• Title/Summary/Keyword: online service

Search Result 2,204, Processing Time 0.028 seconds

The Impacts of Restaurant Qualty on Brand Love and Hate, and Off-line and On-line Word-of-Mouth (레스토랑 품질이 브랜드 사랑과 증오, 그리고 온·오프라인 구전에 미치는 영향 )

  • Meiyu, CHAO;Yen Yoo, YOU
    • The Korean Journal of Franchise Management
    • /
    • v.14 no.1
    • /
    • pp.1-21
    • /
    • 2023
  • Purpose: During COVID-19, consumers prefer social distancing or contactless activities for safety, and hygienic condition has become one of the most important factors in evaluating restaurants. Therefore, this study aims to investigate whether offline/online word-of-mouth is affected by restaurant quality. Research design, data and methodology: The data were collected from 480 consumers who had experiences of visiting a restaurant in the past 90 days and analyzed with SPSS 28.0 and SmartPLS 4.0 programs. Results: Physical environment and menu had positively significant effects on brand love, while employee service and hygiene had no significance on brand love. Restaurant environment, menu, and hygiene had negatively significant effects on brand hate, but employee service had not significant impact on brand hate. Brand love had positively significant effects on offline and online word-of-mouth, and brand hate had negatively significant effects on offline and online word-of-mouth. Conclusions: First, restaurants need to develop a pleasant space where customers can have emotional experiences. Second, restaurants need to fulfill customers' desire for global food consumption. Third, restaurants should ensure hygiene and safety to prevent customers' brand hate. Lastly, restaurants need to establish offline/online word-of-mouth strategy to identify which restaurant quality attributes influence brand love/hate and offline/online word-of-mouth.

Searching information on online questions by Korean dental hygienists: Case report (온라인 질문에 나타난 치과위생사의 정보요구도: 증례보고)

  • Hwang, Soo-Jeong;Lee, Sun-Mi;Moon, Hee-Jung;Kang, Hyun-Sook;Ha, Jung-Eun;Kim, Soo-Hwa;Jung, Jae-Yeon;Hwang, Yoon-Sook
    • Journal of Korean Academy of Dental Administration
    • /
    • v.6 no.1
    • /
    • pp.43-47
    • /
    • 2018
  • Online data can be explored for topics browsed by an unspecified population to detect professional information demands more quickly. The purpose of this study was to collect and analyze online questionnaires in order to find information required by dental hygienists. We analyzed the frequency of posting words after isolating nouns from questions of the Korean Dental Hygienists Association homepage's Q & A section, the Naver Knowledge-iN service, and a dental hygienists' online meeting site in Naver. We found that queries of the Korean Dental Hygienists Association's homepage were concentrated on education renewal and license notification. The queries about dental hygienists in the Naver Knowledge-iN service used words related to job or career choice, and the queries of the dental hygienist-affiliated site had many words related to dental practice, dental work, and turnover. This study showed that the information needs of unspecified dental hygienists varied depending on the online environment such as homepage, blog, and information service.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
    • /
    • v.14 no.5
    • /
    • pp.101-117
    • /
    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A Study on the Use Intention of Online Charging Service for Prepaid Electronic Payment: Focused on the Moderating Effects and Transportation Card Users (선불 전자지급 수단의 온라인 충전 이용의도에 관한 연구: 교통카드사용자, 조절효과를 중심으로)

  • Seon-Ku Lee;Won-Boo Lee
    • Information Systems Review
    • /
    • v.23 no.3
    • /
    • pp.177-200
    • /
    • 2021
  • Recently, the use of prepaid electronic payments such as electronic wallets, digital currency and prepaid points is gradually increasing. Prepaid electronic payments has the characteristic of being used after charging first. This study empirically investigated the factors affecting the intention to use online charging in order to help improve the service that require prepaid recharge by applying transformed TAM. Since there are not many previous studies for the intention to use online charging, we extract factors through preceding researches for electronic cash and mobile easy payment. Also we analyze the intention to use online charging for transportation card users, focusing on the moderating effects. As a result of the study, it was found that 'convenience', 'ubiquity', and 'self-efficacy' among the independent variables had a positive (+) effect on mediation variable 'perceived usefulness'. 'Perceived usefulness' was analyzed to have a significant influence on the dependent variable 'usage intention'. According to users' gender, internet usage time, internet shopping frequency, online charging frequency and transportation card usage type, the moderating effect was significant on 'perceived usefulness' and 'usage intention'. As an implication, it was suggested that service improvement and differentiated marketing are needed in direction of increasing the usefulness of services. Additional research directions were proposed for services such as e-wallets, prepaid points and digital currencies by adding other factors and moderate variables.

