• Title/Summary/Keyword: 커뮤니티 충성

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Impact of Interaction in the Brand Community through UCC on Scrap Intention and Community Loyalty (브랜드 커뮤니티에서의 UCC를 통한 상호작용이 펌 행위 의도와 커뮤니티 방문충성도에 미치는 영향)

  • Lee, Jong-Ho;Ock, Jung-Won;Oh, Chang-Ho;Yun, Dae-Hong
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.114-128
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    • 2008
  • This study aims to explore the effects of interaction through UCC at online brand communication on scrap intention and visiting loyalty. According to study results, first, only information feature has positive effects on all interactions among quality feature of brand community; Second, confidence and responsiveness feature of brand community has positive effects on the connection feature among elements of interaction; Third, certainty has positive effects on activeness and connection among interaction elements. Fifth, while intention of sharing has positive effects on activeness and connection among interaction elements, it has no effects on the responsiveness. Finally, interaction does not affect the responsiveness of scrap intension, but has positive effects on visiting loyalty.

Relationship between Design Characteristics, Relationship Quality, and Customer Loyalty of the Mobile Game User Community (모바일게임 유저커뮤니티의 설계특성, 관계품질, 고객충성도와의 관계)

  • Min, Taeki;Oh, Segu
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.94-104
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    • 2021
  • It is no longer special for the gaming industry to provide a community to promote their games. Much prior research related to the community also focuses on the spread of community influence and its importance. In particular, the user community in the gaming industry is having a big impact on the company's revenue creation beyond the simple level of information provision and promotion of friendship. Therefore, providing a community at the same time as the game is released is becoming a common trend in the gaming industry This study attempted to explore factors influencing the design of more effective communities under the assumption that the user community will influence the loyalty of mobile games. The design elements of the community suggested in this study are the provision of interaction tools between users, the provision of information, and communication between the game maker and the users. This study aims to confirm that these design factors affect customer loyalty by reinforcing user empathy and trust in the game within the user community. After collecting data from 251 users active in the mobile game user community, the model presented in this study was empirically analyzed. As a result, the design elements of the game community suggested in this study were found to affect customer loyalty by strengthening the empathy for the game and the trust in the game developer.

Effects of the Online Brand Community's Characteristics and Perception on the Brand Community (온라인 브랜드 커뮤니티 특성 및 의식이 브랜드 커뮤니티에 미치는 영향에 관한 연구)

  • Kim, Sang-Jin;Lee, Sang-Joon;Choi, Beom-Jin
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.165-174
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    • 2012
  • In recent years, online brand community has become an important means for firms to make, maintain and improve their relationship with the customer. Customers or would-be customers discuss, learn about the products and share passion together. In this paper, we investigate the effects of the online brand community's characteristics and its perception on customer royalty to the community and purchase intention of consumers for the products. Variables of online brand community's characteristics include community reputation, social presence, pleasure, and interactivity. For those of the community's perception, we consider membership, influence, emotional band, and fulfillment of desire. Findings show that the online brand community has indeed positive effects on the brand equity by enhancing the relation between consumers and brand, ultimately providing firms with strategic resources and competitive advantage. Managerial implications are discussed.

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.

Enhancing Customer Loyalty in E-Commerce: The Role of Personalization Recommendation Systems and Flow State

  • Ming-ming Lin;Yu-min Jeong;Yu-dong Zhang;Zi-yang Liu
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.223-233
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    • 2024
  • This study investigates the impact of personalization recommendation systems on customer loyalty in e-commerce, focusing on the role of information presentation, system interaction, and social community functions. It examines how these elements influence flow state, word of mouth (WOM), and repurchase intention (RPI). Using structural equation modeling (SEM) and data collected from 500 respondents in SPSS and AMOS, the study finds that all three personalization aspects significantly enhance flow state, which, in turn, positively affects WOM and RPI. System interaction directly boosts both WOM and RPI, while information presentation and social community functions influence only one of these loyalty measures. Flow state mediates the relationship between personalization factors and loyalty outcomes. These findings suggest e-commerce platforms should enhance system interaction and embed social community features to foster customer loyalty.

