• Title/Summary/Keyword: e-Loyalty

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Male Generation Y Consumers: Online Apparel Shopping and E-satisfaction

  • Kim, Jung-Hwan;Kim, Jung-Ho
    • International Journal of Costume and Fashion
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    • v.12 no.2
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    • pp.1-14
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    • 2012
  • To date most of the research concerning e-service quality in the context of online apparel settings has had a female or a generalized for gender and age focus. To expand the scope of understanding of online consumers, this study focuses on the key dimensions of e-service quality which affect male Generation Y consumers' e-satisfaction which in turn may affect their e-loyalty. A convenience sample of male college students was recruited from a Korean university. The findings of this study showed that privacy, personalization, efficiency, and website design were the key dimensions that have significant positive relationships with e-satisfaction. The positive relationship between e-satisfaction and e-loyalty was also confirmed. Managerial implications and suggestions for further research are further discussed.

The Effect of User Participation on e-Loyalty (사용자 참여가 e-Loyalty에 미치는 영향)

  • Go, Mi-Hyun;Kwon, Sun-Dong
    • 한국IT서비스학회:학술대회논문집
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    • 2007.11a
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    • pp.459-464
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    • 2007
  • e-Loyalty는 인터넷 웹사이트나 커뮤니티에 대한 충성도를 의미하며, 현재의 충성도를 의미하는 밀착도(stickiness)와 미래의 충성도를 의미하는 지속적 이용 의도로 구성된다. 본 연구에서는 이러한 e-Loyalty에 영향을 미치는 주요요인으로 사용자 참여, 네트워크 효과, 사회적 영향 유용성을 선정하였다. 연구결과, 현재의 충성도인 밀착도에는 사용자 참여, 네트워크 효과, 사회적영향, 유용성이 모두 유의하게 영향을 미치는 것으로 나타났다. 그러나 미래의 충성도민 지속적 사용의도에는 사용자 참여와 유용성만이 유의한 영창을 미치는 것으로 나타났다. 이는 사용자 참여가 기업의 현재 이익을 결정하는 중요한 요인이 되기도 하지만, 지속 가능할 미래의 경쟁력을 확보하는 데에도 중요하다는 것을 시사하는 것이다. 따라서 인터넷 기반의 기업은 사용자 참여를 향상시킬 방안을 적극 모색할 필요가 있다.

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The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.15-26
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    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

The Effect of Clothing Involvement and Loyalty Orientation on the Information Search Behavior (의복관여도와 충성성향이 정보탐색 활동에 미치는 영향)

  • Lim, Kyung-Bock
    • Journal of the Korean Society of Clothing and Textiles
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    • v.31 no.9_10
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    • pp.1396-1407
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    • 2007
  • The purpose of this study was to identify the effect of clothing involvement, store and brand loyalty orientation on the information search behavior. The study subjects comprised 298 females living in Seoul and Kyung-gi area. The data were analyzed with factor analysis, regression, cluster analysis, ANOVA and correlation analysis. Clothing involvement and information search behavior consisted of various factors. Clothing involvement, store and brand loyalty influenced information search behavior. Fashion and clothing involvement was the most important factor which influenced all loyalty and information search behavior(i.e. brand and store loyalty, personal and nonpersonal information search behavior). According to store and brand loyalty factors, female consumers classified into three groups : low loyalty, brand loyalty and store loyalty group. Three groups showed different clothing involvement, information search, clothing purchasing behavior and demographic variables. Therefore, loyalty orientation is the important factor which can describe the consumer behavior more effectively.

A Study on Influences of Academic Library Service Quality on the Satisfaction and the Loyalty of Users (대학도서관의 서비스 품질이 이용자 만족도와 충성도에 미치는 영향에 관한 연구)

  • Kim, Gyu-Hwan;Nam, Young-Joon
    • Journal of the Korean Society for Library and Information Science
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    • v.41 no.2
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    • pp.135-159
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    • 2007
  • The purpose of this study is to analyze the casual relationships of the service qualify, the satisfaction of the users, and the loyalty of the users on the academic libraries. The study develops a model and a hypothesis based on the previous researches, and testifies through multiple regressions and path analysis using questionnaires from 266 academic library users(undergraduate students and graduate students) in the C University. The result of this study is summarized as the following: the service qualifies of e-service, contents, and librarians significantly influences the satisfaction of the users-undergraduate students on the qualifies of library space/environment and contents, and graduate students on the qualities of e-service and librarian. The satisfaction of the users and the quality of e-service are the variables that influence the loyalty of the users. The quality of e-service is an important variable that influence both the satisfaction and the loyalty of the users in academic libraries.

