• Title/Summary/Keyword: Electronic Loyalty

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A Study on Satisfaction and e-Loyalty of the Electronic Trade of the Trade Companies (무역업체의 전자무역 이용만족과 e-충성도에 관한 연구)

  • Lee, Jeong-Ho
    • International Commerce and Information Review
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    • v.8 no.2
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    • pp.59-78
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    • 2006
  • Considering rapid development of Internet Portal Site Contents in Korea, it is an important issue to analyze consumers' satisfaction and e-loyalty. This research develops, and empirically test a model for explaining/predicting the satisfaction and e-loyalty with internet-based Electronic Trade Site. This paper describes a theoretical model for investigating the Satisfaction and e-Loyalty of the Electronic Trade Site. This study investigates the concept of the satisfaction, e-loyalty in Electronic Trade Site and its determinants, and tries to establish e-loyalty analyzing model. The model of the satisfaction, e-loyalty electronic trade site is tested here using data from 158 samples. Based on the research model, a comprehensive set of hypotheses is formulated and a methodology for testing them is outlined. some of the hypotheses are tested empirically to demonstrate the applicability of the theoretical model. In examining the relationships of the determinants factors, service quality satisfaction show in significantly by Reliability, Information Provided, Trustworthiness, Convenience, International of contents but that show in not significantly by Interaction. In addition, Electronic Trade site retention shows indirect effect between customer satisfaction and referral. Although our research can not show the determinants of e-loyalty in the electronic trade site the empirical result give both theoretical and managerial implication for managing the consumers' satisfaction and e-loyalty in electronic trade site.

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An Empirical Study on User's e-Loyalty in Trustworthness of Electronic Trade Service (전자무역 서비스 신뢰성과 이용자의 e-충성도에 대한 실증분석)

  • Shim, Jae-Hee
    • International Commerce and Information Review
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    • v.10 no.3
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    • pp.23-40
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    • 2008
  • Considering rapid development of Electronic Trade in Korea, it is an important issue to analyze consumers' satisfaction and e-loyalty. The purpose of this study is to find the affecting factors on the determinants and utilizable intention of electronic trade trustworthness and e-loyalty. In the literature review, it was made to compare and analyze the precedent papers about electronic trade trustworthness theory, Keller and Aaker(1992), Yun, Seong-jun's(2000) model of the trustworthness. This study investigates the concept of the satisfaction, e-loyalty in electronic trade site and its determinants, and tries to establish e-loyalty analyzing model. The model of the satisfaction, e-loyalty electronic trade site is tested here using data from 106 samples. The major finding of this paper would be summarized as followed : And then it was used the empirical research method to test hypotheses which was established based on the precedent studies : 1) electronic trade factors are positively related to the trustworthness on the electronic trade practical, not being trustworthness of the functionality on electronic trade practical in international trade company. 2) tr stworthness of electronic trade practical is positively related to the e-loyalty in international trade companies.

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The Impact of Quality and Price on the Loyalty of Electronic Money Users: Empirical Evidence from Indonesia

  • PUTRA, Pratama;JAYADI, Riyanto;STEVEN, Ignatius
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.3
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    • pp.1349-1359
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    • 2021
  • The electronic money market in Indonesia continues to experience an increase in the number of users and volume of transactions. However, the electronic money market, especially server-based, in Indonesia is becoming concentrated into a few issuers. Electronic money issuers compete in price and promotion wars to gain new customers and maintain their existing ones. This paper presents an analysis of the orientation and factors that influence the loyalty in electronic money products. The research model variables in this study are adopted from the E-Service Quality and Marketing Mix categories. These variables are hypothesized to affect the perceived value and then customer loyalty. The research population consists of all Indonesians who use server-based electronic money, with a sample of 400 individuals. The results show that, in the E-Service Quality group, reliability, responsiveness, and security significantly affect perceived value, while the perceived price and perceived promotional benefits significantly affect perceived value in the Marketing Mix group. The perceived price has the highest effect on the perceived value and customer loyalty, while the perceived value has a significant effect on customer loyalty. Finally, it was found that the customer is more sensitive to the price than quality in using electronic money.

