• 제목/요약/키워드: Share-ofVisit

검색결과 38건 처리시간 0.021초

An Expanded Website Quality Model in Online Shopping Malls for Developing Satisfaction and Loyalty: The Moderating Effect of Gender

  • Sang Min KIM;Tian JIAQI;Yong-Ki LEE
    • 유통과학연구
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    • 제22권5호
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    • pp.93-104
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    • 2024
  • Purpose: This study used the SORmodel (or cue utilization theory) to examine the impact of expanded quality factorsincluding product quality on customer satisfaction, attitude, and behavioral loyalty. This study examined the moderating effect of gender on the customer satisfaction-attitudinal and behavioral loyalty relationship. Research design, data, and methodology: 364 respondents were collected through an online survey and analyzed using the SmartPLS 4.0 program. Results: The findings show that product quality, along with system quality and service quality, are key determinants of customer satisfaction. In addition, this study shows that the relationship between customer satisfaction and attitudinal loyalty (repurchase and word-of-mouth intention) does not differ depending on gender, but the relationship between customer satisfaction and behavioral loyalty (share-of-visit and share-of-wallet) is stronger for women than for men. Conclusions: This research integrates concepts from environmental psychology and marketing focusing on website quality (information, system, service, and product), as well as satisfaction, attitudinal and behavioral loyalty. Online shopping mall practitioners must systematically analyze and assess the quality of online shopping, a pivotal factor driving customer satisfaction, attitude, and behavioral loyalty. Acknowledging the influence of gender on consumers' online purchasing behavior can aid online retailers in devising tailored e-commerce marketing strategies aimed at attracting and retaining customers.

매체별 정보탐색이 축제의 이미지, 감정반응 및 재방문의도에 미치는 영향 (The Influence of Information Search on Festival Image, Emotional Response and re-visit Intention)

  • 김주연;최현주;안경모
    • 한국콘텐츠학회논문지
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    • 제16권2호
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    • pp.82-95
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    • 2016
  • 본 연구는 다양한 채널을 통해 알려져 있는 화천산천어축제를 대상으로 방문객들의 매체별 정보탐색이 축제에 대한 이미지 형성에 어떠한 영향을 미치는지 파악하고, 이러한 축제 이미지가 방문객들이 축제를 경험하며 느끼는 감정과 재방문의도, 정보공유의도에 어떠한 영향을 미치는지 실증적으로 파악해보았다. 축제이미지는 인지적 이미지, 정서적 이미지, 고유 이미지 세 가지로 구분하여 파악하였으며, 감정반응도 긍정감정과 부정감정 두 가지 차원으로 파악하였다. 그 결과, 주위사람의 구전과 SNS 등 인터넷이 산천어축제의 고유이미지에 중요한 영향을 미치는 것으로 나타났으며, 인지적 이미지에는 공식 홈페이지의 영향력이 큰 것으로 나타났다. 그리고, 정서적 이미지에는 SNS 등 인터넷 탐색이 가장 중요한 것으로 나타났다. 세 가지 이미지요인과 참가자의 긍정감정 간 영향관계에 있어서 정서적 이미지가 가장 높은 영향을 미치며, 고유이미지, 인지적 이미지 순으로 세 가지 요인 모두가 유의한 영향력을 갖는 것으로 나타났다. 또한, 긍정감정과 부정감정이 재방문의도 및 정보공유의도에 미치는 영향에 있어서, 긍정감정만이 유의한 영향을 미쳤다.

COVID-19 상황을 반영한 어플리케이션 기반의 언택트 면회 서비스 개발: 소아중환자실에서의 활용을 중심으로 (Untact Visit Service Development Based on an Application Reflecting the Circumstances during COVID-19: Focusing on Utilization in the Pediatric Intensive Care Units)

  • 우다해;유하늬;김효진;최민영;김동희
    • 대한간호학회지
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    • 제51권5호
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    • pp.573-584
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    • 2021
  • Purpose: This study aimed to develop an untact visit service based on an application that can be utilized in the pediatric intensive care unit (PICU) during COVID-19. Methods: This study adopted the double diamond process of service design comprising the discovery, defining, and development stages. Results: We developed an untact visit service based on an application that considered the child's status, schedule, photo, and video messages, and so on. Moreover, we derived a service flow regarding the required roles and the type of flow shown between each stakeholder. Conclusion: Considering the ongoing pandemic, the untact visit service is designed to increase rapport and participation of parents, share the child's information in real-time, and provide one-stop service without increasing healthcare providers' work. It will be a useful visit service that can be applied and evaluated in various hospital settings and the PICU.