Analysis of Marketing Channel Competition under Network Externality (네트워크 외부성을 고려한 마케팅 채널 경쟁 분석)

  • Cho, Hyung-Rae;Rhee, Minho;Lim, Sang-Gyu
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.40 no.1
    • /
    • pp.105-113
    • /
    • 2017
  • Network externality can be defined as the effect that one user of a good or service has on the value of that product to other people. When a network externality is present, the value of a product or service is dependent on the number of others using it. There exist asymmetries in network externalities between the online and traditional offline marketing channels. Technological capabilities such as interactivity and real-time communications enable the creation of virtual communities. These user communities generate significant direct as well as indirect network externalities by creating added value through user ratings, reviews and feedback, which contributes to eliminate consumers' concern for buying products without the experience of 'touch and feel'. The offline channel offers much less scope for such community building, and consequently, almost no possibility for the creation of network externality. In this study, we analyze the effect of network externality on the competition between online and conventional offline marketing channels using game theory. To do this, we first set up a two-period game model to represent the competition between online and offline marketing channels under network externalities. Numerical analysis of the Nash equilibrium solutions of the game showed that the pricing strategies of online and offline channels heavily depend not only on the strength of network externality but on the relative efficiency of online channel. When the relative efficiency of online channel is high, the online channel can greatly benefit by the network externality. On the other hand, if the relative efficiency of online channel is low, the online channel may not benefit at all by the network externality.

Effects of Artificial Intelligence Functionalities on Online Store'S Image and Continuance Intention: A Resource-Based View Perspective (인공지능 기능성이 온라인 상점의 이미지와 지속사용의도에 미치는 영향 연구: 자원기반관점을 중심으로)

  • Bo, Wen;Jin, Yunseon;Kwon, Ohbyung
    • The Journal of Society for e-Business Studies
    • /
    • v.25 no.2
    • /
    • pp.65-98
    • /
    • 2020
  • The adoption of artificial intelligence technology is continuously increasing in online stores. However, there have been no empirical studies that examine whether each of the artificial intelligence functions affects consumers' continuance intent to shop online. This study aims to understand the effect of the main function of artificial intelligence on the continuance intention of online store via empirical analysis. In particular, we focus on how artificial intelligence as a resource affects the heterogeneity of online stores in terms of resource-based views. We also analyzed the mediating effect of online store's image (product and service) between artificial intelligence (AI) functions and continuance intention. The results suggest that the presence of AI function on online stores positively influence the continuance intention from the resource-based perspective. Furthermore, it was found that AI technology positively affects the image of a product and service. We also found that there was a difference in the way of influencing the intention to use online stores by AI functions.

An Analysis of Effect of Online Education on Software Education for pre-service elementary teacher (초등 예비 교사들을 위한 소프트웨어 교육에 대한 온라인 교육 효과 분석)

  • Kim, Kapsu
    • Journal of The Korean Association of Information Education
    • /
    • v.24 no.6
    • /
    • pp.643-652
    • /
    • 2020
  • Since the 21st century knowledge and information society 20 years ago, online education has been emphasized. Online courses at online universities or universities have been activated in developed countries. But to this day, online lectures have not been activated at education colleges and have been used as supplementary educational materials. Since February 2020, the company has been forced to provide online education due to external factors of the coronavirus. In this study, the results of the results of the first semester of 2020 by organizing the online lectures in the same way as the offline lectures for the 2019 prospective teachers are as follows. Online education can be seen as effective in terms of understanding the achievement criteria, in terms of developing teaching materials, in terms of evaluation data development and evaluation methods, and in terms of students' ability to provide software education.

A Case Study about the Effects of Online PBL on Students' 4C Competencies (온라인 PBL이 학습자의 4C 역량에 미치는 영향에 관한 사례 연구)

  • Tami Im
    • Journal of Practical Engineering Education
    • /
    • v.15 no.1
    • /
    • pp.13-22
    • /
    • 2023
  • The purpose of this paper is to explore the impact of online problem-based learning (PBL) on learners' 4C competencies and learning experience. The results of the study showed that, first, online PBL had a statistically significant effect on learners' problem-solving skills, communication skills, and pre-service teacher efficacy. Second, learners were very satisfied with the online PBL experience and perceived it to be very beneficial to their learning and to themselves as preservice teachers. Third, learners perceived that the real-time video conferencing system and instant messenger were very helpful for successful online PBL. Fourth, regarding the important factors for successful online PBL, the participants in this study perceived that communication and sincerity are very important, and the role of the leader is also important, but personal intimacy among team members is relatively less important. Fifth, learners perceive that instructor feedback is very important for successful online PBL. Finally, the implications of this study are discussed along with suggestions for future research.

