• 제목/요약/키워드: User Commitment

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A Study on the Effects of Business Service Quality on Satisfaction, Commitment, Performance, and Loyalty at a Private University

  • LEE, Hyuk Jin;SEONG, Myeong Hee
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.439-453
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    • 2020
  • The purpose of this study is to investigate the impacts of business service quality on satisfaction, commitment, performance, and loyalty in higher education. A survey was given to undergraduates involved in business through employment and start-up companies at a private university in Korea. With 252 respondents, this study used exploratory factor analysis and reliability analysis to verify the reliability and validity of measured variables. Multiple regression was employed as a statistical method for the hypotheses of the study. The research questions were: 1) How do education SERVQUAL factors (tangibles, responsiveness, reliability, assurance, and empathy) affect customer satisfaction? 2) How do education SERVQUAL factors affect customer commitment? 3) How does customer satisfaction or commitment affect education performance? 4) How does customer satisfaction, commitment or performance affect their loyalty in higher education? The findings show that most dimensions of business service quality have effects on satisfaction and commitment, and satisfaction and commitment have a positive effect on performance. Additionally, satisfaction, commitment and performance all have an effect on loyalty. This study confirmed the need for the improvement of business service quality in a private university. Additionally, it highlighted the importance of user satisfaction, commitment and performance in order to increase the loyalty level of undergraduate students.

Specificity and Commitment: UX approach to Netflix

  • Hwang, Joon Suk;Cheon, Youngjoon;Kwak, Kyu Tae
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.127-136
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    • 2017
  • The strategy that using data collection from Netflix uses for its services is different from traditional human interaction and the communication, and it is represented by the systematic algorithm that rooted from intelligent information system based on the human interaction and communication. These characteristics allowed the study to reflect the influence of 'Asset specificity' which affects the continuous consumption of the media services of Netflix users through economic psychological analysis based on transactional cost economics. The result from the survey on actual Netflix users, three types of specificity (Space specificity, time specificity, relational specificity) reduced perceived searching cost whereas perceived instrumentality has increased, eventually reinforces the commitment to the service. This implies that the service characteristics of Netflix, trying to communicate with the individuals based on intelligent information system are distinct from the existing platform services and it gives the significance of work very effective for user's continuous consumption of the media services.

인터넷 쇼핑몰의 e-Loyalty 향상을 위한 이미지, 신뢰, 몰입에 관한 연구

  • Lee, Jong-Man;O, Jae-Sin
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.12a
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    • pp.235-248
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    • 2005
  • This paper examines internet shopping mall e-loyalty behaviors. Conceptually, the paper relied on the relatively established literature on ' traditional ' store image and technology acceptance research. And proposes an integrated model including factors on customer e-loyalty in shopping environment. For this purpose, internet shopping mall user's image is proposed to affect trust, and commitment, and consequently to influence customer loyalty behaviors. The empirical results indicated that shopping mal image take significant effect on trust and customer loyalty behaviors. And commitment variable are effective mediators linking internet shopping mall user's trust and their loyalty behaviors. The proposed model and empirical results would contribute to setting up strategy shopping mall industry, and also to future research in information systems and internet marketing.

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A study on the Effect of Participatory Motives and Social Influence in Online Community on Commitment (온라인 커뮤니티에서 개인의 참여 동기와 사회적 영향 요인이 몰입에 미치는 영향)

  • Lee Moon-Bong;Kim Eun-Jung
    • The Journal of Information Systems
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    • v.14 no.2
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    • pp.191-214
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    • 2005
  • The interests and impacts on the phenomena online are increasing, due to the development of the Internet. Above all, the importance of the online community, which is similar to the community in reality and has a feature being easily committed is on the rise. Firms are transformed into a relationship for successful e-business in line with the online community utilization, as the digitalization society develops. Hereby, this study was intended to empirically analyze the impacts of individual participatory motives (perceived usefulness, perceived. ease of use and perceived playfulness) in the online community and social influences (subjective norm, visibility and image) on the user's attitudinal and behavioral commitment. In the empirical study of this study, a questionnaire survey was conducted targeting individuals who participated in the online community, and the related data was collected through on/offline. Finally, 280 samples were used in the analysis. The results of the major hypotheses test using the covariate structural model analysis are as follows: First, there are differences in the impacts of individual participatory motives in the online community and social influence factors on the commitment. The individual participatory motives in the online community influence the behavioral commitment positively, but the social influence factors are not significant. Second, the attitudinal commitment in the online community shows a mediate effect on the behavioral commitment in the subjective norms and image variables excluding visibility. Third, the relationship between the attitudinal commitment and behavioral commitment is significant.

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A Study on Factors Influencing the Intention of Playing On-line Games (온라인게임 플레이 의도의 영향요인 연구)

  • Park, Seong-Taek;Kim, Tae-Ung;Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.53-61
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    • 2012
  • This study investigates the determinants of continuous user intention of playing on-line games. Based on the data collected through on-line survey, we find that telepresense and commitment influence on the perceived utility of on-line games which, in turn, has effects on continuous user intention of and information sharing among on-line game players. In addition, the findings support the premise that the method of playing game and challenges influence on commitment, whereas rewards for playing game do not. As another determinant of perceived utility of on-line games, telepresense is found to be guided by diplomatic system and storytelling in on-line games.