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 Impact of Airline's Retention Equity on Customer Positive·Behavior Intention (항공사 유지자산이 고객의 긍정적·배타적 행동의도에 미치는 영향)

  • In, Ok Nam;Kim, Seung Lee;Do, Sung
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.10
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    • pp.225-234
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    • 2013
  • The purpose of this study is to evaluate the impact of airline's retention equity on customer positive exclusive behavior intention and to minimize customer churn based maintenance is aimed to derive key variables in air transport market. A survey was conducted Incheon and Gimpo airport to use in the national carrier of domestic air travelers. A total of 480 respondents completed a survey. The result reveal that loyalty program, preferential treatment & acknowledgement program, and community program have significantly effect on positive behavior intention. However, preferential treatment & acknowledgement program, and community program have significantly effect on exclusive behavior intention. It showed that they are more influence than loyalty program as a switching barrier of airlines. The academic and practical implication of this study has been identified in the competitive market to maximize customer retention factors of maintaining retention equity to derive empirical strategic priorities.

온라인 커뮤니티 참여와 이용에 관한 연구 -방탄소년단 온라인 팬덤 커뮤니티 사례를 중심으로-

  • Bae, Eunji;Shin, il-gi
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.37-38
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    • 2019
  • 최근 인터넷 기반의 웹 2.0의 시작으로 정보나 콘텐츠를 누구나 이용할 수 있는 인터넷환경이 제공되었다. 특히 소셜미디어를 통해 빠르게 공통관심사를 공유할 수 있는 커뮤니티를 구성하고 있으며, 온라인에서의 공동체는 개인의 정체성과 집단적 정체성을 교차하는 영역을 이루고 있다. 이러한 온라인 공동체에서 팬덤은 참여가 높고 사적 수준에서 결속력이 강한 공동체를 형성하는 집단이라고 할 수 있다. 본 연구는 이러한 문화 현상에서 유대관계가 강하게 형성된 '팬덤'이라는 이용자를 대상으로 이용동기 요인과 이에 따른 스타와의 상호작용을 통해 형성되는 커뮤니티의 충성도에 어떠한 영향을 미치는가를 알아보고자 한다. 커뮤니티 사례의 내용분석을 통해 팬덤의 일반화된 이용동기에 관해 살펴봄으로써 커뮤니티의 사용자 측면에서 시사점을 제시하고자 하였다.

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병원 웹사이트의 eCRM 구성요인이 병원 브랜드의 경험적 가치와 브랜드 충성도 및 재 방문 의도에 미치는 영향에 관한 연구

  • Yun, Jong-Hun;Kim, Yong-Min;Yang, Yong-Won
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.154-159
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    • 2007
  • 본 연구는 병원 웹사이트의 eCRM 구성요인을 기존 문헌 연구를 통해 새롭게 재해석하고 설문조사를 통해 새로운 요인을 발굴하고 또 이를 적용하였다. 특히 eCRM 구성요인을 웹사이트 디자인 요인, 정보제공 요인, 커뮤니티 요인, 보안 요인의 4가지 요인으로 세분화하여 병원 웹사이트에 적합한 구체적이고 실질적인 eCRM 구성요인을 제시하였고, 이렇게 정립된 eCRM 구성요인들이 병원 브랜드의 경험적 가치와 브랜드의 충성도에 어떤 영향을 미치는 지를 조사 분석하였다. 또한 경험적 가치와 충성도 사이에 미치는 영향에 대해서도 조사 분석하였으며 마지막으로 경험적 가치와 충성도가 재 방문 의도에 미치는 영향에 대해서도 연구하였다. 따라서 본 연구는 병원 웹사이트 운영자에게 실질적이고 구체적인 eCRM을 구축함으로써 경쟁력 있는 병원 웹사이트로 거듭나는데 있어 도움을 주고자 한다.

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