Examining the Impact of Online Friendship Desire on Citizenship Behavior (온라인 환경에서 친교욕구가 시민행동에 끼치는 영향)

  • Jang, Yoon-Jung;Lee, So-Hyun;Kim, Hee-Woong
    • Asia pacific journal of information systems
    • /
    • v.23 no.4
    • /
    • pp.29-51
    • /
    • 2013
  • In line with network technology development and smart device penetration, the social network service (SNS) has expanded its influence. The SNS which is a service based on communication and sharing among people, has grown based on users' voluntary engagement and participation and its influence has appeared beyond the cyberspace into the overall areas of domestic and foreign culture and society. In particular, SNS-based real-time communication during diverse disasters, can help prevent further damage. By sharing information on social donation activities and environmental campaigns, people have used SNS as a tool to change the society in a more positive way. Such series of activities functioning as a power to change the society have been made much faster and wider through the help of a new media called SNS. To better understand such trends, we are required to study about the SNS and its user relationships first. In this context, this study sought to identify the effects of people's desire to build friendships through SNS on the voluntary and society-friendly activities of people. This study considers online pro-social behavior and proposes online citizenship behavior. Citizenship behavior has been examined in organization context. That is, organizational citizenship behavior explains an employee's pro-social behavior in an organization context. Organizational citizenship behavior is characterized by the individual's helping others and promoting the functioning of the organization. By applying organizational citizenship behavior to an online context, we propose online citizenship behavior, an individual's pro-social behavior in an online context. An individual's pro-social behavior, i.e., online citizenship behavior, could be considered as a way for the better management of online community and society. It also needs to examine the development of online citizenship behavior. This study examined online citizenship behavior from the friendship desire. Because online society or community is characterized by online relationships between members, the friendship between members would lead to pro-social behavior, i.e., helping others and promoting the functioning of the online society, in such online context. This study further examines the antecedents of friendship desire in terms of SNS interactivity with its four factors. The findings based on the survey from real SNS users explain that the three factors of SNS interactivity (connectivity, enjoyment, and synchronicity) increases online friendship desire which then increases online citizenship behavior significantly. This study contributes to the literature by examining the key role of online friendship desire in leading to online citizenship behavior and identifying its antecedents in terms of SNS characteristics. The findings in this study also provide guidance on how to manage online society and how to promote the effective functioning of SNS.

The Effect of Online Social Relations Service Utilization on Life Satisfaction of Middle-aged and Older Adults : Focusing on the Mediating Effect of Social Support (중·고령자의 온라인 사회관계 서비스 활용도가 삶의 만족도에 미치는 영향 : 사회적 지지의 매개효과를 중심으로)

  • Um, Sa-Rang;Shin, Hye-Ri;Kim, Young-Sun
    • Journal of Digital Convergence
    • /
    • v.19 no.3
    • /
    • pp.1-12
    • /
    • 2021
  • This study aims to verify the mediating effect of social support in the relationship between online social relations service utilization(PC, mobile) and life satisfaction for middle-aged and Older Adults. For this purpose, the '2017 Digital Devide Survey' data collected by the National Information Society Agency was used, and among 2,300 middle-aged and Older Adults aged 55 or older, 1,488 people using the Internet were selected as the final analysis target. Then, using the structural equation, the mediating effect of social support was verified in the between online social relations service utilization and life satisfaction. As a result, it was verified that higher levels of mobile-based social relations service utilization have a positive effect on social support and life satisfaction. Also, it was confirmed that social support has a mediating effect in the relationship between the utilization of mobile-based social relations service and life satisfaction. However, the utilization of PC-based social relations services did not show to affect social support and life satisfaction. Therefore, the results of this study can be used as basic data for practical measures to increase the connection between mobile-based social relationship service education and social support promotion education for middle-aged and Older Adults. In addition, the study is meaningful in that it overcomes the limitations of measuring the use of online social relations services as one, and selects tools that are practically effective by dividing them into mobile and PC.