The Determinants of Management Information Systems Effectiveness in Small- and Medium-Sized Enterprises

  • LE, Quang Bon;NGUYEN, Minh Dat;BUI, Van Can;DANG, Thi Mai Huong
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.8
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    • pp.567-576
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    • 2020
  • This study develops a mediating model to explore the relationships between organizational characteristics, manager's knowledge, management commitment, user involvement, information quality, and management information system effectiveness in small- and medium-sized enterprises in Vietnam. Adapting scales from previous research, the authors designed questionnaires, which they distributed to respondents in Vietnamese small- and medium-sized enterprises. Also, by employing a meta-analytic path analysis throughout structural equation modelling (SEM) with sample of 356 respondents, authors indicate that organizational characteristics are directly related to management information systems effectiveness. Moreover, manager's knowledge, user involvement, and information quality show their important roles in the increase of management information system effectiveness, yet management commitment does not indicate a similar role in the growth of management information system effectiveness. Bootstrapping is utilized to discover the meditating role of information quality, illustrating that quality information mediates the linkages between user involvement, organizational characteristics, and management information systems. However, the mediating role of information quality in the relationship between management commitment, manager's knowledge, and management information systems is not significant. This study contributes to the management information system literature as well as to enhance MIS effects in small and medium-sized enterprises.

Effect of Mobile Game Use Amount on the Satisfaction Level and Game Commitment(flow) (모바일 게임 이용량이 게임 만족도와 몰입에 미치는 영향)

  • Kim, Hye Bin;Park, Young Il
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.31-40
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    • 2015
  • In this study, the effect of amount of use of mobile game (time of use, consumption cost) on the perceived satisfaction level (perceived enjoyment, service quality, and price) of game and commitment is to be observed. If the amount of game use is high, are the satisfaction level and commitment of game high as well? Is there any factor of negative effect on game commitment? As a result of study, among the mobile game use behaviors subjected in this study, higher the amount of use and consumption cost, more the level of satisfaction level and commitment on game. This study is to verify and analyze the high level of perceived satisfaction and commitment on mobile game by users with high amount of use to expand and to discuss the base of study of heavy mobile game user and heavy digital game user.

Compliance Commitment and Compliance Support System: Focused on the Perceived Usefulness and Surveillance Concerns (준법몰입과 준법지원시스템 사용의도: 지각된 유용성 및 감시우려를 중심으로)

  • Lee, Sung-Jin;Kim, Sang-Soo
    • The Journal of Information Systems
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    • v.27 no.4
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    • pp.97-114
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    • 2018
  • Purpose Compliance support system (CSS) aims to support employees' voluntary compliance activities, however, it requires a different approach from the acceptance of other general information systems. In other words, the user's concern that his/her compliance activities recorded in the system are monitored may hinder the active use of the system. In this regard, we set up a research model to investigate the factors that affect the intention to use CSS, by including perceived usefulness, compliance commitment, and surveillance concern. Design/methodology/approach A questionnaire survey was conducted for the employees of a domestic oil-company, who operates their own CSS. Based on the 865 data collected, a structural model analysis using PLS was conducted. As a result, all four hypotheses were accepted. It was found that perceived usefulness of CSS has a positive effect on the intention to use CSS. Compliance commitment has a positive effect both on perceived usefulness and intention to use CSS. In contrast, surveillance concern of one's non-compliance recorded in the CSS was shown to have a negative effect on the relationship between compliance commitment and perceived usefulness. Findings This study has academic implications in that it extends the viewpoint of the existing technology acceptance mechanism by examining the two aspects, i.e., compliance commitment and surveillance concern. This study may also provide practical directions to strengthen the use of the active compliance support system by the employees.

The Effect of Components of Interactivity on Satisfaction, Trust, Commitment and Loyalty in Online Community (온라인 커뮤니티의 상호작용성 구성요인이 관계품질과 고객총성도에 미치는 영향에 관한 연구)

  • Choi, Yong-Gil;Choi, Dong-Choon;Lee, Sung-Su
    • Journal of Korean Society for Quality Management
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    • v.35 no.4
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    • pp.123-139
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    • 2007
  • This study was to investigate the structural relationships between component of interactivity, satisfaction, trust, commitment and loyalty in online community. For these purpose, the author developed several hypotheses and collected the data from 241 users of online community. The results was as follows. First, Interactivity had a significantly positive direct effect on satisfaction. Second, Interactivity had a positive indirect effect on trust. Third, Satisfaction had a significantly positive effect on trust and trust had a significantly positive effect on commitment. Finally, Satisfaction and trust had a significantly positive effect on loyalty. At the end of this paper, the managerial and theoretical implications, limitations and further research directions were suggested.

A Study on the Value of Web Sites: With a Modified Technology Acceptance Model (정보기술수용모형(TAM) 관점에서 본 웹사이트 가치에 관한 연구)

  • Lee, Kyoung-A;Lee, John-Hearn
    • Information Systems Review
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    • v.3 no.1
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    • pp.19-30
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    • 2001
  • With the e-business paradigm emerging, the website became a critical resource for most corporations. However, the amount of value creation through internet is still in question. This paper shows the result of an exploratory study on website assessment, following the tradition of Technology Acceptance Model (TAM). We viewed the intended usage as the value of the website and added such factors as playfulness, commitment, system quality, and information security as external variables of the model. Website types, visiting purposes, and the user system quality were included as moderators. The website value could differ depending on website types, purposes of the use and system quality. In the case of internet shopping malls, playfulness, compatibility, website quality were identified as key influencers, while for stock trading users, however, commitment and security factors are more important. In terms of user purposes, information search requires both the compatibility and the website quality. Also the website quality was strongly affected by the user system quality. In other words, any investment of upgrading the website system quality can be meaningless unless the user system quality is improved as well. For each variable considered, empirical results are discussed and practical implications are provided.

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