• Title/Summary/Keyword: Perceived-experiential Value

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The Perceived-experiential Value and Service Quality of Auto Maintenance and Repair Service

  • HONG, Jin-Pyo;KIM, Bo-Young;OH, Sung-Ho
    • Journal of Distribution Science
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    • v.18 no.1
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    • pp.59-69
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    • 2020
  • Purpose: This study aims to examine such relationships as the experiential value that customers respond to with regard to maintenance service by empirically revealing how the quality of auto maintenance and repair service affects both customer satisfaction and intention to reuse the same service through the Perceived-experiential Value of customers. Research design, data and methodology: The research model was designed with service qualities such as human quality, material quality, interaction quality, and system quality as independent variables, perceived-experiential value as a parameter, and service satisfaction and return visit intention as dependent variables. Through a questionnaire composed of 24 items, a total of 319 survey data from customers with the experience of using car maintenance service centers in Korea were collected and analyzed using a structural equation. Results: The material quality did not affect the customers' perceived-experiential value, whereas the interaction quality had the greatest influence. It is confirmed that human quality, interaction quality, and system quality can generate customer satisfaction and repurchase intention through the perceived-experiential value. Conclusions: The experiential value of customers can play an important medium role in improving satisfaction, with customers considering interaction quality important. Therefore, the auto maintenance and repair service should consider relationship-focused service strategies.

A Study On The Effects Network Externalities and Experiential Value Perceived from MIMService on Continuous Intention (MIM서비스에서 지각된 네트워크외부성과 경험가치가 지속적 사용의도에 미치는 영향에 관한 연구)

  • Li, Long;Gim, Gwang-Yong
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.51-67
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    • 2013
  • Mobile Instant Messenser (MIM) Market With the market is enlarging and attracting more and more companies. With the market expanding and number of users increasing, the competition in this area will be fierce. In order to gain competitive advantage, it is important to develop a strategy to maximize user value and to grasp the continuous usage intention of users. However, there are currently not enough researches done in this field. Therefore, this paper to study the effects of network externalities and perceived experiential value on perceived usefulness, user satisfaction, and continuous usage intention. The research results showed that the perceived experiential value and vertical compatibility significantly affected user satisfaction, but the perceived network size did not. The perceived network size and vertical compatibility did not affect the perceived usefulness. Also, the economic value, which is a sub-factor of the perceived experiential value, did not affect the perceived usefulness, but the functional value and hedonic value did significantly. The perceived network size significantly affected continuance usage intention, but the perceived network compatibility did not.

The Mediating Effect of Experiential Value on Customers' Perceived Value of Digital Content: China's Anti-virus Program Market (경험개치대소비자대전자내용적인지개치적중개영향(经验价值对消费者对电子内容的认知价值的中介影响): 중국살독연건시장(中国杀毒软件市场))

