• Title/Summary/Keyword: Customer-to-customer interaction

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

  • Hwang, Byung-Il
    • Korean Business Review
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    • v.17 no.2
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    • pp.131-159
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    • 2004
  • The purpose of this paper is to propose and test a conceptual framework that investigates the effects of perceived service quality on customer satisfaction, attitude toward brand(Ab) and customer loyalty. To test the framework, structural equation modeling are applied to data collected from 210 samples in mobile phone service industry. The results of this research indicated that interaction quality and outcome quality of perceived service quality are positively on customer satisfaction, but the outcome quality is stronger influence than interaction quality. The findings also show that outcome quality effect on directly Ab and then interaction quality effect on indirectly Ab through customer satisfaction. But There are no effect outcome quality, interaction quality and Ab on customer loyalty without customer satisfaction effect. These results include implications that mobile phone service company should have customer satisfaction to retain customer and customer loyalty.

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

  • Choi, Yeong Chae;Yeoun, Myeong Heum
    • Design Convergence Study
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    • v.16 no.2
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    • pp.223-238
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    • 2017
  • Due to recent increasing of tour, leisure industries, customer's usage of service became more grouped and customer-to- customer interaction became more important. Under these service environment, it is easy to find cases of damaging other customer's service experiences by some customers who use service in selfish manner. Customers called 'Jaycustomer' usually happen in low frequency, but they are serious service failure because they can deliver bad service experience. It seems previous service design tools couldn't handle these cases enough. So it will be good to reinforce to handle these incidents. This study was based on the empirical insights of service design case study by using 'evil persona'. Literature review and survey were performed to find out proper servicescape for 'evil persona'. From analysis, the service environmental factors which affect frequency of negative customer-to-customer interaction were selected. Also, many cases of such negative behavior were gathered and sorted to find types and patterns which affected by selected service environmental factors.

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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    • v.8 no.11
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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.

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

  • Jung, Hyo-Sun;Yoon, Hye-Hyun
    • Korean journal of food and cookery science
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    • v.28 no.3
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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.

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

  • Lee, Deok-Jae;Quan, Dong-Mei
    • International Commerce and Information Review
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    • v.8 no.2
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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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    • v.4 no.2
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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.

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

  • Cheng, Zhen-Feng;Kim, Gyu-Bae
    • Journal of Distribution Science
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    • v.17 no.2
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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.

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

  • Kim, Tae Woong
    • Smart Media Journal
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    • v.6 no.4
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    • pp.17-23
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    • 2017
  • In recent days, all the business firms use IT-based services in a variety of ways to facilitate their consumer activities. A typical example is location-based services that send advertisements or discount coupons when a customer approaches near the business place. This is not the direct interaction between the business firms and the customer, and it is one of the way of sending the business related contents to the customer's smart-phone regardless of the customer's intention. The Business firms does not know in real time which customers sent promotional contents. Recently most of the business services are in this way. Therefore, a new type of location-based customer service is required for interaction between the business firm and the customer. This is a system that automatically identifies which customer visit a business place when the customer visits the business place delivers them to the computer of the business place in real time, and provides business customized services using the information. In this paper, we have developed a service based platform to identify the customer as well as interact with the customer based on the location based service using Beacon. This system will also provide an open platform environment that can be easily accessible to the various business firms, rather than limited to a specific business firms.

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

  • Fan, Qing-Ji;Kim, Won-Kyum
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.235-244
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    • 2009
  • The object of this research is to analyze the impact of the four dimensions of on-line game attributes, challenge, social interaction, entertainment and actuality, on customer satisfaction and loyalty. At the same time, mediating effects of switching barriers, such as switching cost and attractiveness of alternatives on the relationships between customer satisfaction and customer loyalty are also analyzed. The results showed that the challenge, social interaction, entertainment had significant effects on customer satisfaction. Customer satisfaction also effected customer loyalty. Another important result is that switching cost and attractiveness of alternatives played an intermediating role between customer satisfaction and customer loyalty.

Individual Employees' Service Failures and Customer Satisfaction with the Firm

  • CHAE, Myoung-Jin
    • Journal of Distribution Science
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    • v.18 no.8
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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.