 상호작용이 이루어지는 새로운 형태의 위치기반 고객 서비스가 필요하다. 이것은 고객이 사업장을 방문했을 때 어떤 고객이 어떤 사업장을 방문하였는지를 자동으로 식별하여 해당 사업장의 컴퓨터에 실시간으로 전달하고, 사업장은 해당 정보를 이용하여 고객 맞춤형 서비스를 제공하는 시스템이다. 본 논문에서는 비콘을 이용하여 사업장과 고객간의 상호작용 및 고객식별을 위한 서비스 플랫폼을 개발한다. 또한 특정한 하나의 사업장에 제한된 것이 아닌 다양한 사업장과 고객들이 손쉽게 접근할 수 있는 오픈 플랫폼 환경을 제공한다.

온라인 게임의 중요속성, 만족, 전환장벽 및 고객충성도의 관계 -전환비용과 대안의 매력도의 매개역할- (The Relationships of On-line Game Attributes, Customer Satisfaction, Switching Barriers and Customer Loyalty -Mediating Effects of Switching Costs and Attractiveness of Alternatives-)

  • 범경기;김원겸
    • 한국콘텐츠학회논문지
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    • 제9권12호
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    • pp.235-244
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    • 2009
  • 본 연구에서 온라인 게임 사용자를 대상으로 온라인 게임 중요속성의 4가지 하위 차원인 오락성, 도전성, 상호작용성, 그리고 현실성이 고객만족에 미치는 영향과 만족도가 충성도에 미치는 영향을 분석하였다. 또한 충성도에 영향을 주는 변수로 주목받고 있는 전환장벽이 고객만족과 고객충성도의 관계에 있어서 매개효과가 있는지 분석하였다. 분석결과 온라인 게임 중요속성을 구성하는 차원 중 오락성, 도전성, 상호작용성이 고객만족에 영향을 미치고, 고객만족이 고객충성도에 유의한 영향을 미치는 것으로 나타났다. 또한 온라인 게임 전환에 따른 비용은 고객충성도에 정(正)의 영향을 미치고, 다른 경쟁게임의 대안의 매력도는 고객충성도에 부(負)의 영향을 미치는 것을 확인하였다.

Individual Employees' Service Failures and Customer Satisfaction with the Firm

  • CHAE, Myoung-Jin
    • 유통과학연구
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    • 제18권8호
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    • pp.35-45
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    • 2020
  • Purpose: Do close linkages among employees during service encounters always enhance customer satisfaction? Drawing on literature in social psychology, this research argues that under certain circumstances close linkages among employees undermine customer satisfaction. More specifically, this research explores a service failure context and shows that higher task interaction among employees during service encounters leads to higher perceived firm entitativity, resulting in an individual employee's service failure being detrimental to customer satisfaction with the firm. Data and research methodology: A series of experiments using scenarios across different service contexts was used in order to test hypotheses. Data was collected via Amazon Mechanical Turk and the models were tested using Hayes PROCESS. Results: The results show that interactions among employees during service result in 1) lower satisfaction with the firm and 2) lower revisit intentions in the future when there is a service failure by an individual employee. Following the main effects analysis, mediation analysis shows that the effect of employee interaction on customer satisfaction with the firm and revisit intention is mediated by perceived firm entitativity. Implications: By examining contexts where employee interaction may be detrimental to firms, this research provides novel insights on how to manage communications among service employees.