  • Jia, Weiwei;Kim, Sae-Bum
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.219-230
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    • 2010
  • Digital content makes big changes to our daily lives while bringing opportunities and challenges for companies. Creative firms integrate pictures, texts, videos, audios, and data by digitalization to develop new products or services and create digital experiences to promote their brands. Most articles on digital content contribute to the basic concept or development of marketing it in literature. Actually, compared with traditional value chains for common products or services, the digital content industry seems to have more potential value. Because quite a bit of digital content is free to the consumer, price is not necessarily perceived as an indicator of the quality or value of information (Rowley 2008). It becomes evident that a current theme in digital content is the issue of "value," and research on customers' perceived value of digital content is a necessity. This article argues that experiential value has an advantage in customers' evaluations of digital content. Two different but related contributions to the understanding of "value" of digital content are made here. First, based on the comparison of digital content with products and services, the article proposes two key characteristics that make experiential strategy available for digital content: intangibility and near-zero reproduction cost. On top of that, based on the discussion of the gap between company's idealized value and customer's perceived value, this article emphasizes that digital content prices and pricing of digital content is different from products and services. As a result of intangibility, prices may not reflect customer value. Moreover, the cost of digital content in the development stage may be very high while reproduction costs shrink dramatically. Moreover, because of the value gap mentioned before, the pricing polices vary for different digital contents. For example, flat price policy is generally used for movies and music (Magiera 2001; Netherby 2002), while for continuous demand, digital content such as online games and anti-virus programs involves a more complicated matter of utility and competitive price levels. Digital content companies have to explore various kinds of strategies to overcome this gap. Rethinking marketing solutions such as advertisements, images, and word-of-mouth and their effect on customers' perceived value becomes essential. China's digital content industry is becoming more and more globalized and drawing special attention from different countries and regions that have respective competitive advantages. The 2008-2009 Annual Report on the Development of China's Digital Content Industry (CCIDConsulting 2009) indicates that, with the driven power of domestic demand and governmental policy support, the country's digital content industry maintained a fast growth of some 30 percent in 2008, obviously indicating the initial stage of industry expansion. In China, anti-virus programs and other software programs which need to be updated use a quarter-based pricing policy. Customers can download a trial version for free and use it for six months or a year. If they want to use it longer, continuous payment is needed. They examine the excellence of the digital content during this trial period and decide whether to pay for continued usage. For China’s music and movie industries, as a result of initial development, experiential strategy has not been much applied, even though firms in other countries find the trial experience and explore important strategies(such as customers listening to music for several seconds for free before downloading it). For the above reasons, anti-virus program may be a representative for digital content industry in China and an exploratory study of the advantage of experiential value in customer's perceived value of digital content is done in the anti-virus market of China. In order to enhance the reliability of the survey data, this study focused on people who were experienced users of anti-virus programs. The empirical results revealed that experiential value has a positive effect on customers' perceived value of digital content. In other words, because digital content is intangible and the reproduction costs are nearly zero, customers' evaluations are based heavily on their experience. Moreover, image and word-of-mouth do not have a positive effect on perceived value, only on experiential value. That is to say, a digital content value chain is different from that of a general product or service. Experiential value has a notable advantage and mediates the effect of image and word-of-mouth on perceived value. The results of this study help provide an understanding of why free digital content downloads exist in developing countries. Customers can perceive the value of digital content only by using and experiencing it. This is also why such governments support the development of digital content. Other developing countries whose digital content business is also in the beginning stage can make use of the suggestions here. Moreover, based on the advantage of experiential strategy, companies should make more of an effort to invest in customers' experience. As a result of the characteristics and value gap of digital content, customers perceive more value in the intangible digital content only by experiencing what they really want. Moreover, because of the near-zero reproduction costs, companies can perhaps use experiential strategy to enhance customer understanding of digital content.

Reactions to Store Environment and Interpersonal Service Quality in Supermarkets vs Hypermarkets

  • MZOUGHI, Mohamed Nabil;GARROUCH, Karim Fraj
    • Journal of Distribution Science
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    • v.20 no.1
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    • pp.67-76
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    • 2022
  • Purpose: The purpose is to verify the impact of the store environment on interpersonal service quality (ISQ), shopping value and patronage intention, as well as the moderating role of the store format: supermarkets vs hypermarkets. This is significant as previous studies on retailing neglected the effect of interpersonal service quality on the experiential shopping value. The comparison of the model between two retailing formats (hypermarkets and supermarkets) provides a significant contribution and responds to a need to provide insights regarding the moderation of the store types on the contribution of interpersonal service quality and experiential value to customer's retention. Research design, data, and methodology: The hypotheses have been tested after analyzing the data of a survey among 405 consumers exiting stores representing various retailing stores in Tunisia. A Structural model have been finally verified by a path analysis after applying a confirmatory factorial analysis. Multigroup analyses on AMOS allowed to verify the moderation of store types. Results: Results mainly show that patronage intention is affected by the experiential perceived value dimensions. The latter is a direct consequence of ISQ and an indirect outcome of perceived shopping environment. The impact of value, environment and ISQ is moderated by the store type.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Brand License Effects on Consumer's Preception - Focus on Perceived Risk and Congruence between Product and Brand type - (브랜드 라이센싱이 소비자지각에 미치는 연구 - 상품유형과의 적합성이 지각된 위험에 미치는 영향을 중심으로 -)

  • Kim, Sang-Jo
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.79-95
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    • 2015
  • The purpose of this paper is to evaluate the effects of perceived risk and brand attitude on licensing brands comparing with non-licensed brands(virtual brand). Data was collected through a self-administered questionnaire in quasi-experimental design setting. I designed the experimental setting that there were two virtual companies to sell the luxury bags(symbolic goods) or cruise tour(experiential goods) and to launch their goods with own brand or licensed brand. The experimental groups were composed of women consumers who were familiar with consuming experiential goods and symbolic goods. Results from the experiment suggest that consumer's perceived risk on brands gives a negative impact on brand attitude. And congruence in goods types and licensed brand values leads to difference in the level of perceived risk. In experiential goods, brand licensing from famous and experiential brands can reduce perceived risk. But in symbolic goods, brand licensing effect which reduces the perceived risk is less effective than in experiential goods. This findings suggest that brand licensing may lower the level of consumer's perceived risk, but incongruity in goods type and brand value may result in strategic failure.

