• Title/Summary/Keyword: Loyalty program

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A Study on the Gap between Subjective Age and Real Age, Self-Esteem, Appearance Satisfaction, and Clothing Benefits Pursuit according to Gender and Age of Middle-Aged Consumers (중년소비자의 성별과 연령에 따른 주관적 연령 차이와 자아존중감, 외모만족도 및 의복추구혜택)

  • Kim, Na-Mi;Chung, Sung Ji;Kim, Tae-Eun;Ahn, Si-Hyun;Lee, Min-Ji;Chang, Mi-Soon;Choi, So-Ra
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.127-144
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    • 2016
  • The purpose of the study was to investigate the self-esteem, appearance satisfaction, and clothing benefit pursuit the gap between subjective age and real age according to gender and age of middle-aged consumers. For the study, the questionnaire was developed by the authors and distributed to male and female consumers in their forties or fifties on september 1~10, 2014. A total of 470 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, cluster analysis, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. The findings were summarized as follows. There were significant differences in the subjective age of middle-aged consumers according to gender and age. Female consumers in their fifties perceived their subjective age to be younger than male consumers in forties and fifties. There were no significant differences in self-esteem among the groups according to gender and age. Significant differences were found in appearance satisfaction of male consumers in their fifties having higher appearance satisfaction than female consumers in their forties. There were significant differences in some factors of clothing pursuit benefits including pursuit of fashion, pursuit of youth, pursuit of rationale, pursuit of leisure, and pursuit of loyalty, among the groups according to gender and age with female consumers placing more importance on clothing-related benefits than their male counterparts. Local fashion businesses to consumers who target middle-aged consumers, this study can provide a basic data.

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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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A computer Hardware Selection Strategy for Information Systems Development : A Case of T Coil Service Center (정보시스템 구축시 컴퓨터 하드웨어의 선정전략 - T 철강회사의 시스템 선정 사례 -)

  • Yu, Sang-Jin;Jang, Yeong-Taek
    • Asia pacific journal of information systems
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    • v.3 no.2
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    • pp.3-54
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    • 1993
  • Recently, executives learned of the strategic impact that information systems (IS) and information technology (IT) could provide to their organizations. In other words, through IS/IT companies could squelch competition, secure suppliers, obtain customer loyalty, reduce the threat of new entrants, and identify new opportunities. Because of these potential benefits, organizations are investing ever-increasing amount of organizational resources in IS/IT to make their organizations as information-based ones. Information-based organizations depend largely upon computer hardwares and softwares for their ongoing operations and management. Thus, organizations must manage their information resources, especially hardwares and softwares very effectively to remain competitive. Information resource management (IRI) is a program of activities directed at making effective use of information technology within an organization. These activities cover from corporate IS/IT planning to application system development, implementation, and maintenance. In more detail, IRV activities include planning for and acquiring computer hardwares and communication equipments, planning for, selection, and management of software development projects, and re-engineering business processes as IS/IT are integrated into organizational management. Among these activities, planning for and acquisition of computer hardwares, and planning for and management of software projects are the most critical ones since these activities require enormous amount of such important corporate resources as money, people, and time. Furthermore, corporate's eventual success largely depends upon whether corporate's policy on IS/IT is effective one or not. Numerous approaches and concepts to specific IRM activities have been proposed. However, many organizations have experienced various problems in the process of applying these approaches to their IRM activities mainly because existing methodologies and guidelines are too general to adapt to each firm's unigue situation. Also, these approaches are having its own strengths and weaknesses. Thus, people in charge of organization's IRM policy should come up with effective guidelines to maintain his position very long. In this study, we reviewed some existing approaches for planning, evaluation, and acquisition of computer hardware. Then, real experiences from Taechang Steel Co., Ltd. located in Taegu, which is one of the largest Coil Service Centers in Korea, are discussed. The major purposes of the study are : (1) to discuss the tradeoffs of existing approaches on hardware evaluation and acquisition, (2) to provide a real experience of a company to facilitate the application of theoretical concepts to the real environment.

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A Study on the Effect of the Mediator of the Service Quality of Japanese Restaurants to Behavior Intention (일식 레스토랑 서비스품질이 고객만족을 매개로 행동의도에 미치는 영향)

  • Song, Hye-Young;Lee, Jong-Ho
    • Culinary science and hospitality research
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    • v.21 no.1
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    • pp.174-190
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    • 2015
  • This study looks at a causal relationships between service quality and behavior intention(re-visiting, recommendation, loyalty) to attract customers and make them loyal customers in the context of Japanese restaurants. The study includes 250 consumers who have experience in Japanese restaurants located in Busan to conduct survey for empirical testing. To achieve the purpose of current study, frequency test, multiple/simple regression analysis, and factor analysis were conducted with SPSS 18.0 statistical program. Structure Equation Model analysis has been employed for hypothesis testing. Results showed that the service of employee has been recognized as an primary factor among elements of Japanese restaurants' service quality to satisfy customer, and employee's service is the strongest affecting factor to consumers' behavioral intention as well. In addition, the food quality identified as an the strongest factor that affects behavior intention, whereas physical environment is the lowest factor. It can be interpreted that the quality of food is very important element to make their consumers revisit or recommend the restaurant to others. In this study, especially, the service of the employee has been identified as an key factor to customer satisfaction and behavioral intention. Therefore, CEO or restaurateurs of Japanese restaurants have to consider the importance of service quality and food quality to make more patrons as well as their business success.