Customer Electronic Loyalty towards Online Business: The role of Online Trust, Perceived Mental Benefits and Hedonic Value

  • NGUYEN, Minh Ha;KHOA, Bui Thanh
    • Journal of Distribution Science
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    • v.17 no.12
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    • pp.81-93
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    • 2019
  • Purpose: The success of electronic commerce businesses is the ability to retain the customers and inspire their loyalty in online shopping. The purpose of this study is to develop a model to study the effect of perceived mental benefits, online trust, and hedonic value on the elements of electronic loyalty. Research design, data and methodology: Mixed research method was applied in this study with qualitative and quantitative research method. Qualitative data was collected through focus group discussion with electronic commerce experts. Quantitative data was collected through a survey of 917 customers, in which conducted in four cities and one province in Vietnam. SmartPLS software is used for processing quantitative data. Results: The study points out that four constructs of the mental benefit concept, although not entirely, have an impact on online trust and hedonic value. At the same time, two antecedents of electronic loyalty's three elements are online trust and hedonic value. Conclusions: Through the positive influence between the elements in the conceptual model, the study has shown that the perceived mental benefits, online trust, and hedonic value are important factors to shape the electronic loyalty in developing countries, such as Vietnam. This study proposed some scientific and managerial implications.

Effects of Electronic Security Service Quality Satisfaction and Customer Satisfaction on Switching Barrier and Customer Loyalty (기계경비 서비스품질만족과 고객만족이 전환장벽 및 고객충성도에 미치는 영향)

  • Kim, Chang-Ho;Yoon, Jong-Dae;Jung, Chul-Kyu;Lee, Bong-Keun
    • Korean Security Journal
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    • no.36
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    • pp.111-137
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    • 2013
  • The purpose of this study is to examine the effects of electronic security service quality satisfaction and customer satisfaction on switching barrier and customer loyalty. Survey questionnaires were distributed to business owners in Seoul that are using electronic security system and the total of 500 copies were used as research data except 60 copies with insufficient responses. The results are as follow. First, as for the effects of electronic security service quality satisfaction on electronic security customer satisfaction, it indicates that the higher electronic security service quality satisfaction achieves, the more it has positive effects on electronic security customer satisfaction. Second, as for the effects of electronic security service quality satisfaction on switching cost, it indicates that the higher electronic security service quality satisfaction achieves, the more it has positive effects on switching cost. As for the effects of electronic security service quality satisfaction on human relations, it indicates that the higher electronic security service quality satisfaction achieves, the more it has positive effects on human relations. It indicates that the effects of electronic security service quality satisfaction on alternative attraction was not meaningful. Third, as for the effects of electronic security customer satisfaction on switching cost, it indicates that the higher electronic security customer satisfaction achieves, the more it has positive effects on switching cost. As for the effects of electronic security customer satisfaction on human relations, it indicates that the higher electronic security customer satisfaction achieves, the more it has positive effects on human relations. But, it indicates that the effects of electronic security customer satisfaction on alternative attraction was not meaningful. Fourth, As for the effects of electronic security service quality satisfaction and electronic security customer satisfaction on customer loyalty, it indicates that the higher electronic security service quality satisfaction achieves, the more it has positive effects on customer loyalty. As for the effects of switching cost on customer loyalty, it indicates that the higher switching cost achieves, the more it has positive effects on customer loyalty. As for the effects of alternative attraction on customer loyalty, it indicates that there is no meaningful relation between alternative attraction and customer loyalty. But, effects of human relations on customer loyalty, it indicates that there is no meaningful relation between human relations and customer loyalty. Based on the above results, it is noticeable that in the effects of electronic security service quality satisfaction and electronic security customer satisfaction on switching barrier, all of them had meaningful effects except for alternative attractiveness. This signifies that switching barrier factor can increase when the service quality of electronic security and customer satisfaction increase. In other words, it can be said that increased awareness of electronic security service quality satisfaction and electronic security customer satisfaction by electronic security users can lead to high customer loyalty by establishing switching barrier through such increased awareness.

