• Title/Summary/Keyword: User Loyalty

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Dynamic Fuzzy Cluster based Collaborative Filtering

  • Min, Sung-Hwan;Han, Ingoo
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2004.11a
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    • pp.203-210
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    • 2004
  • Due to the explosion of e-commerce, recommender systems are rapidly becoming a core tool to accelerate cross-selling and strengthen customer loyalty. There are two prevalent approaches for building recommender systems - content-based recommending and collaborative filtering. Collaborative filtering recommender systems have been very successful in both information filtering domains and e-commerce domains, and many researchers have presented variations of collaborative filtering to increase its performance. However, the current research on recommendation has paid little attention to the use of time related data in the recommendation process. Up to now there has not been any study on collaborative filtering to reflect changes in user interest. This paper proposes dynamic fuzzy clustering algorithm and apply it to collaborative filtering algorithm for dynamic recommendations. The proposed methodology detects changes in customer behavior using the customer data at different periods of time and improves the performance of recommendations using information on changes. The results of the evaluation experiment show the proposed model's improvement in making recommendations.

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Developing LCSI(Library Customer Satisfaction Index) Lite for Public Library (LCSI(Library Customer Satisfaction Index) Lite 공공도서관용의 개발)

  • Oh, Dong-Geun
    • Journal of the Korean Society for Library and Information Science
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    • v.47 no.4
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    • pp.335-361
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    • 2013
  • This study tries to develop the so-called LCSI (Library Customer Satisfaction Index) Lite for public library which can be used easily in the fields as a simplified model. Its conceptual model is developed from the former research about library service quality and customer satisfaction. Based on the analyses on the twenty Delphi-type AHP questionnaires both from the library researchers and from the public library practitioners, and on the analysis and testing of the structural equation model using the data from the more than 800 user questionnaires, it suggests a model which consists of total 15 items - namely 8 items for service quality (2 for personnel, 4 for library resources and services, 2 for facilities and environment), 3 items for customer satisfaction, and 2 items for loyalty. Library Satisfaction Index for public library will be calculated by the sum total of service quality (50%), customer satisfaction (40%), and loyalty (10%).

The impact of the Formation Factor of Loyalty Of Mongolian Consumers Attitudes toward M-Commerce

  • Altanzul, Ganbaatar;Lee, Dong-Man
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.135-140
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    • 2008
  • Recently in the Mongolian wireless marketplace, many E-commerce companies have been making considerable investments in the technological development of M-commerce, taking competitive advantage of new business possibilities offered by Internet-based wireless technologies. In the Mongolian wireless marketplace, this new mobile environment opens the door for new and exciting market opportunities in mobile services and applications. In the near future, these companies will be looking toward M-commerce services as a supplemental source of revenue in the mobile marketplace. This paper examines the roles of M-commerce in the consumers' in order to promote the consumers' loyalty in the booming M-commerce. This paper contains theory that focuses on the basic concepts of the M-commerce environment, its wireless network technologies, and its applications infrastructure. Upon searching for references to assist us in establishing a market hypothesis, we discovered that few comprehensive studies on consumer perspective and behavior related to M-commerce services actually exist in the literature. In the area of M-commerce, many companies neglect the consumer perspective, concentrating only on technological factors only when formulating their market strategies. And, due to technological blindness, many companies were not able to succeed in end-user E-commerce services. Given that fact, this paper formulates a consumer-centric research model. In order to prove the research model, we chose the survey method which allows for the collection of large amounts of data from a sizeable population in a highly economical way. Through the survey, this paper defines consumer's attitudes towards M-commerce services by identifying potential Business-to-Commerce(B2C) applications and its primary target groups in terms of gender and age, and by investigating whether consumers recognize the value proposition of M-commerce applications and services. As shown in the data analysis and results, this research concludes that M-commerce development in Mongolia is still at its infancy, and that the implementation of M-commerce depends not only on technological progress, but also on consumer attitudes and their willingness to adopt M-commerce services. As well, other complex cross-cultural factors-socially, economically, culturally, et cetera-enter strongly into the equation.

