• Title/Summary/Keyword: Digital Customer Satisfaction

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Banco do Brasil - Individual Entity Customer Satisfaction with the Digital Relationship Model

  • Mattana, Fabiano;Maldaner, Luis Felipe;Vaccaro, Guilherme Luis Roeche;Mattana, Luciano
    • World Technopolis Review
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    • v.8 no.2
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    • pp.120-134
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    • 2019
  • The main objective of this study was to investigate the customer's satisfaction level with the digital relationship model of Banco do Brasil Exclusive Business Offices situated in Rio Grande do Sul. Banco do Brasil is one of the largest Brazilian and global financial institutions and conducted a restructuring customer's relationship model since 2015, creating new specific service structures for certain segments, among them exclusive offices. This research had a qualitative step with an internal documentary analysis about the company and a semi-structured interview with manager's offices, in order to check the strategy and the foundations of business model, as well as identify perceptions and the difficulties in implementing this new structure. The quantitative step held the findings about customer satisfaction level in relation to the quality of services provided by offices, through an electronic survey based on the Servqual Scale developed by Parasuraman et al. (1988), which measures the difference between customer's expectations and perception in five dimensions: tangibility, reliability, understanding, safety and empathy. The results shown that Banco do Brasil customers' are satisfied with services offered through the digital model and the new business structure, in which is offered a humanized service together with the best technology. It was found, also, that digital probably would not replace the physical world, but they complement one another. Digital offices and physical agencies will coexist, improving value proposition delivery and better customers experience, satisfy them and build their loyalty.

Effects of Online Game Service Quality on Customer Satisfaction and Loyalty (온라인 게임 서비스품질이 고객만족도와 충성도에 미치는 영향분석)

  • Kim, Hyun-Jong;Lee, Choong-Soo
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.123-135
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    • 2009
  • The considerable progress of IT industry has changed the industrial structure and lifestyle of our society. One of the remarkable fields of IT industry is online game industry. It showed rapid growth for the past decade. But in recent years online game industry faced with the limit of its growth for a number of reasons. To overcome such situation, online game companies should improve functions of game and analyze their customer's needs for sustainable growth through increasing customer satisfaction and loyalty. The purpose of the study is to investigate and evaluate the factors of online game service quality and the relation of customer satisfaction and loyalty. SPSS 14.0 and AMOS 7.0 are used for experimental research. Through reliability and validity test, service quality factors influencing the customer satisfaction are appeared to be 5 latent variables(reliability, responsiveness, assurance, empathy, tangibles). In addition, by structural equation model and covariance structural model, the result showed that empathy is the most influenced factor to customer satisfaction and customer satisfaction has positive effect on customer loyalty. The results of this research have important implications for explaining an mechanism for service quality of online game, customer satisfaction and loyalty and they might provide operational guidelines to the online game service company.

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The Relationship among Web Design, e-Satisfaction, e-Loyalty, and Customer Defection (웹디자인, e-만족, e-충성도, 고객이탈 간의 관계에 관한 연구)

  • Kim, Keum Soo;Chung, Ki Han
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.5 no.4
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    • pp.213-229
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    • 2009
  • The purpose of this paper is to identify the relationship among five factors of web design, e-satisfaction, e-loyalty, and customer defection and provide the implications of marketing strategies in online shopping. The research findings are as follows: first, ease of use of web design affects positively e-satisfaction more than the other factors except financial security. Second, e-satisfaction affects positively e-loyalty. Third, e-satisfaction does not affect customer defection. Fourth, informativeness, styling, ease of use, and trust of web design affect indirectly e-loyalty by mediating e-satisfaction. Therefore, because there is a good circular relationship among web design, e-satisfaction, and e-loyalty, it is very important to enhance web design for customers. When customers satisfy highly with the factors of web design, e-loyalty is higher and customer defection is lower. Further, in a curriculum of web design it is needed to reflect the findings of this paper.

A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

Influence of Digital Experience Factors on Purchase - Focusing on Moderating Effects of Digital Experience Frequency - (디지털 경험 요소가 구매에 미치는 영향 -경험빈도의 조절효과를 중심으로-)

  • Jung, Sang Hee;Chung, Byoung Gyu
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.23-39
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    • 2020
  • The 4th Industrial Revolution and Covid 19 are moving the fashion industry from offline to online. Fashion shows that took place offline are being replaced by online. Online is greatly increasing consumers' digital customer experience based on digital technologies. In this study, we studied the effect of digital experience factors on digital customer satisfaction based on the Schmitt(1999)'s experience marketing. The effect of digital customer satisfaction on purchase, continuous use intention, and recommendation intention were also studied. In addition, the moderating effect of experience frequency was studied. We randomly sampled 180 individuals among fashion mall users.. SPSS 24, AMOS 23 and Process Macro 3.5 were used for statistical analysis. In the study in which digital experience factors influence digital customer satisfaction, all except the digital act showed positive influence. The impact of influence was digital sense (β = .366) > digital think (β = .225)> digital feel (β = .191) > digital relate(β = .163). Digital customer satisfaction have been positive impact on purchasing, continuance use and recommendation intention. In the moderating effect of digital experience frequency, between digital feel, digital act and digital customer experience showed a statistically effective relationship. Based on the this study, We suggested theoretical and practical implications.

