• Title/Summary/Keyword: Loyally

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상표충성도에 따른 여성복 브랜드 포지셔닝 (Women's Wear Brand Positioning According to Brand Loyalty)

  • 권현주;구양숙
    • 대한가정학회지
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    • 제38권10호
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    • pp.85-95
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    • 2000
  • The purpose of this study was to identify brand loyally of women's wear and construct brand positioning maps by using multidimensional scaling(MDS). There were significant differences between brand loyal and indifferent group in ages, income, occupation status and level of education. Significant differences were found between groups in the degree of importance of attributes (design/color, fashion, quality, store image, salesperson's attitude and brand reputation) when evaluating brands. The positioning maps upon the similarity and preference of brand image were composed by use of MDS.

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

  • 김현종;이충수
    • 디지털융복합연구
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    • 제7권3호
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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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남해안 지역 음식점의 서비스품질과 충성도의 관계에 영향을 미치는 매개변수의 효과 평가 (Measuring the Effects of Mediating Variables on the Relationship between Restaurant Sonics Quality and Loyalty In Namhaean Area)

  • 고범석;강종헌
    • 한국식생활문화학회지
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    • 제22권3호
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    • pp.303-308
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    • 2007
  • The purpose of this study was to measure the mediating effects of sacrifice, value and satisfaction on the relationship between restaurant service quality and loyalty. A total of 273 questionnaires were completed. Structural equation model was used to measure the causal effects of service quality, perceived sacrifice, value, satisfaction and loyalty. Results of the study demonstrated that the structural analysis result for the data also indicated excellent model fit. The influences of service quality and perceived sacrifice on value were statistically significant. The influences of service quality and value on satisfaction were statistically significant. The influences of value and satisfaction on loyalty were statistically significant. As expected, the service quality had a significant effect on loyalty. The results indicated that the effect of service quality on loyally was mediated by value. Moreover, the effect of service quality on loyalty w3s mediated by satisfaction.

아시아 문화권에서의 상실과 슬픔 (Loss and Grief in Asian Culture)

  • 홍영선;염창환;이경식
    • Journal of Hospice and Palliative Care
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    • 제1권1호
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    • pp.1-5
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    • 1998
  • Grief is the ordinarily self-limited complex of symptoms and processes that constitute the acute reaction to a significant loss. And it is the reaction of the dying as well as the bereaved. Every culture has had its own ways of grief and mourning. The definition of healthy grief and mourning, in terms of both emotional expression and the length of time it should continue, mostly depend upon the type of culture as well as the type of religion. So the manner of grief and mourning greatly differs from culture to culture. In the most of the Asian countries, influenced by Confucianism, Taoism, and Buddhism, death is traditionally considered the most significant life cycle transition. In Chinese culture, many rituals have evolved to help family members deal with their loss, over the past five thousand years. Confucianism taught the virtues of filial piety and righteousness. These rules and many customs added since the time of Cofucius, have been loyally followed and practiced by many Asian people. However, Buddhists have different ideas. They believe in karma and reincarnation and in predetermination of one's present life by good or bad deeds in the present life and past lives. Display of uncontrollable emotion is not encouraged. Continuity of family relations after death is very important. The ancient practice of the ancestor worship is still followed in many Asian households. Many Buddhist do not practice ancestor worship; family members honor the deceased by placing a memorial plate in the temple for continued chanting purposes. The mourning rituals have been dramatically curtailed in the past 50 years. For example, political, social and economic forces have shaped the current mourning practices of Chinese in different countries. There are many clinical implications in helping Asian to deal better with the emotional strains of the experience of loss. The therapiest must respect the cultural framework through which the client perceives family losses.

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인터넷 쇼핑몰의 지각된 이용편리성과 유용성이 신뢰, 만족, 애호도에 미치는 영향 (A Effect of Internet Shopping Mall' Perceived Ease of Use and Usefulness on Trust, Satisfaction and Loyalty)

  • 박상규;원구현;함홍식
    • 경영과학
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    • 제22권1호
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    • pp.83-101
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    • 2005
  • We are going to make clear three things through the examination of the subject of this study. The first thing is to verify whether perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which determine the loyalty of a shopping mall. The second Is to find out the effect of perceived usefulness and ease of use of using internet shopping mall on shopping mall's loyalty through variable intermediation of trust and satisfaction. The third is to emphasize the importance of perceived usefulness and ease of use of using a shopping mall web sites and carrying out a through analyzing path that usefulness and ease of use are intermediated by trust and satisfaction to loyalty. We made a poll to people who had ever used internet shopping mall and got Information. The results are below. The easer internet shopping mail users feel when using shopping mall sites, the more they feel them useful. Perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which are major preceding factors of Internet shopping mall loyalty. The perceived ease of use, trust, and satisfaction intermediate between the perceived ease of use and shopping mall's loyally while users are accepting internet shopping mali. And trust and satisfaction intermediate between the perceived usefulness and shopping mall's loyalty. These results show that the degree of usefulness and feeling easiness in using shopping mall of users should be considered seriously. The only easiness of shopping mall doesn't create shopping mail's loyalty, but, It's created when users acknowledge the usefulness, trust, and satisfy.