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Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

An Analysis on Competition and Ecology of Mobile Platform : Based on the Continuous Usage Intention of Smart-Phone OS Platform (모바일 플랫폼 경쟁과 모바일 생태계에 관한 고찰 : 스마트폰 운영 플랫폼의 지속사용 의도를 중심으로)

  • Lee, Bo-Kyoung;Shim, Seon-Young
    • Journal of Information Technology Services
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    • v.11 no.2
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    • pp.19-47
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    • 2012
  • Contemporary smartphone competition is generally described as the battle between Apple's proprietary platform and Google's open platform. However, this competition is not limited within smartphone adoption itself. User's pre-adoption of one mobile platform via smartphone can be connected to the post-adoption of the same mobile platform based on the other smart devices (e.g. smart pad). In this study, we investigate whether user's preference to a certain platform is persistent over mobile ecology, from the pre-adoption of one smart device to the post-adoption of following devices. For this investigation, we adopt the dual-model as the ground theory, where post-adoption of IT product is explained by both dedication and constraint factors. The empirical testing first evidences that dual model works well as our research model for identifying the reasons of post-adoption. Next, we group our data into two parts in order to compare the switching behavior of iPhone users and Android phone users. iPhone users show much lower switching rate to Android based smart pads, while Android phone users show higher churn rate to iPad (49.3% : 96.3%). Especially, satisfaction showed much stronger effect than switching cost on the continuing intention of existing platform, when the analysis is given to the iPhone user's group. From this result, we can conjecture the relatively stronger loyalty of iPhone users. More managerial implications on the mobile platform strategy are driven.

A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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The Effects of the Attractiveness of an Internet Shopping Mall and Flow on Affective Commitment

  • Kang, Sung-Ju;Kim, Jae-Yeong;Park, Young-Kyun
    • Journal of Distribution Science
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    • v.9 no.4
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    • pp.29-42
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    • 2011
  • With the many advantages of the internet, online shopping has become one of the fastest growing types of retail businesses. However, internet-based firms are much more firmly required to retain existing customers rather than secure new ones, and to make them revisit the site by strengthening trust and loyalty, thereby improving profits and outrivaling competitors. Commitment is an essential part of successful long-term relationships between buyers and sellers. Although commitments by both parties in an exchange can provide the foundation for the development of relational social norms, disproportionate commitments can lead to opportunism by the less committed partner. Moreover, flow, which is characterized by intense concentration and enjoyment, was found to be significantly linked with exploratory use behavior, which in turn was linked to the extent of computer use. The level of flow was, itself, determined by the individual's sense of being in control, and the level of challenge perceived in maneuvering a website. Website attractiveness goes hand in hand with the attractiveness of an internet shopping mall, and it can be conceptualized as the persuasive effectiveness of a message by the use of familiarity, favor, similarity, etc. It occurs when information receivers try to achieve self-satisfaction when they actually or emotionally identify themselves with an information source. This study investigates the relationship between the perceived system characteristics of an internet shopping mall and the loyalty of online consumers, and it examines how perceived website attractiveness and flow play mediating roles between the perceived system characteristics of an internet shopping mall and the affective commitment in the context of a clothes internet shopping mall. For these purposes, a structural model comprising several variables was developed. That model was tested with an analysis of moment structure (AMOS) using data from respondents who had purchased clothing through the internet during the past three months. In this model, the perceived system characteristics of an internet shopping mall, such as familiarity, reputation, uniqueness, positive emotions, self-efficacy, and interactivity, were proposed to affect the website's attractiveness and flow, and lead to a higher affective commitment over time. Thus, the perceived website attractiveness and flow were proposed as core mediating variables between perceived system characteristics and affective commitment. The results of a reliability test using Cronbach's Alpha, and a confirmatory factor analysis warranted using unidimensionality for the measures for each construct. In addition, the nomological validity of the measures was warranted from the results of a correlation analysis. The results of empirical analyses indicated that systematic attributes resulting in website attractiveness and user's characteristics, thereby triggering customers' flow, play a crucial role in inducing customers' affective commitment, and a user's characteristics are twice as important as systematic attributes in this study. Moreover, familiarity, reputation, and uniqueness all have a significant effect on website attractiveness, and the research showed that uniqueness took the first place, and that familiarity and reputation followed in order of magnitude. The fact that reputation was not the most important factor that affects the attractiveness of an internet shopping mall, with uniqueness or familiarity having a greater impact, suggests much deeper implications. Finally, positive emotion, self-efficacy, and interactivity all have a significant effect on customers' flow. In particular, the fact that positive emotion, compared to self-efficacy or interactivity, has much more impact on flow is very suggestive.

