• Title/Summary/Keyword: Hedonic satisfaction

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A Study on the Effect of Shopping Value of On-Line Shopping-Mall on Shopping-Mall Satisfaction - Mediating Effect of Price Sensitivity (온라인 쇼핑몰의 쇼핑가치가 쇼핑몰 만족에 미치는 영향에 관한 연구 -가격민감도를 조절효과로-)

  • Yim, Ki-Heung;Kwon, Jin-Hee
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.49-55
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    • 2014
  • Many changes in growth in the lifestyle of consumers for online shopping mall has surfaced. consumers will appear brand product will tend to buy products at more affordable prices and a department store's brand product sale increase in online shopping mall. This study verified the effects of Utilitarian shopping value and Hedonic shopping value, the shopping value, on the shopping-mall satisfactions, and the moderating effects of Price sensitivity. The result states that the shopping value affect the shopping-mall satisfaction, In terms of Price sensitivity, the group with higher Price sensitivity of utilization showed more significant result on the Utilitarian shopping value affects on the shopping-mall satisfaction, the group with higher Price sensitivity of utilization showed more significant result on the Utilitarian shopping value and Hedonic shopping value.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Effects of Emotional Consumption Value on Satisfaction, Subjective Well-Being and Loyalty for Dessert Cafe (감성적 소비가치가 만족과 주관적 웰빙 및 충성도에 미치는 영향: 디저트카페를 중심으로)

  • Kim, Seong-Soo;Han, Ji-Soo;Yang, Dong-Hwi
    • Culinary science and hospitality research
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    • v.24 no.1
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    • pp.1-12
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    • 2018
  • This study tried to understand what emotional consumption value of dessert cafe is and to examine the difference between satisfaction and subjective well - being concept. In addition, this study tried to test hypotheses through empirical analysis by establishing research hypotheses on how affective consumption value affects satisfaction and subjective well - being, and how satisfaction and subjective well - being influence loyalty. Data collection was conducted from September 10, to October 10, 2017, and 210 questionnaires were distributed. 200 valid data were used for the analysis except the questionnaires that did not meet the research purpose. The results of the analysis were as follows. First, only the hedonic consumption value of the dessert cafe had a significant effect on satisfaction, whereas the aesthetic consumption value and symbolic consumption value had no significant effect on satisfaction. Second, the hedonic consumption value and symbolic consumption value had a significant effect on subjective well - being. On the other hand, aesthetic consumption value did not had a significant effect on subjective well - being. Third, the satisfaction and subjective well-being of dessert cafe had a significant effect on loyalty. The result of this study is meaningful in establishing a strategy of differentiating dessert cafe to grasp the satisfaction of dessert cafe and emotional consumption value which increases subjective well-being and thereby maintain loyal customers.

A Study on College Women's Online Shopping Motivation Effect on Satisfaction Level in Purchasing Fashion Products (여대생의 패션제품 온라인 쇼핑동기 요인이 쇼핑 만족도에 미치는 영향 연구)

  • Kwon, Jin;Kim, Yong Mun;Um, So Hee;Lee, Young Sook;Woo, Hyun Ri
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.21-37
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    • 2017
  • Fashion market in the past had a physical structure, and the supply and demand developed within that space. However, this has changed with the development of online fashion market, as it no longer requires physical space. The purpose of this study was to examine the satisfaction level of online shopping purchase based on the purchase motivation of women in their 20's. It aimed to look into how the online media affected the market, and find ways to improve the shopping malls according to the demands of the market. This study examined the effect of female students' online shopping motivation on their satisfaction with a premise that purchase motivation is related to the satisfaction level. The researched subjects were selected among female college students, and the regression analysis was done using the collected questionnaires. Results showed that economic purchase motivation, product purchase motivation, hedonic purchase motivation, and social purchase motivation had positive correlation to satisfaction level. The most influential factors to the satisfaction level were convenient purchase motivation and product purchase motivation, then social purchase motivation in shopping. Hedonic purchase and economic purchase were less influential than other factors in online shopping. Social purchase motivation factor is least influential when compared to others. As for detailed purchase motivations affecting the satisfaction level, reasonable price, latest fashion goods, interest and fun of online shopping, and the ease of shopping were important factors. The research result indicates that alternative shopping solutions can be better understood by examining the online shopping satisfaction according to purchase motivation, and improve current online shopping malls.

The Effect of Online Consumer's Shopping Values on Consumer Satisfaction and Loyalty (소비자 쇼핑가치가 온라인 고객만족도와 충성도에 미치는 영향)

  • Moon, Yun Ji
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.1
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    • pp.349-356
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    • 2016
  • This study analyzed the influence of online consumers' shopping values on customer satisfaction and loyalty. The shopping values in this paper include the utilitarian-, hedonic-, and social engagement-shopping values. The hypothesized research model was proposed based on five main constructs: three shopping values, customer satisfaction, and customer loyalty. This study tested the hypothesized model using the data from 182 consumers who purchased accommodation products over the last six months. The findings showed that consumers' shopping values have a significant impact on customer satisfaction. In addition, the customer satisfaction has a significant influence on customer loyalty. Online accommodation booking sites need to make efforts to recognize the consumers' different shopping values and social influences to use a website as a tool for managing customer relationships.

