• Title/Summary/Keyword: users' loyalty

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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.

Gap Analysis of Users' Perceptions and Staffs' Expectations Regarding the Library Service Qualify, Customer Satisfaction and Loyalty : A Case Study of the National Library of Korea (이용자와 직원이 인식하는 도서관의 서비스품질과 만족도, 충성도 - 국립중앙도서관의 사례를 중심으로 -)

  • Oh, Dong-Geun;Lim, Young-Kyu;Yeo, Ji-Suk
    • Journal of the Korean Society for Library and Information Science
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    • v.40 no.4
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    • pp.165-181
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    • 2006
  • This study analyzed the gap between users' perception and staff expectations on users' perceptions about dimensions of library service quality(library staff, service supports. materials and resources, and facilities and equipments), service value, user satisfaction, royalty. using newly developed model. Six hundred-fourteen users and one hundred staff members or the National Libra of Korea were participated in the survey using questionnaires. Users evaluated service quality lower but evaluated service value, satisfaction. and loyalty higher In terms of showing complaining behaviors, users were less than staffs expected. Model analysis for users and staff3 showed that service value and general satisfaction influenced on complaining behavior and loyalty. For users. only the dimension of library staff influenced significantly on the service value, satisfaction, complaining behavior, and loyalty. None of the other dimensions of the service qualify showed significant relationship to them in the case of staff expectation.

A Study of Consumer Loyalty on Instant Messaging Services

  • Kim, Sun-Tae;Kim, Jong-Woo
    • Management Science and Financial Engineering
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    • v.16 no.2
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    • pp.67-80
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    • 2010
  • This study is focused on instant messaging service (IMS) providers' efforts to maintain a steadfast group of consumers who are willing to continuously use one service without switching to another. Various factors, carefully selected to reflect the unique features of instant messaging, were tested to verify their relationship with consumer loyalty. The results suggest that consumer loyalty of IMS users is most significantly affected by trust and perceived reputation a consumer has on the provider of IMS. Network externality, or the size and proximity of relationships formed through an IMS, also proves to have effect on consumer loyalty. Consumer loyalty in IMS users of different age or different internet usage is affected differently by each factor.

A Effect of Internet Shopping Mall' Perceived Ease of Use and Usefulness on Trust, Satisfaction and Loyalty (인터넷 쇼핑몰의 지각된 이용편리성과 유용성이 신뢰, 만족, 애호도에 미치는 영향)

  • Park Sang-Kyu;Won Gu-Hyun;Ham Hong-Sik
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.83-101
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    • 2005
  • We are going to make clear three things through the examination of the subject of this study. The first thing is to verify whether perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which determine the loyalty of a shopping mall. The second Is to find out the effect of perceived usefulness and ease of use of using internet shopping mall on shopping mall's loyalty through variable intermediation of trust and satisfaction. The third is to emphasize the importance of perceived usefulness and ease of use of using a shopping mall web sites and carrying out a through analyzing path that usefulness and ease of use are intermediated by trust and satisfaction to loyalty. We made a poll to people who had ever used internet shopping mall and got Information. The results are below. The easer internet shopping mail users feel when using shopping mall sites, the more they feel them useful. Perceived usefulness and ease of use of usage have positive effects on trust and satisfaction which are major preceding factors of Internet shopping mall loyalty. The perceived ease of use, trust, and satisfaction intermediate between the perceived ease of use and shopping mall's loyally while users are accepting internet shopping mali. And trust and satisfaction intermediate between the perceived usefulness and shopping mall's loyalty. These results show that the degree of usefulness and feeling easiness in using shopping mall of users should be considered seriously. The only easiness of shopping mall doesn't create shopping mail's loyalty, but, It's created when users acknowledge the usefulness, trust, and satisfy.

Comparison of Online Game User Communities by using Social Network Analysis (소셜네트워크 분석을 통한 온라인게임 이용자커뮤니티 간 비교)

  • Ha, Sung-Ho;Im, Kwang-Hyuk;Pae, Hyun-U
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.178-189
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    • 2009
  • This paper investigates the influence of social networks on the satisfaction and loyalty of online game users. We gather the resulting questionnaires written by all respondents and compare social networks of users in the online game world. Social networks of online game users influence a sense of community. In consequence, the community sense influences the satisfaction and loyalty of online game users, respectively. Therefore, the companies which produce an online game and provide various services to users should consider the social networks and communities of their game users. Especially they have to try to manage the users who are the opinion leaders of the online game. If the companies make good relationships with users who are the opinion leaders of the online game, they would easily improve the loyalty of ordinary users by performing word-of-moth marketing of the users' opinions concerning about the online game.

The Effects of Brand Image of Dental Clinics Perceived by Healthcare Service Users (치과클리닉에 대한 의료 소비자의 브랜드 이미지가 충성도에 미치는 영향 - 수도권의 의료 소비자 중심으로 -)

  • Cho, Soo Yeon;Lee, Seung Chang
    • Korea Journal of Hospital Management
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    • v.24 no.1
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    • pp.36-47
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    • 2019
  • Purposes : The purpose of this study is to analyze empirically the consturct development of brand trust in dental clinic service and its influence on both satisfaction and brand loyalty of clinic users in Seoul area. Methodology : To test the hypotheses, the structured instrument was employed to question to patients and their guardians who had used dental clinics in the metropolitan area. 207 cases were analyzed with structural equation method through SPSS 18.0 and AMOS 22.0, and findings of the test as follows. Findings : Firstly, both functional and associative images had a positive impact on the brand trust. Especially we found the influence of functional images was greater than that of the brands' associative images. Secondly, the satisfaction of dental clinic users had greater positive influence on the clinics with greater trust. Thirdly, the higher the satisfaction of health service consumers, the more positive effect on brand loyalty. This relationship between the satisfaction of dental clinic users and brand loyalty match the findings of previous studies on relations of similar variables. Practical Implications : This study shows that with greater satisfaction, the referral rate and the revisit rate of users would increase. This implies that dental clinics need to take appropriate actions to build brand trust with advertising and/or PR strategies for a good brand image. It would be necessary to research further expected variables that influence users' brand loyalty in the service, such as the dentists' level of expertise, their relationship level with customers, the quality of dental services and et al..