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Internet Fashion Business: Environmental Analysis & Future Research Direction (인터넷 패션산업의 환경분석 및 향후 연구방향에 대한 제언)

  • Ko, Eun-Ju;Jo, Oh-Soon
    • Journal of Global Scholars of Marketing Science
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    • v.9
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    • pp.203-219
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    • 2002
  • The purpose of the study is to analyze environmental changes in market, customer and information technology of Internet fashion industry, to present fashion company's current situation and strategy for confronting business environmental changes, and to propose the direction of the future research in this fashion field. First, the importance of Internet has been increased due to the rapid growth in number of Internet user and the size of the e-commerce. Second, to satisfy the customers requiring reasonable price and differentiated product and service, e-Branding strategy implementation, customized service development and enhancement on Web-site credibility and loyalty are demanding in the market. Third, development on the mobile technology and the increase in the Internet user using mobile communication device requires preparing mobile consuming environment, new business platform. Fashion industry's current situation and competitive strategy developed by the environmental change analysis were used for developing future research direction, that is, the m-business, CRM, and e-Branding. Through the understanding of environmental changes in Internet fashion industry and proposed research direction, research on Internet fashion marketing is hoped to be vitalized. Results of this study were expected to be utilized the strategy development.

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Factors Affecting the Mobile Instant Messenger Users' Continued Usage Behavior and the Moderating Role of Habits: Focused on WeChat (모바일 인스턴트 메신저 사용자의 지속사용행동에 대한 영향요인과 습관의 조절효과: WeChat을 중심으로)

  • Zhang, Heng;Koh, Joon;Kim, Kyun Soo
    • The Journal of Information Systems
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    • v.25 no.3
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    • pp.61-90
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    • 2016
  • Purpose Recently the usage of Mobile Instant Messenger(MIM) has been increased all over the world. With the development of Mobile Internet, a large amount of mobile application came into being, such as WeChat, the most popular MIM now in China. It has a huge number of registered users, but just only half of them are the "active users". This study intends to examine what factors affect MIM user's continuance intention and actual usage behavior. Design/Methodology/Approach Based on the framework of Perception/Emotion-Behavior and the extended ECM-ISC (Expectation Confirmation Model of IS Continuance), this research introduced some unique variables to a user satisfaction model focusing on perceived/emotional factors in WeChat. In this model, perceived/emotional factors have been divided into enabler factors and inhibitor factors to analyze the effect on continuance intention and actual usage behavior. Also, the moderate effect of the habits was discussed. An online questionnaire survey of 203 WeChat users was conducted and the empirical validation was employed to test the research model. Findings From the empirical results, perceived usefulness, expectation confirmation, and needs for affiliation significantly affected satisfaction. Also, satisfaction influenced continuance intention which led to actual usage behavior. We found that the habit moderates the relationship between satisfaction and continuance intention. The result of this study provides guidance to the developers and operators of WeChat on how to improve enhance users' satisfaction and loyalty.

Development of Digital Mileage Service System using Smart-Phone (스마트폰을 이용한 디지털 적립 서비스 시스템 개발)

  • Kang, Nam-Hi
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.137-142
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    • 2011
  • Increasing users of smart phone and various marketing strategies activate lots of mobile mileage services recently. Such a mileage service is a typical marketing service to increase brand loyalty of clients and maximize purchase motivation. However, traditional offline mileage services introduce discomfort that users have to carry lots of mileage cards physically. Also, in case of using digital mobile mileage service, users have to search specific card to use from lots of digital cards stored in his mobile device. In this paper, to solve the problems, we design and develop a mobile mileage service system that especially discover a proper card automatically based on location information of user.