Customers' View of Agility: The Expectation-confirmation Theory Perspective

  • Atapattu, Maura;Sedera, Darshana;Ravichandran, T.;Grover, Varun
    • Asia pacific journal of information systems
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    • v.26 no.1
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    • pp.80-108
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    • 2016
  • Contemporary organizations strive for customer agility through the deployment of digital technologies on customer-focused operations to build enduring customer relationships, with mobile apps being one of its prominent examples. Drawing on prior agility and ECT literature, this study proposes a model to examine customers' view of a firm's customer agility. Our empirical test of conceptual model from data collected in a field study from 128 customers demonstrated that the conceptual model offers good explanation for customers' view of a firm's customer agility through relationships among customer expectations-customer perceived firm's responsiveness-satisfaction. Data were analyzed using PLS, polynomial modeling, and response surface methodology to examine the relationships between customers' digital interactions with the firm, influence of digitized interactions on customer expectations, customers' evaluation of firm's responsiveness, and subsequent customer satisfaction.

An Analysis on the Structural Equation Model for Customer Satisfaction of Information Commons in Digital Library of the National Library of Korea (국립중앙도서관 디지털도서관 정보광장에 대한 고객만족도 구조방정식 모형 분석)

  • Oh, Dong-Geun;Cho, Hyun-Yang;Choi, Sung-Yeol;Yeo, Ji-Suk
    • Journal of Korean Library and Information Science Society
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    • v.41 no.2
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    • pp.171-187
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    • 2010
  • This study tries to develop and testify the structural equation model(SEM) for customer satisfaction of information commons in digital library(NDL) of the National Library of Korea and to calculate library customer satisfaction index (LCSI) based both on customers' perceptions and the staff members' expectations. It also compares the customers' perceptions with the staff members' expectations about service quality, satisfaction, and loyalty. Full mediation model is better fit than partial mediation model for this study, and it is proved that this model can be used for both groups. This study calculate LCSI for the information commons as 75.69. The comparison the customers' perceptions with the staff members' expectations shows that all of the figures of the former are higher than those of the latter.

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A Study of Factors Influencing Customer Satisfaction and Loyalty of MP3-Player (MP3-Player 고객 만족 및 충성에 미치는 요인에 관한 연구)

  • Kim, Sang-Hyun;Kim, Tae-Hoon;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.30 no.2
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    • pp.15-22
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    • 2007
  • By the early 20 century, "workman" introduced by SONY was the leading portable analog sounder. However, at the same century, workman was pushed out from the portable sounder by iRiver developed by MPMAN.COM. This portable digital sounder is called MP3-Player (MP3P), and has become the most popular portable digital sounder in the current market. This study combined two customer satisfaction models, mobile internet customer satisfaction model (Yu, 2002), and portable communication customer satisfaction model (Bae, 2003), in order to empirically test consumption of MP3P and its satisfaction. The proposed model tested four constructs, company's image, product price, product design and product function, influencing customer satisfaction, which leads to affect customer loyalty. 267 survey responses were analyzed by using structural equation modeling (SEM). The results show that all constructs had significant impact. This study suggests a good understanding of consumer satisfaction and loyalty of MP3P and the future direction of MP3P research regarding to consumer satisfaction.

The Empirical Research on the User Satisfaction of Mobile Grocery Shopping Customer Journey (모바일 식품구매 서비스 고객여정의 경험만족도에 관한 실증연구)

  • Lee, Hanjin;Kwon, Soyeon;Min, Daihwan
    • Journal of Information Technology Applications and Management
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    • v.28 no.4
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    • pp.59-78
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    • 2021
  • Mobile Grocery Shopping (MGS) has become the New Normal as the COVID-19 pandemic has changed the way consumers shop. Drawing on the framework of Customer Journey Map (CJM), this study explores consumers' MGS by identifying specific stages of Customer Journey and comparing consumers' satisfaction between PC-based online and mobile shopping experiences at each stage throughout the journey. This study collected 562 responses from subjects who have mobile and PC-based grocery shopping experiences at the major domestic e-Commerce platforms. Independent t-test analysis showed that differences in satisfaction between mobile and online shopping experiences exist in 5 main stages and 16 sub-stages of CJM. The results of service and technological innovation mentioned in the actual industry report were seen as empirical results leading to continued use of MGS as well as customer satisfaction. The findings of this study contribute to the research stream on Customer Journey by adopting the structure of CJM and analyzing specific stages of the journey in the context of MGS. Managerial implications for mobile-based business practitioners are also discussed.

A Study on Determinants of Customer Loyalty on SNS (SNS 충성도에 영향을 미치는 요인에 관한 연구)

  • Jun, Byoung Ho;Kang, Byung Goo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.169-179
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    • 2014
  • Customer loyalty in on-line context could be determined not only by voluntary factors but also by involuntary factors. Even though customer doesn't satisfy with certain technology and service, customer loyalty could be fostered by involuntary factors such as network effect, bonds, and switching cost. The purpose of this study is to investigate the determinants of customer loyalty on SNS in terms of voluntary and in voluntary factors. Based on prior studies on satisfaction and customer loyalty, usability and familiarity were identified as voluntary factors and network effect, bonds, and switching cost were identified as involuntary factors. Through the empirical study of 199 survey of SNS users, voluntary factors are found to be significantly related to the satisfaction and customer loyalty. Among involuntary factors, bonds are not found to be significantly related to customer loyalty.