• Title/Summary/Keyword: Loyally

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Women's Wear Brand Positioning According to Brand Loyalty (상표충성도에 따른 여성복 브랜드 포지셔닝)

  • 권현주;구양숙
    • Journal of the Korean Home Economics Association
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    • v.38 no.10
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    • pp.85-95
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    • 2000
  • The purpose of this study was to identify brand loyally of women's wear and construct brand positioning maps by using multidimensional scaling(MDS). There were significant differences between brand loyal and indifferent group in ages, income, occupation status and level of education. Significant differences were found between groups in the degree of importance of attributes (design/color, fashion, quality, store image, salesperson's attitude and brand reputation) when evaluating brands. The positioning maps upon the similarity and preference of brand image were composed by use of MDS.

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Effects of Online Game Service Quality on Customer Satisfaction and Loyalty (온라인 게임 서비스품질이 고객만족도와 충성도에 미치는 영향분석)

  • Kim, Hyun-Jong;Lee, Choong-Soo
    • Journal of Digital Convergence
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    • v.7 no.3
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    • pp.123-135
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    • 2009
  • The considerable progress of IT industry has changed the industrial structure and lifestyle of our society. One of the remarkable fields of IT industry is online game industry. It showed rapid growth for the past decade. But in recent years online game industry faced with the limit of its growth for a number of reasons. To overcome such situation, online game companies should improve functions of game and analyze their customer's needs for sustainable growth through increasing customer satisfaction and loyalty. The purpose of the study is to investigate and evaluate the factors of online game service quality and the relation of customer satisfaction and loyalty. SPSS 14.0 and AMOS 7.0 are used for experimental research. Through reliability and validity test, service quality factors influencing the customer satisfaction are appeared to be 5 latent variables(reliability, responsiveness, assurance, empathy, tangibles). In addition, by structural equation model and covariance structural model, the result showed that empathy is the most influenced factor to customer satisfaction and customer satisfaction has positive effect on customer loyalty. The results of this research have important implications for explaining an mechanism for service quality of online game, customer satisfaction and loyalty and they might provide operational guidelines to the online game service company.

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Measuring the Effects of Mediating Variables on the Relationship between Restaurant Sonics Quality and Loyalty In Namhaean Area (남해안 지역 음식점의 서비스품질과 충성도의 관계에 영향을 미치는 매개변수의 효과 평가)

  • Ko, Beom-Seok;Kang, Jong-Heon
    • Journal of the Korean Society of Food Culture
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    • v.22 no.3
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    • pp.303-308
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    • 2007
  • The purpose of this study was to measure the mediating effects of sacrifice, value and satisfaction on the relationship between restaurant service quality and loyalty. A total of 273 questionnaires were completed. Structural equation model was used to measure the causal effects of service quality, perceived sacrifice, value, satisfaction and loyalty. Results of the study demonstrated that the structural analysis result for the data also indicated excellent model fit. The influences of service quality and perceived sacrifice on value were statistically significant. The influences of service quality and value on satisfaction were statistically significant. The influences of value and satisfaction on loyalty were statistically significant. As expected, the service quality had a significant effect on loyalty. The results indicated that the effect of service quality on loyally was mediated by value. Moreover, the effect of service quality on loyalty w3s mediated by satisfaction.

Loss and Grief in Asian Culture (아시아 문화권에서의 상실과 슬픔)

