• Title/Summary/Keyword: Perceived Attributes

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Mediating Effects of Perceived Value on the Relationship between University Foodservice Quality Attributes and Satisfaction of Chinese Students in Daejeon (대학급식 서비스 품질 속성과 고객만족 관계에서 고객가치의 매개효과 -대전지역 중국유학생을 중심으로-)

  • Yi, Na-Young
    • Journal of the Korean Society of Food Science and Nutrition
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    • v.44 no.11
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    • pp.1750-1758
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    • 2015
  • The purposes of this study were to investigate the effects of university foodservice quality attributes on Chinese students' satisfaction, as well as the mediating effects of perceived value on the relationship between foodservice quality attributes and satisfaction. A total of 250 university students in Daejeon were surveyed, and 216 responses were returned. Excluding responses with significant missing data, 196 responses were used for data analysis. The reasons for using university foodservice were 'meal plan' (37.8%) and 'time saving' (22.4%), whereas the reasons for not using university foodservice were 'untasty food' (33.2%) and 'limited menu selection' (27.6%). Results confirm that enhanced performance of food quality, service quality, sanitation, and convenience had favorable effects on perceived value and satisfaction. Further, perceived value had a significant positive influence on satisfaction. In analyzing the mediating role, the effect of foodservice quality attributes on satisfaction was partially mediated by perceived value.

Mixed Products: How Adding Different Attributes Influences Consumer Perceptions and Product Evaluation

  • Yi, Youjae;Muhn, Sunhee
    • Asia Marketing Journal
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    • v.15 no.1
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    • pp.83-105
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    • 2013
  • During recent decades, the number of mixed attribute products (henceforth mixed products), which have both utilitarian and hedonic benefits, has increased dramatically. Despite these products' growing popularity, academic research has paid little attention to them, and there remains a gap between theory and the real world. Hence, our study was undertaken to understand consumers' perceptions about and behaviors toward mixed products, as well as factors affecting the evaluation and choice of these products. We divided mixed attribute products into two categories: mixed utilitarian products (utilitarian products adding hedonic attributes) and mixed hedonic products (hedonic products adding utilitarian attributes). We then showed how adding different attributes affects consumers' perception, willingness to pay (WTP), and the choice of mixed attribute products compared to pure utilitarian or pure hedonic products. We conducted an experiment using a within-subject design. A total of 160 office workers and college students participated in the study. The pure utilitarian product used in the study was orange juice, and the mixed utilitarian product was carbonated orange juice. The pure hedonic product was chocolate, and the mixed hedonic product was polyphenol enriched chocolate. Results showed that consumers perceived a mixed utilitarian product to be less utilitarian, less pleasurable and more guilty than a pure utilitarian product. On the other hand, a mixed hedonic product was perceived to be more utilitarian, less pleasurable and less guilty than a pure hedonic product. Also, WTP for a mixed hedonic product was higher than WTP for a pure hedonic product, but WTP was lower for a mixed utilitarian product than for a pure utilitarian product. Furthermore, mixed hedonic products were likely to be evaluated more favorably when they were presented together with pure hedonic products, more so than when they were presented alone. Finally, when compared to low self-control participants, high self-control participants chose mixed hedonic products more frequently. The present study contributes to the existing literature on utilitarian and hedonic consumption by adding to the sparse literature on the consumption of products that have both utilitarian and hedonic purposes. Also, our research findings provide several useful implications for practitioners in related fields. First, the current study provides marketers with a useful guide for understanding consumers' perceptions of these types of products, and helps to predict how adding different attributes influences these products. Second, this study has examined the conditions that may moderate the evaluation and choice of hedonic base products and this finding will serve as a good reference for marketers of mixed hedonic products in marketing communication strategy, in-store marketing and targeting. Specifically, comparative advertising with a pure hedonic product will be beneficial for a mixed hedonic product. Also, displaying mixed hedonic products near pure hedonic products may enhance the effectiveness of in-store marketing of mixed hedonic products.

