• Title/Summary/Keyword: Role of Mediating Variable

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The Effect of Early Morning Delivery Service Quality of Online Shopping on Customer Satisfaction and Customer Behavior (Reuse Intention) (온라인 쇼핑의 새벽배송 서비스품질이 고객만족도와 고객행동(재이용의도)에 미치는 영향)

  • Chung, Chong Woo;Kim, Chul Soo
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.57-69
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    • 2023
  • Early morning delivery possesses distinct characteristics that differentiate it from standard delivery services. This service typically involves delivering products to customers during the early morning hours, primarily before 7 AM. While online early morning delivery offers various advantages from a customer perspective, it also presents challenges that sellers and online shopping companies need to overcome. The early morning delivery market is experiencing significant growth in the online food retail sector, incorporating both PC-based online shopping and mobile shopping. The objective of this research is to identify the factors influencing customer satisfaction and the intention to reuse in the context of early morning delivery for online shopping. To model the online shopping environment with early morning delivery, independent factors were categorized into three types: System Properties, Product Characteristics, and Delivery Characteristics. This study examined the relationships among these three independent factors, the mediating factor of customer satisfaction, and the dependent variable of the intention to reuse. To conduct this research, empirical validation of the research hypotheses was carried out using the final dataset for analysis. Within this study, the previously explored System Properties, Product Characteristics, and Delivery Characteristics were established. Summarizing the findings of the analysis, it was discovered that System Properties and Product Characteristics played a significant role in determining the quality of early morning delivery services for online shopping. While product diversity and convenience had a positive impact, it is noteworthy that Delivery Characteristics did not influence customer satisfaction. Consequently, it can be concluded that there is no effect on the intention to reuse.

Mediation effects of early childhood teachers' instructional creativity on the structural relationship between early childhood teachers' science teaching efficacy and children's scientific attitude (유아교사의 과학교수효능감과 유아의 과학적 태도의 구조적 관계에서 유아교사 창의성의 매개효과)

  • Lee, Yu Hee;Jeon, Hong-Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.125-132
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    • 2018
  • The purpose of this study is to examined the relationship between child care teachers' science teaching efficacy and children's scientific attitude. Then, using the instructional creativity as a parameter to increase the quality of teacher-children interaction, we examined how the teacher-children relationship changed. In this study, 303 child care center teachers in Suwon, Gyeeonggi were surveyed. To analyze the data, structural equation modeling and Sobel-test were performed using SPSS 23.0 and AMOS 23.0. The analysis results showed that child care center teachers' science teaching efficacy had positive effects on the teachers' creativity and the children's scientific attitude. Furthermore, the creativity of child care center teachers had a positive effect on children's scientific attitude. The result of the Sobel-test revealed that child care center teachers's creativity played a mediating role between teachers' science teaching efficacy and children's scientific attitude and acted as a key variable in promoting children's scientific attitude. In conclusion, it has been identified that the creativity of the infant teacher's teaching is an important change that has a positive effect on the child's scientific attitude. Therefore, if education is provided to enhance the creativity of the professor when the infant teacher is working as a science professor at the same time, it can contribute to the quality of the child's scientific attitude.

Determinants of IT Industry Employees' Intent to Leave (IT업계 종사자들의 이직의도 결정요인)

  • Lee, Woo-Kyung;Choi, Soo-Il
    • The Journal of the Korea Contents Association
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    • v.11 no.5
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    • pp.369-383
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    • 2011
  • The purpose of this study was to investigate the determinants of intent to leave among IT industry employees, based on the Price's structural model of employee turnover. The sample used in this study were composed of 370 employees from 10 IT firms located in Seoul and Gyeonggi-Do. Data were collected with self-administered questionnaires and analyzed using structural equation modelling technique. This study found that four task reward variables(job variety, job autonomy, job challenge, and role ambiguity), two social reward variables (supervisory support and coworker support), three organizational reward variables(promotional chances, job security, and distributive justice) and one environmental variable(job opportunity), had significant effects on IT industry employees' intent to leave in terms of total effects and his directions of those significant effects were consistent with theoretical predictions; and that two mediating variables, job satisfaction and organizational commitment had the most important effects on IT industry employees' intent to leave in terms of total effects. The theoretical and practical implications of the research findings were discussed and the directions for future research were suggested.

