• 제목/요약/키워드: Real-time compensation

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몬트리올조약에 있어 국제항공여객운송인의 손해배상책임 (Liability of the Compensation for Damage Caused by the International Passenger's Carrier by Air in Montreal Convention)

  • 김두환
    • 항공우주정책ㆍ법학회지
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    • 제18권
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    • pp.9-39
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    • 2003
  • 프로펠러여객기 운항시대에 만들어졌던 국제항공운송인의 민사책임관계를 규정한 1992년의 바르샤바조약은 1955년의 헤이그 개정의정서, 1961년의 과다라하라조약, 1971년의 과테말라의정서 및 1975년의 몬트리올 제1, 제2, 제3및 제4의 정서 등 한개의 조약과 여섯 개의 의정서 등에 의하여 여러 차례 개정이 되었고 보완되면서 70여 년간 전세계를 지배하여 왔지만 오늘날 초음속(마하)으로 나르고 있는 제트여객기 운항시대에 적합하지 않아 "바르샤바조약체제" 상의 문제점이 많이 제기되어 왔다. 특히 시대에 뒤떨어진 "바르샤바조약체제" 는 2개의 조약과 여섯 개의 의정서로 매우 복잡하게 구성되어 있었으며 항공기사고로 인한 국제항공운송인의 손해배상사건에 있어 배상한도액이 유한책임으로 규정되어 있어 항상 가해자인 항공사와 피해자인 여객들간에 분쟁(소송 등)이 끊이지 않고 있으므로 이를 어느정도 해결하기 위하여 UN산하 ICAO에서는 상기 여러 개 조약과 의정서를 하나의 조약으로 통합(integration)하여 단순화시키고 현대화(modernization)시키기 위하여 20여 년간의 작업 끝에 1999년 5월에 몬트리올에서 새로운 국제항공운송인의 민사책임에 관한 조약(몬트리올 조약)을 제정하였다. "바르샤바조약체제" 를 근본적으로 개혁한 몬트리올 조약은 71개국과 유럽통합지역기구가 서명하였으며 미국을 비롯하여 33개국이 비준하여 2003년 11월 3일부터 전세계적으로 발효되었음으로 이 조약은 앞으로 전세계의 항공운소업계를 지배하게 되리라고 본다. 본 논문에서는 몬트리올 조약의 성립경위와 주요내용(국제항공여객운송인의 손해배상책임: (1)총설, (2)조약의 명칭, (3)조약의 전문, (4)국제항공여객에 대한 책임원칙과 배상액((ㄱ)국제항공여객의 사상에 대한 배상, (ㄴ)국제항공여객의 연착에 대한 배상), (5)손해배상 한도액의 자동조정, (6)손해배상금의 일부전도, (7)손해배상청구소송의 제기관계, (8)국제항공여객의 주거지에서의 재판관할관계, (9)항공계약운송인과 항공실제운송인과의 관계, (10)항공보험)을 요약하여 간략하게 설명하였다. 1999년 몬트리올 조약의 핵심사항은 국제항공운송인의 손해배상책임에 관하여 무한책임을 원칙으로 하되 100,000 SDR까지는 무과실책임주의를 채택하였고 이 금액을 초과하는 부분에 대하여서는 과실추정책임주의를 채택하였음으로 "2단계의 책임제도" 를 도입한 점과 항공기사고로 인한 피해자(여객)는 주소지의 관할법원에 가해자(항공사)를 상대로 손해배상청구소송을 제기할 수 있는 제 5재판관할권을 새로이 도입하였다는 점이다. 현재 우리 나라는 전세계에서 항공여객수송량이 11위 권에 접어들고 있으며 항공화물수송량도 3위 권을 차지하고 있음에도 불구하고 아직도 이 조약에 서명 내지 비준을 하지 않고 있음은 문제점으로 지적될 수가 있음으로 그 해결방안으로 세계의 항공산업선진국들과 어깨를 나란히 하고 상호 협력하기 위하여 조속히 우리 나라도 이 조약에 서명하고 비준하는 것이 필요하다고 본다. 한편 우리 나라와 일본은 국내항공운송에 있어서는 국내에서 항공기사고가 발생하였을 때에 국내항공여객운송인의 민사책임을 규정한 법률이 없기 때문에 항상 항공사 측과 피해자간에 책임원인과 한계 및 손해배상액을 놓고 분규가 심화되어 가고있으며 법원에서 소송이 몇 년씩 걸리어 피해자 보호에 만전을 기 할 수가 없는 실정에 있다. 현재 이와 같은 분규의 신속한 해결을 위하여 국내항공운송약관과 민상법의 규정을 적용 내지 준용하여 처리할 수밖에 없는 실정인데 항공기사고의 특수성을 고려하여 볼 때 여러 가지 문제점이 많이 제기되고 있다. 이와 같은 문제점을 해결하기 위하여 국내항공여객운송인의 책임한계 및 손해배상액을 분명하게 정하고 재판의 공평성과 신속성을 도모하기 위하여서는 항공운송계약 당사자간의 책임관계를 명확하게 규정한 "가칭, 항공운송법" 의 국내입법이 절실히 필요하다고 본다.