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Effects of Perceived Attributes on the Purchase Intention of Smart-Phone (스마트폰에 대한 지각특성이 스마트폰 채택의도에 미치는 영향)

  • Kim, Soo-Hyun
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.318-326
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    • 2010
  • In this paper we investigate the factors influencing the purchase intention of Smart-Phone which was introduced recently. Smart-Phone is a new information technology that converges PDA into a mobile phone. It has a various functions such as phone, information processing, Internet search etc. New information technology like Smart-Phone gives us a very important and interesting research issue, which is to find and prove the factors influencing the purchase intention. We try to find and prove the factors influencing the purchase intention of Smart-Phone by expanding Technology Acceptance Model. We include the perceived playfulness to the research model in order to analyze the factors. This empirical paper proves that the perceived usefulness, the perceived ease-of-use, and the perceived playfulness give positive effects to the purchase intention. In addition, this paper indicates some managerial implications that various and useful applications and the easy user interface can help to increase the degree of user acceptance.

Effects of Customer Satisfaction, Perceived Switching Costs and Regret on Repurchasing Intention: The Case of Coffee Chains (고객 만족, 인지된 전환 비용, 후회가 재구매 의도에 미치는 영향: 커피 전문점 사례를 바탕으로)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.87-98
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    • 2017
  • As the market for coffee chains becomes fierce, it is important for coffee chains to establish an enduring relationship with customers and encourage them to revisit their stores. Thus, it becomes important to understand consumers' repurchase decision-making mechanisms in the context of coffee chains. Customer satisfaction, perceived switching costs, and regret were considered as the main factors of customers' repurchase intentions. Especially, the effect of regret experience of coffee chains on consumers' repurchase decision was examined. In addition, coffee quality, physical environment quality, service encounters performance, and brand trust were considered as attributes of coffee shop selection, and their effects on customer satisfaction and perceived switching cost were investigated. The results of the study showed that customer satisfaction and perceived switching costs had a positive effect on repurchase intention, while regret had a negative effect on repurchase intention. Coffee quality and physical environmental quality had no significant effect on customer satisfaction and perceived conversion cost. Service encounter performance had a significant impact on perceived switching costs alone. Brand trust had a significant impact on both customer satisfaction and perceived switching cost.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • v.27 no.6
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Structural Relationships among Tourism Information, Payment Service, Satisfaction, and Intention to Reuse: Focused on the Ctrip APP in China (관광정보서비스, 결재서비스, 만족도, 재이용의도의 구조적 관계: 중국 시에청을 대상으로)

  • Lee, Yanling;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.9 no.2
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    • pp.123-136
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    • 2018
  • The purpose of this study is to investigate the effects of six factors (accuracy, perceived usefulness, perceived ease of use, security, instant accessibility, and ease of use) on re-use intention; and then to help to establish future marketing strategy. In order to achieve the study's objectives, this study conducted an online questionnaire on the Internet, Wenjuanxing. The total of 270 copies through APP-Wechat (Wicket), and 245 were used for analysis. For statistical processing, SPSS22.0 is used to analyze the influence relationship amongst factors for mobile tourism information service, a variety of analysis, such as factor analysis, reliability analysis, mass regression analysis, simple regression analysis were employed. The results of this study are summarized as follows. As a result of analyzing the factors affecting the satisfaction of consumers using chinese Ctrip mobile app, the perceived usefulness and perceived ease of use of mobile tourism information service attributes have a significant effect on user satisfaction. The accuracy of mobile information service were found to have no significant effect on satisfaction. The security, immediacy of access, and usability of the payment service of mobile APP were found to have a significant effect on satisfaction. And customer satisfaction has a significant effect on re-use intention.

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Discriminative Factors of Buying Intention in Fashion Internet Shopping (인터넷 쇼핑몰에서의 패션상품 구매의도 결정요인)

  • 김효신;이선재
    • Journal of the Korean Society of Costume
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    • v.51 no.6
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    • pp.117-128
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    • 2001
  • The purposes of this study was to investigate discriminative factors of clothing buying intention on Internet shopping mall. The sample included 435 male(44.8%) and female(55.2% ) adults, and an instrument was developed based on previous studies. The statistical analysis used for this study were factor analysis, 1-test, and LISREL. The results of factor analysis showed that consumers evaluated apparel internet shopping attributes based on perceptional dimensions of internet shopping consisted of clothing quality and value. web service quality and value, and adoption of internet shopping. Each dimension has sub-factors as follows: (1) clothing quality was perceived as 'artistry' 'sociality' and 'practicality'. (2) web interface service quality was perceived as 'visuality', 'advantage', 'response', 'dependability' and 'buying-confidence'. (3) internet shopping adoption was perceived as 'usefulness' and 'convenience'. T-test revealed that consumer's buying intention, re-entry intention, and store attitude were differed concerning all sub-factors including 'usefulness' and 'convenience' in adoption of Internet shopping dimension. As a result of LISREL, clothing buying intention path model was set up as following path. (1) 'artistry', 'sociality' and 'practicality' of clothing quality affected clothing value perception positively. (2) 'visuality', 'advantage', 'response' and 'buying-confidence' of web service quality affected web service value perception positively. (3) clothing and web service value perception affected store attitude positively. (4) store attitude affected clothing buying intention positively. However, Adoption of Internet shopping dimension that was perceived as usefulness and convenience did not affect clothing buying intention path model. Therefore, consumers buying, intention model in internet circumstance could be used nearly the same as real market circumstance.