The Effects of Medical Service Quality for the Main Caretaker of Patients at the Convalescent Hospital for Seniors on Customer Loyalty (주보호자가 지각하는 요양병원 서비스품질이 고객충성도에 미치는 영향)

  • Choi, Dong-choon
    • Journal of Venture Innovation
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    • v.6 no.4
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    • pp.133-151
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    • 2023
  • The purpose of this study is to examine the correlation between medical service quality, customer trust, customer satisfaction and customer loyalty in domestic convalescent hospitals. Participants in this research were individualis who assumed responsibility for being the main caretaker of patients that were in hospitalization The following main results were derived. First, among the quality of medical services, tangibles, realiability, responsiveness, empathy were found to have a significant positive effect on customer trust. Second, among the quality of medical services, tangibles, realiability, responsiveness, assuracne, empathy were found to have a significant positive effect on customer satisfaction. Third, among the quality of medical services, only realiability variable were found to have a significant positive effect on customer loyalty. This result means that customer satisfaction and customer trust plays a mediating role between the medical service quality and loyalty. Fourth, customer trust was found to have a significant positive effect on customer loyalty. Fifth, customer satisfaction was found to have a significant positive effect on customer loyalty.

The Relationships between Resource, Product and Process Innovation Capability, Technology Commercialization Competence and Performance of Firms in Daedeok Innopolis (기업의 자원과 성과간의 관계에서 제품 및 공정혁신능력과 기술사업화역량의 역할 분석: 대덕연구개발특구내 기업을 중심으로)

  • Hwang, Kyung-Yun;Sung, Eul-Hyun
    • Journal of Korea Technology Innovation Society
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    • v.19 no.1
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    • pp.137-160
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    • 2016
  • This study assesses the structure relationships between resource, product and process innovation capability, technology commercialization competence and performance of firms in Daedeok Innopolis. In particular, this study attempts to analyze technology commercialization competence that may be influenced by product and process capabilities. The development of the research model is based on the literature of resource-based view and the empirical studies of technology commercialization competence. The survey of 109 firms was conducted from January 5, 2015 through February 4, 2015. We investigate the role of a firm's technology commercialization competence in determining its performance by performing Partial Least Squares analysis. The results indicate that a firm's human resources and intangible resources lead to a higher level of its product and process innovation capabilities. This study, however, finds that a firm's tangible resources do not have significant effects on its product and process innovation capabilities. And the study finds evidence that firm's product and process capabilities have positive effects on its technology commercialization competence. The study also finds that a firm's technology commercialization competence is a driving force behind its performance, showing that its technology commercialization competence positively involves its performance. In addition the study finds that technology commercialization competence mediates the relationship between a firm's innovation capability and performance, indicating that the technology commercialization used as mediating variable positively affects its innovation performance.

The Effect of Trance Media Using Webtoon on Loyalty and Perceived Pleasure - Focusing on The Mediating Effect of Commitment and The Moderating Effect of Gender - (웹툰을 활용한 트랜스 미디어가 충성도 및 지각된 즐거움에 미치는 영향 - 몰입의 매개효과 및 성별의 조절효과를 중심으로 -)

  • Liu, Fan-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.295-306
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    • 2022
  • This study examined the effects and roles of transmedia such as trailer (i.e., trailer) and webtoon OST (i.e., Original Sound Track), which have recently served as extended content in webtoons. In recent years, the number of transmedias using webtoons has increased rapidly, and production and consumption in various directions have been taking place. However, studies on whether these contents lead to positive emotions and attitudes toward webtoons are not actively conducted. Therefore, this paper examined the effect through loyalty and perceived enjoyment, and found that 'increasing immersion in content through transmedia' plays a major role as a major variable. In addition, it is determined whether these mechanisms appear differently by gender, and in the case of women, media consumption tends to be based on emotional signals compared to men, so transmedia will further increase the level of immersion, but webtoon content did not show gender effects on media consumption. This is a meaningful result that shows that in general, media consumption methods according to gender appear differently in webtoons. Therefore, based on the results, this study presented directions and implications to keep in mind when planning the production of various transmedias using webtoons.