Effects of Consumers' Technology Readiness on Telepresence and E-loyalty toward 3D Online Shopping Mall

  • Yang, Hee-Soon;Jung, Hye-Jung;Youn, Cho-Rong;Choi, Yun-Jung;Lee, Yu-Ri
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.6
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    • pp.659-669
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    • 2011
  • Consumer responses to 3D online shopping malls are influenced by their attitudes toward technology. This study examines the consumer differentiation according to technology readiness, compares customers with different technology readiness in terms of their perceived telepresence and e-loyalty, and examines the effect of their perceived telepresence on their e-loyalty. Samples from 300 females aged 21 to 39 were used for the final analysis. The results are as follows. First, consumers were classified into three groups, Explorers (N=72), Pioneers (N=105), and Skeptics (N=123), through factor analysis and k-means cluster analysis. Second, the Explorers evaluated the telepresence of the 3D online shopping mall higher than any other group. The Skeptics presented lower e-loyalty and perceived less telepresence in the 3D online shopping mall than the other two groups. Finally, telepresence had a significant influence on e-loyalty, as identified by the regression analysis. This verifies the effectiveness of 3D technology adopted or to be adopted by online shopping malls and demonstrates that 3D shopping malls can be a strategic alternative in the online shopping sector where competition is fierce. The results show that online shopping malls should focus on establishing 3D shopping environments with further effort to utilize the technology.

The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.

The Influences of E-service Quality according to Image Interactivity Technology on Customer Loyalty and Purchasing Involvement

  • Yang, Hee-Soon;Lee, Ji-In
    • International Journal of Costume and Fashion
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    • v.10 no.1
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    • pp.15-27
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    • 2010
  • This study investigates the differences of e-service quality depending on image interactivity technology and the influences of e-service quality on purchasing involvement and customer loyalty. Online shopping malls have made toward satisfying customers' shopping experience owing to the advance of technology. Above all, it is important to prove effectiveness of this technology to introduce it. Therefore, the purpose of this study is to test effectiveness of Image Interactivity Technology (IIT) which has been introduced by some shopping malls. For this study three shopping malls were designed as stimuli that have the different level of IIT. The women of 20-30 who have bought fashion products in online shopping malls participated in the quantitative research. Total 592 were used for the statistical analysis. Descriptive statistics, cross tabulation analysis, factor analysis, reliability analysis, one-way ANOVA, and multiple regression were implemented. Four factors of e-service quality were extracted. The 3D avatar shopping mall was higher than the others in those factors. Besides, e-service quality factors influenced purchasing involvement and customer loyalty. Therefore, online shopping malls are advised to introduce IIT and improve e-service quality

A Study on the Effect of Customer's Awareness of the Food Service Industry's Customer Reward Program Value on Customer Loyalty (외식 업체의 고객 보상 프로그램에 대한 고객의 가치 지각이 고객 충성도에 미치는 효과에 관한 연구)

  • Son, Young-Jin;Lee, Kwang-Ock;Yoo, Hee-Jeong
    • Culinary science and hospitality research
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    • v.13 no.4
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    • pp.80-91
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    • 2007
  • The purpose of the study is to investigate how customer reward programs that are provided strategically to develop customer favors are assessed by customers, if they affect customer loyalty and what effect using membership card(how many possess and use it) takes. The findings from the study can be summarized as follows. Firstly, customer loyalty showed high when shared value and convenient value are felt for preference and referring effect and when shared value and allied value were felt for revisit. Secondly, when the number of cards in possession was a lot, high customer loyalty existed. Thirdly, when the number of cards in use was a lot, the customer loyalty was high. The customer's awareness of values, e.g. economic, shared, use, convenience and allied values, put a very meaningful positive effect on loyalty, i.e. preference, referring effect and revisit. The more the number of food service provider's' membership cards in use and in possession was, the higher customer loyalty was. This implies that continued development of business partners and quality control are critical for various benefits and shared value of the customer reward pro-grams and service upgrade.

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Study on Impacts of Using Characteristics of Public Systems on Customer Satisfaction and Loyalty of the Systems : Korean E-Procurement System (공공시스템사용특성이 고객만족과 충성도에 미치는 영향에 관한 연구 : 국가종합전자조달시스템)

  • Lim, Kyung-Won;Kim, Yon-Tae;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.83-98
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    • 2013
  • Advanced IT of Korea is the important factor that has improved the performance of business to business e-business systems, especially On-Line E-procurement System (KONEPS). Obviously KONEPS is well positioned in businesses of Korea. In order to be higher performance in KONEPS, it needed to be analysed important characteristics composed of KONEPS. Even though KONEPS has been operating well, user's satisfaction and customer loyalty for KONEPS was not high in real businesses. In this research, we tried to find the factors affecting user satisfaction and customer loyalty for KONEPS and figure out the mechanism among the factors. We surveyed using characteristics, which are information diversity, usability, system reliability and stability, on suppliers, main users of KONEPS. We consider the using characteristics as independent factors of the research model. Meanwhile, we model user's satisfaction and customer loyalty as the dependent factors. The results from the study are helpful in providing policies and strategies to promote the use of KONEPS.