가정 내 쇼핑채널 이용비중 및 이용다양성에 관한 연구 (A Study on the Share and the Variety of In-Home Shopping Channel - Simultaneous Equation Model with Selectivity -)

  • 주영혁;양석준
    • 한국유통학회지:유통연구
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    • 제11권3호
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    • pp.103-125
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    • 2006
  • 본 연구에서는 최근 물류시스템과 통신매체의 급격한 발달로 인하여 보편화된 가정 내 쇼핑채널을 연구함에 있어서 새로운 접근방법이 필요함을 제시하고 있다. 가정 내 쇼핑채널 각각에 구매의도에 대한 영향요인을 검토하는 채널중심 연구는 가정 내 쇼핑채널이 보편화된 현재에는 큰 의미를 가지기 어렵다고 볼 수 있다. 본 연구에서는 고객중심 채널연구의 필요성을 제기하고 가정 내 쇼핑채널 이용비중과 이용다양성에 대한 고객특성과 쇼핑특성의 영향을 고객 중심적으로 검토하였다. 표본의 선택성을 고려하고 종속변수 간 인과관계를 모델에 반영하기 위하여 선택성을 가진 동시방정식 모델을 통하여 실증분석을 수행하였다. 연구결과 첫째로 가정 내 쇼핑채널 이용비중과 이용다양성은 서로 영향이 없는 것으로 나타나고 있으며, 둘째로 점포형 쇼핑채널 중에서 특히 백화점 이용이 증가할수록 가정 내 쇼핑채널 이용비중은 감소하는 것으로 나타나고 있으며, 셋째로 고객특성 및 쇼핑특성은 가정 내 쇼핑채널 이용다양성에 영향을 미치지 않는 것으로 나타나고 있다.

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O2O 서비스 활성화 방안에 대한 실증 연구: 오프라인 채널과 모바일 채널의 통합적 관점에서 (An Empirical Study on the Revitalization of O2O: A Unified View of Offline Channel and Mobile Channel)

  • 김병수
    • 디지털융복합연구
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    • 제16권10호
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    • pp.115-123
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    • 2018
  • 본 연구에서는 O2O 서비스 활성화를 위한 고객들의 통합적 서비스 경험을 살펴보고자 한다. 기존 서비스 경영 및 마케팅 연구에서는 오프라인 매장에서의 서비스 경험에 초점을 두었고, 경영 정보 연구에서는 모바일 어플리케이션에서의 서비스 경험만을 살펴보는 경우가 많았다. 본 연구에서는 고객들이 인지하는 오프라인 매장의 특성과 모바일 어플리케이션의 특성을 동시에 고려하여, 고객들의 통합적인 서비스 경험을 살펴보았다. 그리고 해당 카테고리 안에서 해당 기업의 상대적 지출 비중을 살펴볼 수 있는 지갑 점유율을 최종 종속 변수로 고려하였다. 스타벅스에 자주 방문하고 해당 브랜드의 어플리케이션을 사용하고 있는 219명의 고객을 대상으로 연구 모형을 검증하였다. 연구 모형 분석에 PLS를 활용하였다. 연구 모형 분석 결과, 오프라인 매장에 대한 만족은 지갑 점유율에 유의한 영향을 미치지 않았지만, 모바일 어플리케이션에 대한 만족은 지갑 점유율에 유의한 영향을 미쳤다. 모바일 어플리케이션이 제공하는 유희적 혜택과 사회적 혜택은 모바일 어플리케이션 만족 형성에 핵심적인 역할을 담당하였다. 본 연구 분석 결과를 통해 O2O 서비스의 고객 경험을 증진할 수 있는 서비스 운영 및 마케팅 전략을 수립하는데 도움을 줄 수 있을 것으로 기대한다.

Influence of Electronic Word of Mouth on Visitor's Interest to Tourism Destinations

  • APRILIA, Fitri;KUSUMAWATI, Andriani
    • The Journal of Asian Finance, Economics and Business
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    • 제8권2호
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    • pp.993-1003
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    • 2021
  • The contribution made by the tourism sector is strategic enough to provide job opportunities and increase the state's foreign exchange which will be followed by development in the information and technology sectors. The population of this study includes all domestic tourists who visit the Batu City Angkut Museum over 17 years of age and who have obtained information via eWOM from other tourists. Based on the measurement, a minimum of 160 respondents must be selected as the research sample. Non-probability sampling techniques are used to select samples. Social media had been used by companies to provide information, services, and products related to tourism, and it was utilized by tourists to share information about their traveling experiences. Nowadays, tourists have become more selective and critical in selecting their destinations as they have become good observant in finding adequate information about certain destinations before deciding to visit the place. This reaction can be influenced by positive eWOM communication, positive image, and trust given to certain tourist destinations. Therefore, improving the number of visits requires the management of certain tourism service companies to apply proper marketing strategy and provide various advantages and best service quality to attract more visitors and give satisfaction to visitors.