The Effect of Customer Value on Online Shopping Mall: The Moderating Role of Trust (온라인 쇼핑몰환경에서 고객가치가 로열티에 미치는 영향: 신뢰의 매개영향을 중심으로)

  • Lee, Ju-Min;Kim, Hyung-Su
    • CRM연구
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    • v.2 no.1
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    • pp.15-32
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    • 2009
  • Companies consider customers as an equity, which is expected to increase customer loyalty. However, customer loyalty does not linearly increase in real world by the customer equity always. This research investigates a mediating variable which influence the relationship between customer equity drivers and customer loyalty. We focus on customer value as a customer equity driver which is the most basic factor among customer equity drivers. We examine that online trust as a mediator between the customer value and customer loyalty in on online shopping mall context. Customer value consists of perceived convenience, quality, and price. Findings indicate that online trust mediates the relationship between customer value and customer loyalty. Especially, online trust perfectly mediates the perceived convenience and the perceived quality. The perceived convenience influences online trust most significantly and perceived quality and perceived price are following in the order of strength. Our results implicate that online trust is an important mediator of the relationship between customer equity and customer loyalty in online shopping mall context and need to be managed as a customer relationship management index to increase customer loyalty. In addition, perceived convenience is the most important factor to increase online trust in matured online market.

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Exposure to Crime News, Multicultural Acceptability, and the Mediation Effects of Perceived Risk (범죄 뉴스 노출과 다문화수용성 위험지각의 매개효과를 중심으로)

  • Heo, Yun-Cheol;Im, Yung-Ho
    • Korean journal of communication and information
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    • v.76
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    • pp.92-123
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    • 2016
  • This paper aims to examine systematically how audiences' exposure to crime news influences their multicultural acceptability. In particular, the analysis has focused on how the variance in the effects of contacts with crime news on foreigners takes place, according to the types of media and communication favored among the audiences. Also, with perceived risk toward crime as a mediating variable, this research scrutinizes the way crime news on foreigners comes to influence multicultural acceptability among the audiences. While various news sources and communication channels are influential in strengthening the perceived possibility of crime on the individual level, the results show, television seems to be particularly more effective with regards to the perceived prevalence of crime on the social level (RQ 1). Also, while contacts with crime news through 'dialogic' media rarely influence multicultural acceptability significantly, 'discursive' media and face-to-face contacts have negative impacts on the multicultural acceptability (RQ 2). Consequently, perceived risk on the social level seems to play the role of full mediation in the process where audiences' contact with crime news through discursive media influences their multicultural acceptability (RQ 3). Based on these findings, both theoretical and practical implications were discussed.

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A Study on Factors Affecting Entrepreneurial Intention of Pre-entrepreneurs in Agricultural Industry: Focusing on Moderating Effect of Degree of Self-determination (농산업 예비창업자의 창업의도에 미치는 영향요인에 관한 연구: 자기결정성 정도의 조절효과 중심으로)

  • Eun Hee Byun;Chul Moo Heo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.4
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    • pp.131-148
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    • 2023
  • The purpose of this study is to investigate the effects of entrepreneurial environment and entrepreneurial competency on entrepreneurial intention by setting degree of self-determination as a moderating variable for pre-entrepreneur of agriculture industry. The entrepreneurial environment was divided into perceived support and perceived barriers, and the sub-variables of entrepreneurial competence were set as creativity, problem solving, communication, marketing, and business plan. 253 questionnaires were used for empirical analysis. The results of the analysis using SPSS v25.0 and Process macro v4.2 are as follows. First, the perceived support and perceived barriers of the entrepreneurial environment have a significant effect on entrepreneurial intention. Creativity, problem solving, marketing and business plan of entrepreneurial competency have a significant effect on entrepreneurial intention, but the effect of communication was non-significant. Second, the degree of self-determination did not moderate the relationship between perceived support, barriers and entrepreneurial intention. This means that the level of self-determination may not have a significant effect on the relationship between entrepreneurial environment and entrepreneurial intention. Third, the degree of self-determination was found to moderate the relationship between creativity, problem solving, communication, marketing and business plan of entrepreneurial competency and entrepreneurial intention. Specifically, as the degree of self-determination increases, the size of the influence of creativity, problem solving, marketing, and business plan on entrepreneurial intention plays a role of strengthening in a positive direction. On the other hand, as the degree of self-determination increases, the degree of self-determination, which weakens the relationship between communication and entrepreneurial intention. Future research will require exploration of other factors that can explain entrepreneurial environment and entrepreneurial capacity, and follow-up studies are needed to analyze the moderated mediating effects through conditional process models that include new mediating and moderating variables.

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The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.