Analyzing the Effects of Anthropomorphism in NPCs Applied by GPT on User Satisfaction and Loyalty

  • Namjae Cho;Zhilan Cao;Giseob Yu
    • Journal of Information Technology Applications and Management
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    • v.31 no.4
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    • pp.121-137
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    • 2024
  • This research studies NPCs applied by Generative Pre-trained Transformer (GPT) Technology. This study set three independent variables as characteristics of the NPCs applied GPT. User immersion is set as a mediator variable, while user game satisfaction and loyalty are chosen as dependent variables. The Stimulus-Organism-Response (SOR) theory is employed to study user attitude changes, and immersion is examined through the Flow Theory. The study found that interactions between NPCs and users directly and indirectly influence user satisfaction and loyalty. This suggests that NPCs capable of providing users with desired information, rather than merely following predetermined protocols, can enhance the user's affinity for the game. Furthermore, the intelligence and human-likeness of NPCs were found to indirectly influence satisfaction and loyalty through immersion. These findings underscore the importance of GPT-applied NPCs in the gaming industry, with potential implications for the future development and enhancement of such NPCs within games.

An Exploratory Study on the Introduction of Loyalty to Segmentation of Theme Park Users (주제공원 이용자의 시장세분화를 위한 충성도의 사용가능성 검토)

    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.1
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    • pp.1-11
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    • 1998
  • The purpose of this paper is twofold : to identify loyalty applicable to segmentation of theme park users and to find characteristics of the segments. Thetheme park was regarded as a product and Lotte World was regarded as a brand. One hundred thirty five college students were selected by nonprobability sampling for two waves thirty of data collection. Both behavioral and attitudinal dimension of loyalty were measured in the first wave by the proportion of visit of the Lotte World to 3 major theme parks for one year, including the Lotte World, and by calculating the mean score of selected 7 attitudinal items, respectively. After 14 weeks, the same respondents were asked the number of actual visits of the Lotte World. Medians of two dimensions and cluster analyses were utilized to classify the respondents into 4 categories : high, spurious, latent, and low loyalty. Then ANOVA and $$\chi$^2$ test of independence were conducted to find the difference in intention to visit the Lotte World and actual visitation of it among groups. Only intention was significantly different by the group and the mean score of intention was highest in the high loyalty group. Although no statistical difference was found in actual visitation among groups, the theory of planned behavior provided a theoretical support to conclude that the loyalty is a useful variable for segmentation of theme park users because intention is an antecedent variable to the behavior. Discriminant analyses showed that characteristics of each loyalty group can be differentiated by motivations and constraints. When median was a group classification criterion, 73.2 percent of high loyalty group was correctly classified. A few comments were suggested on data collection, and inclusion of new discriminant variables was discussed for the future research.

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Factors Affecting the Mobile Instant Messenger Satisfaction, Loyalty, and Switching Intention (모바일 인스턴트 메신저 이용자의 만족도, 충성도와 전환의도에 영향을 미치는 요인 연구)

  • LEE, Sae-Bom;WANG, Ya-Qin;SUH, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.43 no.4
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    • pp.545-558
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    • 2015
  • Purpose: The Purposes of this study are (1) to examine why users are communicating through MIM (2) to understand what factors impact these users' satisfaction and loyalty. Methods: We use a questionnaire survey to collect 256 data on users' perceptions of Kakaotalk. We also use a structural equation modeling method by using AMOS 18.0. Results: Company trust, communication voice, connectedness, and perceived network size are found to be statistically significant factors affecting. Also, satisfaction influence on word of mouth and intention to switch. Conclusion: This study develops a research model from the MIM context. We suggest three points of view as company characteristics, device interactivity, and social factor. We examine the determinants of users' satisfaction and loyalty. The results can offer valuable insights for future mobile services research.

Analyzing Factors Affecting Customer Loyalty of Internet Only Bank and their Determinants in China (인터넷전문은행의 고객 충성도에 미치는 영향 요인)

  • Joo, Jae-Hun;Ren, Jia
    • The Journal of Information Systems
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    • v.29 no.3
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    • pp.77-101
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    • 2020
  • Purpose Internet only bank is one of the promising untact businesses which are rising in COVID-19 pandemic. Kakaobank and Kbank have been offering banking services since 2017 in Korea and WeBank and MYbank in China opened the services since 2015. It is necessary to examining determinants of customer loyalty beyond intention to use. The purpose of the present study is to analyze factors influencing customer loyalty and their determinants. A research model integrating the relationships among customer loyalty, service satisfaction, trust, and social influence, and their determinants was proposed. Design/methodology/approach Structural equation modelling for validating the research model was employed. 235 valid data were collected from users of Internet only bank in China. Nine latent variables grouped from 38 indicators were reliable and valid and nine hypotheses were tested by using SmartPLS. Findings All nine hypotheses were supported at significant levels of 0.001 and 0.01. Trust, service satisfaction, and social influence had influenced on customer loyalty. Trust not only affected customer loyalty directly, but also had influence on it indirectly through service satisfaction. Empathy and convenience are determinants of trust. Perceived expertise and dispositions believing acquaints had a positive influence on social influence, whereas users' anxiety for technology or change had a negative influence on social influence. Implications for academics and practitioners were suggested.