DCFR 및 한국법상 프랜차이즈계약 가맹업자의 의무에 관한 비교연구 (A Comparative Study on the Franchisor's Duty in Franchise Contract under the DCFR and Korean Law)

  • 이병문;신건훈
    • 무역상무연구
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    • 제65권
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    • pp.21-49
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    • 2015
  • This study primarily concerns the various franchisor's duties provided under the Draft Common Frame of Reference (here-in-after DCFR) in comparison with those under Korean law. It particularly focuses on the followings. First, it scrutinizes the rules on the scope of application in a comparative way, focusing on the following questions; what is the definition of a franchise contract and what are the essential elements of such contract. Second, it investigates in a comparative way the provisons as to the franchisor's contractual duties as follows; 1) a duty to collaborate actively and loyally and coordinate their respective efforts, 2) a duty to provide the franchisee with adequate and timely information before the contract is concluded, 3) a duty to grant the franchisee a right to use the intellectual property rights, 4) a duty to provide the franchisee with the know-how, 5) a duty to render the franchisee with assistance, 6) a duty to ensure the products ordered by the franchisee are supplied, 7) a duty to provide information during the performance, 8) a duty to warn the franchisee decreased supply capacity, 9) a duty to make reasonable efforts to promote and maintain the reputation of the franchise network. Its emphasis is particularly put on the rationals, the contents and the nature of such duties. Third, this study provides legal and practical advice to the contracting parties when they intend to insert either the DCFR or Korean law in their contract as a governing law.

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방송채널의 애니메이션 편성비율과 선호채널이미지 축적간의 상관관계 연구 : 1980년대 지상파 방송채널 애니메이션 편성비율을 중심으로 (A Study on the Co-relationship between Programming Ratio of Animation and the Preference of Broadcasting Channel : Focusing on the Programming Ratio of Terrestrial Broadcasting in the 1980s)

  • 한창완
    • 만화애니메이션 연구
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    • 통권13호
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    • pp.211-221
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    • 2008
  • 지상파방송사의 애니메이션 편성집중도가 방송사자체의 중장기적 수익모델인 방송사이미지에 어떠한 연관성을 잠재하고 있다면, 또한 그러한 분석결과가 연구성과로 검증된다면, 지상파방송사의 애니메이션 편성의지와 전략 또한 공격적이고 적극적인 방향으로 전환될 수 있을 것이라는 가정이 본 연구의 목적이며 출발점이다. 본 논문의 연구문제는 다음과 같다. 첫째, 기존 지상파방송사의 애니메이션 편성 및 방영비율이 시청자들의 지속적인 시청집중현상과 어떻게 연계되는가? 둘째, 방송사의 애니메이션 편성방영비율의 지속적 강화가 시청자의 방송사 채널 이미지 형성에 어떠한 영향을 미치는가? 셋째, 뉴미디어 플랫폼에 애니메이션 편성 및 방영전략을 강화해야 하는 중장기적 전략의 필요성은 무엇인가? 등이다. 본 연구에서는 1580년대의 지상파 방송사가 편성 방영했던 애니메이션 프로그램의 비율을 기준으로, 현재 방송사의 선호도 및 프로그램 시청집중도와 어떠한 상관관계가 존재할 수 있는지 분석했다. 이는 방송사의 애니메이션 프로그램에 대해 선호유무를 주관적으로 판단할 수 있는 8세부터 14세의 어린이 및 청소년들이 애니메이션을 보기 위해 선택한 채널의 집중적인 시청행위가, 20년 이후 직접적인 경제활동인구로서 주관적인 상품구매의사결정을 할 수 있게 된 20대 후반부터 30대 후반에 이르러 지상파방송사의 채널선택을 할 때(동일하거나 유사한 방송프로그램이 동 시간대에 방영될 때) 본인의 채널선호도와 어떠한 상관관계를 가질 수 있는가에 대해 분석한 것이다. 결국, 이러한 상관관계연구는 새롭게 제시되고 있는 뉴미디어 플랫폼에서 애니메이션 프로그램에 대해 어떠한 편성전략과 기획전략을 진행해야 하는가에 대한 예측변수를 제시할 수 있다. 본 논문의 분석결과에 의하면, 현재 지상파방송사가 지속적인 채널선호도를 중장기적으로 유지하기 위해서라도 직간접적인 애니메이션 제작투자를 통해 애니메이션 프로그램의 편성비율을 최소한으로 유지하는 것 이상으로 편성비율에 대해 전략적으로 접근해야 될 필요성이 있다. 또한, 초고속통신망 회사들, 혹은 다양한 통신업계 기업들도 전략적인 입장에서 중장기적인 애니메이션 제작투자 및 캐릭터개발에 집중해야 될 때이다.

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