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Loyalty System as a Secure Payment Scheme in Multiple Internet Shopping Malls (복수의 인터넷 쇼핑몰에서 통용되는 안전한 전자상거래 지불수단으로서 로열티시스템)

  • Yoon, Hye-Suk;Kim, Young-Kuk;Choi, Hoon;Hong, Seung-Jae
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.5S
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    • pp.1676-1686
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    • 2000
  • The growth of the Internet has brought may kinds of electronic payment schemes that can be applied to electronic commerce applications. Generally speaking, conventional loyalty system is not a payment system but a part of customer service. Our loyalty system, however, adds monetary functions and security mechanism to the concept of bonus point, so it can make the electronic markets user entire bonus system as an electronic payment scheme, First, we introduce the organization and the protocol structure of he loyalty system. Next, we describe monetary characteristics, security scheme and anonymity to show our loyalty system can be used a functionally complete payment system.

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Customer Satisfaction, Trust and Loyalty in EC

  • Kwon Young-Guk;Park Hyun-Jee;Lee Sun-Ro
    • The Journal of Information Systems
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    • v.14 no.3
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    • pp.71-81
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    • 2005
  • The main purpose of this paper is to investigate the relationship between website environmental characteristics (website characteristics, user characteristics, and external environments), satisfaction, trust and loyalty in tourism e-business (EC). The following results were determined by verifying five hypotheses using LlSREL. Website environments partially support perceived satisfaction and also perceived trust. Satisfaction has a strong effect upon perceived trust while satisfaction doesn't affect perceived loyalty. Trust significantly impacts perceived loyalty in tourism e-business (EC).

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An Empirical Analysis on Electronic - Store Success Model (전자상점의 성과모형에 관한 실증적 분석)

  • Yoon Cheol-Ho;Kim Sang-Hoon
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.3
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    • pp.23-39
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    • 2004
  • This paper focused on empirically testing the ESM(Electronic-Store Success Model). The model was developed by basing upon the ‘Updated D&M(DeLone and McLean) IS Success Model(2003)’ and reflecting the characteristics of marketing and e-business, and composed of the six dimensions including system quality, information quality, service quality, trust, customer loyalty and financial performance. The research model consisting of five dimensions, excluding financial performance, was proposed and empirically verified by structural equation model with respect to data from 224 customers on 69 Electronic-Stores. The results show that system quality and information quality significantly influence service quality, and that service quality also significantly influence trust and customer loyalty, and that trust has significant influence on customer loyalty.

Development of the Theoretical Model on Electronic-Store Success (전자상점 성과에 관한 이론적 모형 구축)

  • 윤철호;김상훈
    • Korean Management Science Review
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    • v.20 no.2
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    • pp.113-133
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    • 2003
  • This study developed the ISM (Electronic Store Success Model) by basing upon the revised D&M IS Success Model and reflecting the characteristics of marketing and e business. The theoretical rationale of this model was as following : 1) Though the revised D&M IS Success Model (2002) must be more logical and complete model than the original D&M IS Success Model (1992), it did not reflect characteristics of marketing and e business. 2) In the marketing studios, Service Quality has been suggested as one of basic strategies for success. 3) In e business studies, Trust has been emerging as a potentially important antecedent of e loyalty. 4) There has been a paradigm shift from satisfaction to loyalty in marketing emphasis. 5) Nowadays, ERP (Enterprise Resource Planning) has been pervaded in many organizations and has supported PCA (Profit Center Accounting) or Channel based Accounting, so it has not been difficult to evaluate financial performance of Electronic Store. The ESM that has six dimensions (System Quality, information Quality. Service Quality, Trust, Loyalty, Financial Performance) and expresses the causal relationship among them was proposed and was compared with BSC (Balanced Scorecard), WebQual, and EWAM (Extended Web Assessment Method). The results showed that the ESM coincides with BSC and contains dimensions of WebQual, and EWAM.

An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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