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Effects of Perceived Value of International Airport Visitors on their Satisfaction, Revisit and Recommendation Intention

  • Kim, Seung-Lee
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.7
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    • pp.67-75
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    • 2016
  • This study aims to examine how international airport visitors perceived value effects on their satisfaction, revisit and recommendation intention. To archive the research goal 288 questionnaires were collected from Incheon international airport and was analyzed a frequency analysis, reliability analysis, exploratory factor analysis and correlation coefficient analysis from SPSS 21, a hypothesis through out confirmatory factor analysis and structural equation modeling from AMOS 7.0. As a result of the analyses, it was found that the models was appropriate in proving the hypotheses on interrelationships among perceived value, satisfaction and revisit & recommendation intention. First, perceived value is factorized as acquisition value, emotion value, monetary value and social value. Second, all factor of perceived value turned out to have affirmative effects on international airport visitors' satisfaction. Third, international airport visitors satisfaction turned out to have affirmative effects on revisit and recommendation intention. Overall, finding of this study enhance the theoretical progress on the experiential concept in international airport and offer important implication for international airport industry.

The Relationships among Selection Attribute, Trust, Experiential Value, and Recommendation for Sport Center Consumers (스포츠센터 이용객들의 레스토랑선택속성이 신뢰, 경험가치, 그리고 추천의도에 미치는 영향)

  • Kim, Hwa-Young;Park, Hea-Bin;Park, Joung-Mi;Lee, Sang-Mook
    • Culinary science and hospitality research
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    • v.23 no.4
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    • pp.66-73
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    • 2017
  • This study was performed to verify the relationships among selection attribute, restaurant trust, experiential value, and recommendation focusing on sport center consumers. The data were collected from visitors who registered more than three months in the sport center in South Korea. Total 500 survey was distributed and 330 participants were used for further statistical analysis. SPSS 23.0 and AMOS 21.0 for Windows were used for statistical analysis. Five factors of selection attribute (menu, interior, exterior, staff, convenience) were extracted, and measured by using 15 questions. According to the results of this study, interior, exterior, and staff factors have positive effects on restaurant trust, and interior and menu were significant predictors of the experiential value. In addition, present study confirmed the theoretical relationship among trust, experiential value, and recommend intention as perceived by sport center visitors. Although there are many studies which demonstrated the relationships among selection attribute and other outcome variables, little research explained the relationships among the variables from sport center consumers. Therefore, this study will contribute to provide meaningful results and some practical implications for both academia and the related foodservice industry.

Influence of Perceived Service Clues on Experienced Value, Trust, and Loyalty of Franchise Snack Bar: Focused on Busan Area

  • Lee, Soon-A;Song, Sung-Hee;Lee, Sang-Mook
    • Culinary science and hospitality research
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    • v.22 no.1
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    • pp.1-8
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    • 2016
  • The purpose of this study is to develop and test a model that explains the effect of perceived service factors on: 1) experienced value, 2) trust, and 3) loyalty in context of franchise snack bar. In addition, the study will clarify how these variables relate to each other. The findings of this study identified that functional and humanic clues are the most significant components which influence on experiential value as well as trust in franchise snack bar sector. These findings may contribute to provide valuable marketing strategic for this business segmentation, and it can be utilized as a fundamental study to establish an efficient business plan to increase revenue in the industry.

A Study on Effect of the Book Curation Education Program Using Experiential Economy Theory on Perceived Value, Continuous Participation Intent (체험경제이론에 의한 북큐레이션 교육 프로그램이 지각된 가치와 지속적 참여 의도에 미치는 영향에 관한 연구)

  • Kim, Mi-Jung;Lee, Byeong-Kee
    • Journal of Korean Library and Information Science Society
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    • v.53 no.3
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    • pp.1-24
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    • 2022
  • By developing and implementing a book curation education program that reflects the experiential economy theory, this study aims to verify the effect that experience perception of the program has on continuous participation intention and perceived value of the program. Teaching and learning activities of book curation education programs were organized so that practitioners can experience activities for 4 experience element, entertainment experience, educational experience, escapist experience, esthetic experience according to experience economic theory. This study surveyed 195 peoples who participated in the program to measure the effectiveness of the program. As a result of analysis, research hypothesis 1 (the perception of experiences in the book curation education program affects the perceived value of the program) revealed that aesthetic and entertainment experiences were significant, and research hypothesis 2 (the perception of experience in the book curation education program affects the intention to continue participating in the program) showed that all other factors except educational experiences were significant.