The Factors influencing Customer Satisfaction with and Revisiting Coffee Shops in Korea: The Moderating Roles of Psychological Value

  • Cha, Seong-Soo;Seo, Bo-Kyung
    • Culinary science and hospitality research
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    • v.24 no.2
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    • pp.1-7
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    • 2018
  • This study aims to find what attributes of consumer satisfaction are more important when consumers choose coffee shops. Factors when customers choose coffee shops that are considered to be more crucial, such as taste, price, brand, and atmosphere, were tested and also relations between satisfaction and revisit were studied. As a result, factors as 'taste', 'price', 'brand', and 'atmosphere' were found to significantly affect satisfaction; in addition, the path that satisfaction leads to revisit was found to be significant. However, consumers' coffee shop selection attributes differed depending on their psychological consumption value. The path-coefficients from taste and price to satisfaction were more significant in the function-oriented group, meanwhile the path-coefficient from brand to satisfaction was significant in the emotion-oriented group (+) and the function-oriented group (-). The results of this study suggest attributes of selecting coffee shops and provide meaningful implications of consumer value when they choose the attributes.

The Effect of Perceived Service Quality on Shopping Values and Shopping Satisfaction (지각된 서비스품질이 쇼핑가치와 쇼핑만족에 미치는 영향)

  • 김혜진;정명선
    • Korean Journal of Human Ecology
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    • v.6 no.1
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    • pp.67-80
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    • 2003
  • The purpose of this study was to identify influence of perceived service quality on shopping value and shopping satisfaction. The subjects of this study were 550 adults women living in Gwang-ju. The data were collected using questionnaire from October 23 to October 27, 2001 and answers were analyzed using descriptive statistics, factor analysis, correlation analysis, multiple regression analysis. The results were as follows : 1. The effect of perceived service quality on shopping value. the perceived service quality influenced the shopping value positively. 2. The effect of shopping value on shopping satisfaction, in particular, hedonic shopping value had high positive effect on shopping satisfaction. 3. The effect of perceived service quality on shopping satisfaction, the perceived service quality influenced the shopping satisfaction positively.

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A Study on the Factors Influencing the Satisfaction and Continued Use Intention of the Subscription Economy Service: Focusing on Use Motivations, Platform & Service Characteristics (구독경제 서비스 만족과 지속사용의도에 영향을 미치는 요인 연구: 이용동기와 플랫폼, 서비스 특성요인을 중심으로)

  • Minjung Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.535-542
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    • 2023
  • This study attempted to identify various variables that affect satisfaction and continued use intention of the subscription economy services. Through previous research studies, individual characteristics and service characteristic variables were considered together. Finally, use motivation, platform characteristic factors, and product and service characteristic factors were classified and examined. As a result of the study, the motive for using the service that affects the satisfaction of the subscription economy service was found to be functional hedonic, and economic motive, and platform recency and convenience, economic utility, and perceived personalization had a positive effect. Functional and hedonic motives and convenience showed positive influences on continued use intention, while social motives showed negative influences. In addition, it was confirmed that economic motivation, platform recency, economic utility, and perceived personalization showed a positive influence on the intention to continued use intention by mediating satisfaction with subscription economy services.

The Moderating Effect of Service Type on the Customer Delight-Behavioral Intention Relationships (서비스 유형의 조절 효과에 따른 기업의 고객감동과 행동 의도의 관계)

  • Kim, MiJeong;Yoon, Ju Ok
    • Journal of Service Research and Studies
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    • v.9 no.4
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    • pp.81-95
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    • 2019
  • The concept of customer satisfaction is very important issue in the service firms. All service firms should delight theirs customers? Which service contexts creating customer delight results in better positive performance? This study is to examine the moderating effect of service type on the customer delight-behavioral intention relationship. Data from consumers across two distinct service contexts (retail banks and upscale restaurants) were obtained. Using the multiple moderating regression analysis, the proposed hypotheses in this study were tested. The results reveal that customer delight had a greater positive impact on both revisit and referral intention in the hedonic service than the utilitarian service. This study suggests specific service contexts where customer delight strategies generate better desirable results. The customer delight strategy is able to be applied in both hedonic and utilitarian services, but it is more effective to lead customer loyalty in the hedonic service than utilitarian services. Service firms need a strategic approach to customer satisfaction strategies. This study provide strategic implications for service firms to efficiently manage and allocate resources, and can help them in making decisions about establishing and implementing customer satisfaction strategies.

Validation of the Korean Version of Global Hedonia-Eudaimonia Job Satisfaction Scale: A Study on Domestic Application of a Measurement for Happiness in the Social Welfare Profession (한국어판 전반적 헤도니아-유데모니아 직무만족(K-GHEJS) 척도 타당화 : 행복 척도 국내 적용을 위한 사회복지직 대상 연구)

  • Song, In Han;Lee, Kyeongwon;Kim, Eunsil
    • Korean Journal of Social Welfare Studies
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    • v.49 no.1
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    • pp.191-219
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    • 2018
  • Although several measurements of happiness at work have been developed as interest in it has grown, most of them only deal with hedonia, emotional pleasure, and there exists no measurement of eudaimonia, ultimate happiness through meaning and worthiness in Korea. This study aims to examine the validity of the Korean version of Global Hedonic and Eudaimonic Job Satisfaction (K-GHEJS) scale which covers both hedonia and eudaimonia at work. Considering the job characteristics of social work which emphasizes the values and meaning of the helping profession, online survey was performed among a total of 376 social workers. Exploratory factor analysis confirmed the goodness-of-fit of 10 items, and confirmatory factor analysis confirmed that classification as two factors of hedonic and eudaimonic job satisfaction is appropriate. The reliability was found to be high as reliability coefficient Chronbach's ${\alpha}$ was .936. This K-GHEJS scale which measures eudaimonic happiness for the first time in Korea, is expected to be useful for measuring job satisfaction of the helping professions such as social work that pursues the values and meanings of work.