  • Hong, Young-Seon;Yeom, Chang-Hwan;Lee, Kyung-Shik
    • Journal of Hospice and Palliative Care
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    • v.1 no.1
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    • pp.1-5
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    • 1998
  • Grief is the ordinarily self-limited complex of symptoms and processes that constitute the acute reaction to a significant loss. And it is the reaction of the dying as well as the bereaved. Every culture has had its own ways of grief and mourning. The definition of healthy grief and mourning, in terms of both emotional expression and the length of time it should continue, mostly depend upon the type of culture as well as the type of religion. So the manner of grief and mourning greatly differs from culture to culture. In the most of the Asian countries, influenced by Confucianism, Taoism, and Buddhism, death is traditionally considered the most significant life cycle transition. In Chinese culture, many rituals have evolved to help family members deal with their loss, over the past five thousand years. Confucianism taught the virtues of filial piety and righteousness. These rules and many customs added since the time of Cofucius, have been loyally followed and practiced by many Asian people. However, Buddhists have different ideas. They believe in karma and reincarnation and in predetermination of one's present life by good or bad deeds in the present life and past lives. Display of uncontrollable emotion is not encouraged. Continuity of family relations after death is very important. The ancient practice of the ancestor worship is still followed in many Asian households. Many Buddhist do not practice ancestor worship; family members honor the deceased by placing a memorial plate in the temple for continued chanting purposes. The mourning rituals have been dramatically curtailed in the past 50 years. For example, political, social and economic forces have shaped the current mourning practices of Chinese in different countries. There are many clinical implications in helping Asian to deal better with the emotional strains of the experience of loss. The therapiest must respect the cultural framework through which the client perceives family losses.

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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.

A Comparative Study on the Franchisor's Duty in Franchise Contract under the DCFR and Korean Law (DCFR 및 한국법상 프랜차이즈계약 가맹업자의 의무에 관한 비교연구)

  • LEE, Byung-Mun;SHIN, Gun-Hoon
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.65
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    • pp.21-49
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    • 2015
  • This study primarily concerns the various franchisor's duties provided under the Draft Common Frame of Reference (here-in-after DCFR) in comparison with those under Korean law. It particularly focuses on the followings. First, it scrutinizes the rules on the scope of application in a comparative way, focusing on the following questions; what is the definition of a franchise contract and what are the essential elements of such contract. Second, it investigates in a comparative way the provisons as to the franchisor's contractual duties as follows; 1) a duty to collaborate actively and loyally and coordinate their respective efforts, 2) a duty to provide the franchisee with adequate and timely information before the contract is concluded, 3) a duty to grant the franchisee a right to use the intellectual property rights, 4) a duty to provide the franchisee with the know-how, 5) a duty to render the franchisee with assistance, 6) a duty to ensure the products ordered by the franchisee are supplied, 7) a duty to provide information during the performance, 8) a duty to warn the franchisee decreased supply capacity, 9) a duty to make reasonable efforts to promote and maintain the reputation of the franchise network. Its emphasis is particularly put on the rationals, the contents and the nature of such duties. Third, this study provides legal and practical advice to the contracting parties when they intend to insert either the DCFR or Korean law in their contract as a governing law.

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A Study on the Co-relationship between Programming Ratio of Animation and the Preference of Broadcasting Channel : Focusing on the Programming Ratio of Terrestrial Broadcasting in the 1980s (방송채널의 애니메이션 편성비율과 선호채널이미지 축적간의 상관관계 연구 : 1980년대 지상파 방송채널 애니메이션 편성비율을 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.13
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    • pp.211-221
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    • 2008
  • Animation programs are regarded as bad genre in the aspect of advertisement revenues due to relative low viewing ratios. But programming of animation can be considered positively in the aspect of channel loyalty and preference. This study is based on the assumption that if the scheduling of animation genres could bring out the improvement of channel image of broadcasting stations in the long term, the terrestrial broadcasters could reconsider the increase of animation programs. The research questions of this study are as follows: 1. What is the relationship between the programming ratio of animation genres and the concentration of viewing patterns? 2. How has the increase of animation programming influenced the channel image of broadcasters? 3. Why is it necessary to increase of reinforce the programming of animation genre in the new media platforms? The teenagers aged from 8 to 14 can generally make a decision which program they want to watch. Likewise, the adult viewers aged from 30 to 40 can make a selection which commodity they want to buy. The results of this study indicate that the adult viewers have showed the strong preference for the same broadcasting stations which they have been exposed to in their teenages. This result implies that in the new media environment, animation genre can lead the viewers' loyally and preference for the broadcasting channel for a long period.

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