This paper focuses on the customers’ satisfaction with online group‑buying purchases on the South Korean market. The aim of the paper is to examine a model of Generation Y consumers’ satisfaction and the repeat purchase intention applying the theory of Expectation – Confirmation Model and DeLone and McLean IS success model expanded with the customers’ trust. The data were obtained through an online survey All online G‑B users from Generation Y in South Korea created the population. The structure of respondents was controlled with variables gender, age and frequency of online G‑B purchases. The aspects leading to consumers’ repeat purchase intention are determined. The main focus of research within the paper is based on the perceived value of customers’ interactions across the online group buying, website’s quality, trust, customers’ satisfaction and repeat purchase intention. This research is focused on online shopping behaviour of members of Generation Y that use online media in their lives frequently each day. The designed model of relations between determinants was tested by applying the method of Structural Equation Modelling. The results confirm that perceived value and website’s quality are the important aspects for South Korean customers from Generation Y to repeat purchase in online group‑buying.
As industries mature, they rely more heavily on supply chain management (SCM) to ensure effective operations leading to greater levels of organisational performance. SCM has been widely covered in many industrial areas and, in line with other burgeoning sectors such as Tourism, an industry focus provides the opportunity to look in-depth at the context-based factors that affect SCM. Developments in digital distribution and rapid technological innovations have resulted in an increased focus on Digital Supply Chains (DSCs), which bring about significant changes to how consumers, customers, suppliers, and manufacturers interact, affecting supply chain design and processes. Through a systematic review of the Videogames Industry Supply Chain Management literature, which serves as a pertinent contextual example of a DSC, we look at how supply chains are affected by structural, market and technological change, such as increased platformisation, disintermediation and the proliferation of digital distribution. We distil these findings into a new research agenda, which identifies themes in line with extant DSC research, provides a series of relevant practice recommendations and identifies opportunities for future research.
The purpose of this paper is to develop a novel multidimensional typology of free-to-play gamers, based on the theory of consumption values and to test whether these types of gamers differ in their premium content consumer purchasing behavior. The study uses a survey of 839 Czech free-to-play gamers, where the players’ values are tested across 27 items. Factor analysis is used to identify 6 different factors (values) influencing the gamers, which are then used as variables in a cluster analysis to identify 5 distinct gamer types. Results show that each identified gamer type differs not only in gaming (length of gameplay) but also in purchasing behavior (current purchase and future purchase intention, average monthly spend). One new gamer type, previously unidentified in the literature, has been identified (the enthusiasts), alongside the development of additional details for three of the more “standard” game types (economic aesthetes, identification seekers and killers). Gamers from the Czech Republic are used in the sample, limiting the generalizability of the study. The research complements existing gamer typologies by developing an empirically supported view of free-to-play gamers that is based on value, which results in the identification of one new gamer type. We also extend consumption values theory by identifying the multi-dimensional impact of value characteristics on purchase behavior in a context of emerging commercial and social importance.
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