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Effects of Taxi-Booking Apps of E-Service Quality on Use Intention in China

  • Guo, Zhong-Bo;Park, Uk-Yeol;Lee, Jong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.4
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    • pp.43-52
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    • 2018
  • Purpose - The purpose of this article is to examine the effects of perceived value, satisfaction, and continued use intention of e-service Quality of taxi-booking apps. Research design, data, and methodology - The questionnaire was created to examine every relevant variables to practical and theoretical implications. The pilot survey was conducted for 15 days from April 7th to April 21st in 2016. Their total numbers were 354 surveys. But 330 copies were used for the analysis except 24 of them. To make a more effective analysis, several analysis tools and analysis programmes were used, such as IBM SPSS and AMOS. Results - The results are as follows. First, all variables of e-service quality except safety make influences on perceived value. Second, e-service quality except safety makes influences on satisfaction. Third, perceived value makes influence on satisfaction and on intention of continued use. Fourth, satisfaction makes influence on intention of continued use. Conclusions - First, 5 variables are very limited. more valuable variables are need to test with this model. Second, this study was conducted only in China. So there may be possible to the representatives. To use this model for better analysis and application abroad, more characteristics and strategic factors should be considered like the local culture of a particular country, attributes for different environment etc.

A Study of the Sex-role Perceptions Reflected upon the Term “Be Like ∼” (남 .여 대학생의 "~답다"에 대한 성 역할 지각에 관한 연구 -두발, 신발, 장신구를 중심으로-)

  • 한명숙;하희정
    • The Research Journal of the Costume Culture
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    • v.11 no.5
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    • pp.767-777
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    • 2003
  • This study defines attributes of the Korean costume culture, focussed on hair, shoes and accessories which express sex-roles, encapsulated in the term, “be like...”. A group of 362 male and female university students from Seoul and Gyeonggi area was surveyed for the study. The statistical analysis of SPSS 10.0 was applied for analyzing the data, and the significant variances were reviewed by the basic statistics and t-test. The results are as follows; First, short hair is perceived as the typical hair style that symbolizes male, both from male and female university students. Hair colors in warm color such as brown, wine, purple, lemon and orange, and the style of hair such as bobbed, long, and perm are perceived as definite clues that symbolized female. Second, when it concerns the types of shoes, both male and female university students cited oxford as the typical clue that symbolizes male, whereas pumps and sandal were cited for female. Third, in terms of types of accessories, both male and female university students perceived necklace, earring, bracelet, hair pin and band, scarf, and muffler as very feminine. Among these, hair pin and band, and scarf are evaluated as the typical clues that signify the role of females. Necktie is perceived as the typical clue that signify male role.

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The Effect Factors on the Purchase Intension of Smart Car as of High Innovative Technology and Product; Consumer's Individual Attributes, Perceived Benefit and Switching Cost

  • Ahn, Yeon S.
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.9
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    • pp.113-119
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    • 2016
  • In this paper, a research model is proved empirically which includes factors related on the purchase intention of smart car as high innovative product in advance of commercialization. As one of relating to consumer's expectation benefit factors, individual attribute factor includes product knowledge, individual innovativeness, and sociality. Consumer's expectation benefit factor includes perceived ease-of-use, usefulness, and enjoyment. As of switching cost variables, there are financial, uncertainty, relational and psychological switching costs factors. Analysis were performed using data from the 257 respondents as random sampling among potential consumers. Purchase intention were affected by individual innovativeness mediated by perceived enjoyment, and individual sociality by perceived ease-of-use and enjoyment also. Relational switching costs factor was only a significant control variable between purchase intention with consumer's expectation benefit factor. This result presents some implications for making the new smart car's detail concept and marketing strategy related to targeting the consumer as high innovative product and technology firms including smart car makers.