Green-UX-Story: 온라인-오프라인 자연 체험을 통한 사용자 스토리 창출 및 공유 (Green-UX-Story: User Story Creation and Sharing through the Online and Offline Green Experience)

  • 최민아;권두영
    • 한국CDE학회논문집
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    • 제15권6호
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    • pp.460-466
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    • 2010
  • These days, it is getting important to have more chances to visit natural environment for the wellbeing life. The advancement of digital technologies allows us to get useful information regardless of time and location. In this paper, we investigate a way of improving user experience in the natural green environment using the digital technologies. This paper proposes a system called Green-UX-Story which supports users to create and share their story through the online and offline green experience. The system consists of two main systems: the "Story-Field" and the "Story-Tree". The Story-Field consists of a certain number of the Story-Trees allocated to a certain green site. In the Story-Field, users can see the Story-Trees that are owned by other users and share their stories. The Story-Tree contains the user-story in each branch and green information that are captured by the user on the web. The Story-Tree is generated using the L-system algorithm as the user adds stories. The main purpose of the system is to enable users to write their green stories from the both online and offline experiences. This paper describes the system configuration and the user scenario of the Green-UX-story.

의류제품 구매 시 점포선택행동유형에 관한 질적 연구 (The Qualitative Study on the Types of Store Choice Behaviors in the Purchase of Apparel Products)

  • 김한나;이은영
    • 한국의류학회지
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    • 제31권4호
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    • pp.604-614
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    • 2007
  • As the role of retail stores in distribution channels becomes more significant and competition among them becomes more fierce, retail stores are making efforts to gain a dominant position in market share. And as such, consumer store choice behaviour is becoming more diverse and complex. The purpose of this study was to analysis the store choice process and to aid in understanding the types of store choice behaviors. 30 subjects were sampled by focus sampling and investigated by in-depth interview. Some consumers went through all stages of store choice process and others skipped some. The consumers who usually had no plan to visit stores and who purchase without problem recognition process were categorized as opportunity-taking type, and the consumers who visited just one store without external search of other store information were categorized as store-loyal type. Finally, the consumers who searched store information externally were divided into brand-oriented type and value-seeking type. The brand-oriented type represented the consumers who did not evaluate stores in detail because which store to visit was decided on brand; and the value-seeking type represented the consumers who did in fact evaluate stores in more detail according to the items and trends in fashion. This study is meaningful in that it provides a dynamic store choice process and examines related variables thereto.

도심 쇼핑센터(UEC)의 테넌트 구성 및 배치계획에 관한 연구 (A Study on the Planning Strategy of Tenant Variety and Placement for Urban Entertainment Center)

  • 이현수;오정아
    • 한국실내디자인학회논문집
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    • 제21권2호
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    • pp.174-185
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    • 2012
  • The purpose of this study is to suggest planning strategy of tenant mix for UEC based on the final result of tenant mix analysis of five different research cases. The following is the comprehensive explanation about the result of tenant mix planning strategy for UEC currently in operation and when planning a new facility. First, overall research cases in this study show the tendency of following an old tradition, which stresses direct sales focusing on retail and dining adaptation. In order to compensate the defect, it is suggested to adopt new type of tenants with the functional mix of retail and dining with entertainment rather than decreasing the proportion of retail and dining tenant and increasing it of entertainment tenant. Second, the floorplan of UEC should adopt racetrack or circuit form that can stimulate shoppers' circular movement so to expose them to as much tenants as possible. Service consumption mode related tenants are required to place on the side or the edge of UEC, while retail consumption mode related tenants should be planned in the center. Among dining consumption mode related tenants, impulse dining tenants like a coffee shop should be placed at the turning point or at the end of the pathway, destination tenants like a restaurant and a food court, on the other hand, is needed to be placed in the center of the space. In case of Entertainment related tenants, destination tenants like bookstore or multiplex should also be placed at the end of the pathway, and on the way to those tenants, it is required to place general tenants that can share target customers with them. On the contrary, game center or record shop like tenants that can stimulate impulse sales should be placed on the visitor's main move or near the other destination tenants. Third, anchor tenants play an important role in gathering people to the UEC, and then induce them to visit the other tenants that are located near the anchors. Thus it is suggested to plan to place general tenants on the same floor as anchor tenants are placed so they can share the characteristics of target customers which create synergy effect.

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부산 감천문화마을의 지역자산 기반 재생과정 연구 (A Local Asset Based Regeneration Process of Gamcheon Culture Village Busan)

  • 이연숙;박재현
    • KIEAE Journal
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    • 제14권3호
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    • pp.111-120
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    • 2014
  • In the late 20th century, Korea has accelerated urban sprawl and demolition based redevelopment without considering local characteristics. As a result, quantitative supplement of housing has been saturated and has pushed revitalization especially. The purpose of this research is to delineate the local asset based regeneration of Gamcheon Culture Village Busan. The research methods are field visit, site observation, in-depth interview, library and internet research, data were collected and analyzed with the contents analysis techniques. As results, elements of hardware, software and humanware resources and the dynamics of the whole process such as how the resources connected and utilized, and how the external resources have been converged into these to regenerate Gamcheon Culture Village in diverse dimensions, such as cultural, social, economical and physical one were analysed. This research is expected to share the wisdom of revitalizing with collaborations. Through enhancing negative resources of decayed area to positive ones, the case produced the synergy.