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온라인 서비스 품질이 고객만족 및 충성의도에 미치는 영향 -항공권 예약.발권 웹사이트를 중심으로- (The Effects of Online Service Quality on Consumer Satisfaction and Loyalty Intention -About Booking and Issuing Air Tickets on Website-)

  • 박종기;고도은;이승창
    • 한국유통학회지:유통연구
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    • 제15권3호
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    • pp.71-110
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    • 2010
  • 본 연구에서는 항공권 예약 발권 웹사이트의 서비스 품질을 측정 뿐만 아니라 서비스 회복도 측정하고자 하였다. 또한 서비스 품질과 서비스 회복이 고객만족 및 충성의도에 미치는 영향관계를 실증하고자 하였다. 온라인 서비스 품질과 온라인 서비스 회복의 측정을 위해 Parasuraman, Zeithaml, & Malhotra(2005)가 개발한 E-S-QUAL과 E-RecS-QUAL을 사용했으며, 했다. E-S-QUAL은 온라인 서비스 품질을 측정하는 도구로써, 효율성, 시스템 이용가능성, 이행성, 프라이버시의 4개 차원 22개 항목으로 구성된다. E-RecS-QUAL은 온라인 서비스 회복을 측정하는 도구로써, 반응, 보상, 접촉의 3개 차원 11개 항목으로 구성된다. 실증분석을 위한 설문조사는 항공사나 여행사의 웹사이트를 통해 국내 외 항공권을 구입해 본 경험이 있는 소비자를 대상으로 실시하였는데, 총 400부가 회수되었고, 이 중 342부를 최종분석에 사용하였다. 실증분석을 위해 AMOS 7.0과 SPSS 15.0을 사용하였다. 먼저, SPSS 15.0을 사용하여, 요인점수를 이용한 회귀분석으로 가설검증을 한 결과, <가설 I-1, 2, 3, 4, II-1, 2, 3, III-1, IV-1>이 전부 채택되었다. 온라인 서비스 품질과 온라인 서비스 회복의 각 차원은 모두 전반적인 서비스 품질에 유의한 영향을 보였고, 전반적인 서비스 품질은 고객만족에 유의한 영향을 미쳤다. 마지막으로 고객만족 역시 충성의도에 유의한 영향을 미치는 것으로 확인되었다. 한편 AMOS 7.0을 사용하여 모형 분석을 하였는데, 모형의 적합도는 가설검증을 하기에 합당한 수치가 나왔다. 이를 토대로 가설검증을 한 결과, <가설 I-1, 3, II-1, 3, III-1, IV-1>은 채택되었고, <가설 I-2, 4, II-2>는 기각되었다. 이 결과는 Parasuraman et al.(2005)이 주장한 것처럼 E-S-QUAL을 나타내는 데는 요인점수를 이용한 회귀분석이 더 적합하다는 것을 보여주는 것이라고 판단된다. 이를 토대로 본 연구의 시사점을 정리하였다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.