The Effects of Perceived Quality and Relationship Quality on Store Performance(Revisit Intention) in the Context of Coffee Specialty Shops

  • LEE, Sang Suk;LEE, Jee Eun
    • The Korean Journal of Franchise Management
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    • v.12 no.1
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    • pp.21-34
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    • 2021
  • Purpose: This study examines the structural relationship between perceived quality, relationship quality, and revisit intention in the context of coffee shop. In this model, perceived quality consists of product, service, and experience quality, and relationship quality consists of satisfaction, trust, and commitment, and performance consists of revisit intention. More specially, this study identifies whether perceived quality plays a mediating role in the relationship between perceived quality and relationship quality and the direct/indirect effects of perceive quality on intention to revisit. Research design, data and methodology: The survey was conducted from September 1 to 30, 2019. The data were collected from 320 respondents and analyzed using structural equation modeling (SEM) with AMOS program. Results: The findings are as follows. First, quality perception of coffee specialty stores had a statistically positive effect on relationship quality, indicating supports H1. Therefore, customers can know that they are aware of the quality of coffee specialty stores, including quality of service and experience as well as products, and that they form relationship quality with coffee specialty stores. Second, relationship quality between coffee shops and customers had a significant positive effect on performance. Thus, H2 was supported. The results show that if the coffee shop does not consider relationship quality as important, customer loyalty decreases, the number of customers decreases, and the number of customers who switch to another coffee shop increases, which can lead to a threat to the coffee shop. Third, in the case of hypothesis H3, it was found that there was a partial mediating effect of satisfaction and trust between quality perception and reuse intention of coffee specialty stores, so hypothesis H3 was partially supported. As commitment appears to have no mediating effect, it can be said that customers who use coffee shops are not only difficult to maintain as regular customers of a particular coffee shop, but also have ample room to move to other coffee shops. Conclusions: Although many scholars point out the importance of service quality, few studies were conducted in the context of the Korean food service industry (including coffee shops). From this perspective, this study tested several hypotheses that the quality (product, service, experience) perceived by customers can have a positive effect on relationship quality and performance (re-visit intention), either directly or indirectly. The findings of this study demonstrate that if the manager of a coffee shop understands the characteristics of quality perceived by customers and the role of relationship quality, the effect of quality perceptions on customers can be maximized in order to maintain the relationship with customers.

The Effect of Retro Restaurant Servicescape on Customer Satisfaction - Focused on Moderating Role of the SNS Trust- (레트로 식당의 서비스스케이프가 만족도에 미치는 영향 -SNS 신뢰 조절효과 중심-)

  • Yang, Dong-Hwi;Kim, Chan-Woo;Jo, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.407-416
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    • 2021
  • Recently, as retro restaurants began to appear nationwide, including Seoul, consumers are aware of the importance and use them according to the important factors of Servicescape and the use of SNS. The purpose of this study was to investigate the effect of Retro Restaurant's Servicescape and Customer Satisfaction, and the effect of SNS Trust in their relationship. Convenience sampling was used for customers with experience of using Retro Restaurant, which was recently created mainly in Seoul. The survey period lasted about one month from July 1, 2020, and the final 289 copies were used for analysis. The SPSS 21.0 statistical package program was used to verify the hypothesis. As a result of analysis, among the Servicescape factors of Hypothesis 1, attractiveness (β=.442, p<.001) and human service (β=.516, p<.001) had a significant effect on customer satisfaction. In the moderating effect of Servicescape and SNS Trust of Retro Restaurant in Hypothesis 2, attractiveness⁎SNS trust had a significant positive (+) influence. Accessibility⁎SNS trust had a significant negative (-) influence. Lastly, in the fierce food service industry environment, it aims to achieve a competitive advantage in the food service market through a differentiated servicescape such as Retro Restaurant. Through the SNS marketing strategy, the loyalty and re-visiting of customers visiting the restaurant is checked, and it is intended to be provided as useful data for establishing a customer-oriented marketing strategy.

Effects on Users' Evaluation of Game Company's CSR Activities, Game Program Quality, and Brand Assets toward the Intention to Game Use: Focusing on NEXON (게임 기업 CSR 활동, 게임 프로그램 품질, 브랜드 자산에 대한 이용자 평가가 게임 지속 이용의도에 미치는 영향에 관한 연구: 넥슨을 중심으로)

  • Suh, Su Jeong;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.94-103
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    • 2021
  • The purpose of this study investigates how game users' evaluation on a game company's CSR activities, perceived quality of game programs, and its brand assets affect the intention to game use. Specifically, this study tries to find out the causal relations among variables as testing the hypotheses. Firstly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the brand assets. Secondly, the effect of users' evaluation on a game company's CSR activities and its qualities of game programs on the intention to game use. Thirdly, the effect of users' evaluation on a game company's CSR activities, the qualities of game programs, and the brand assets on the intention to game use. 367 college students were administrated to the survey. The results indicate that game users' evaluation on economic, ethical, and philanthropic responsibilities, except legal one have an effect on brand assets and intention to game use. Specially, on effects of the three independent variables(CSR activities, perceived quality, and brand assets) toward intention to game use, ethical responsibility and brand loyalty have statistically significant. This result confirms that game company's board of directors should consider ethical company management as well as CSR activities not as cost but as investment for increasing company's business profit.