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    카지노 서비스품질이 자기효능감과 고객행태에 미치는 영향 = (The)impacts of casino's service quality on self efficacy and customer's behavior and attitude toward

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    https://www.riss.kr/link?id=T10863450

    • 저자
    • 발행사항

      서울: 세종대학교, 2007

    • 학위논문사항

      학위논문(박사) -- 세종대학교 대학원 , 호텔관광경영학과 , 2007

    • 발행연도

      2007

    • 작성언어

      한국어

    • 주제어
    • KDC

      326.39 판사항(4)

    • DDC

      338.4791 판사항(21)

    • 발행국(도시)

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    • 형태사항

      iv, 119 p.; 26 cm

    • 일반주기명

      권말에 "설문지" 수록
      참고문헌: p. 82-94

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    ABSTRACT

    The impacts of Casino's service quality on self efficacy and customer's behavior and attitude toward


    Gwak, Gang Hee
    Department of Hospitality & Tourism Management
    The Graduate Schoool of Sejong University


    The purpose of this study is to examine the impacts of visitors' satisfaction on Casino's service quality on customer behavior like intention to revisit and recommend, overall satisfaction like a visitors' attitude toward visiting Casino establishment and self efficacy. Generally speaking, it is a fact that the Casino has involved more negative aspects than positive one. However this perspective on Casino has resulted from being overlooked that the Casino has been contributing to an increasement of inbound tourism demand on national tourism level. An added goal of this study is to stress the outstanding role of Casino industry that has been done for a growth of domestic tourism demand to foreigners by positively changing Casino's existing image through emphasizing on its bright aspects. In addition to, it is to provide marketing implications for facility suppliers by identifying the intergroup difference by countries, gender, a kind of game preferred.
    Data for this study was collected by conducting a survey on three hundred fifty japanese and chinese visitors who have visited domestic Casino facilities in Seoul, Incheon, Busan which have some representative facilities of domestic Casino establishments. 300 valid reponses of which were utilized to analyse the opinions of Casino's service quality, self efficacy perceived after experiencing domestic Casino, their post-behavior and satisfaction. Possibly, an author tried to make no difference of sampling number both japanese and chinese to compare intergroup behavior and attitude toward.
    SPSS 10.0 for window was used to analyze the collected data. By it, descriptive statistics, factor analysis, culster analysis, one-way Anova were executed. LMDEP(LIMited DEPendent variable model) 8.0 and OPM(Ordered Probit Model) were applied for estimating the determinants of types of self efficacy segmented by cluster analysis and the significant variables affecting visitors' post-behavior and overall satisfaction. The comparison of visitors' post-behavior and attitude toward between groups performed by calculating the Log-Likelihood Functions producted through testing Log-Likelihood Ratio. By the result of Log-Likelihood Ratio test, some variables presenting a difference out of group variables moderating between independent variables and dependent variables was identified. Afterward, the comparison of visitors' behavior and attitude toward between groups on only these group variables that is different was acted out.
    As a result, the comparison by applied MNL models was unavailable because each MNL model has to satisfy the conditions that Chi-square values representing model's fitness in order to compare each other should be within significant level but it hadn't. On the other hand Chi-square values of each OPM has significant enough and thus the comparison between groups was available. One model for visitors' overall satisfaction which represents influence relationship between Casino's service quality and customer satisfaction was estimated that there was a difference by gender. Another model which represents relationship between Casino's service quality and intention to revisit was analysed that dimensions of Casino's service quality have differently influence on an visitors' intention to revisit by their preferring game.
    An author would like to propose very crucial implications as follows. An identification of two types of positive self efficacy by MNL model was meaningful enough to meet the purpose of this study that is to show Casino's positive image. The comparison of visitors' behavior and their overall satisfaction between groups by OPM resulted in a difference by gender in overall satisfaction and by prefer game in an intention to revisit. Thus an influence of dimensions of Casino's service quality and other input variables as a independent variables on overall satisfaction and an intention to revisit will be able to be very priceless information for suppliers. Finally, based on a fact that Casino's positive image was reflected by two positive types of self efficacy identified, an author estimate that Casino industry will plays important role to foster a domestic tourism and expect that this study will be a foundation stone for future Casino study. Also, facility suppliers should suggest an alternative idea for visitors who perceived a negative efficacy to visit continually Casino because they could be potential customers for a Casino. This follow-up measures could be a way to contribute to an increasement in Casino's demand.
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    ABSTRACT The impacts of Casino's service quality on self efficacy and customer's behavior and attitude toward Gwak, Gang Hee Department of Hospitality & Tourism Management The Graduate Schoool of Sejong University The purpose of this...

    ABSTRACT

    The impacts of Casino's service quality on self efficacy and customer's behavior and attitude toward


    Gwak, Gang Hee
    Department of Hospitality & Tourism Management
    The Graduate Schoool of Sejong University


    The purpose of this study is to examine the impacts of visitors' satisfaction on Casino's service quality on customer behavior like intention to revisit and recommend, overall satisfaction like a visitors' attitude toward visiting Casino establishment and self efficacy. Generally speaking, it is a fact that the Casino has involved more negative aspects than positive one. However this perspective on Casino has resulted from being overlooked that the Casino has been contributing to an increasement of inbound tourism demand on national tourism level. An added goal of this study is to stress the outstanding role of Casino industry that has been done for a growth of domestic tourism demand to foreigners by positively changing Casino's existing image through emphasizing on its bright aspects. In addition to, it is to provide marketing implications for facility suppliers by identifying the intergroup difference by countries, gender, a kind of game preferred.
    Data for this study was collected by conducting a survey on three hundred fifty japanese and chinese visitors who have visited domestic Casino facilities in Seoul, Incheon, Busan which have some representative facilities of domestic Casino establishments. 300 valid reponses of which were utilized to analyse the opinions of Casino's service quality, self efficacy perceived after experiencing domestic Casino, their post-behavior and satisfaction. Possibly, an author tried to make no difference of sampling number both japanese and chinese to compare intergroup behavior and attitude toward.
    SPSS 10.0 for window was used to analyze the collected data. By it, descriptive statistics, factor analysis, culster analysis, one-way Anova were executed. LMDEP(LIMited DEPendent variable model) 8.0 and OPM(Ordered Probit Model) were applied for estimating the determinants of types of self efficacy segmented by cluster analysis and the significant variables affecting visitors' post-behavior and overall satisfaction. The comparison of visitors' post-behavior and attitude toward between groups performed by calculating the Log-Likelihood Functions producted through testing Log-Likelihood Ratio. By the result of Log-Likelihood Ratio test, some variables presenting a difference out of group variables moderating between independent variables and dependent variables was identified. Afterward, the comparison of visitors' behavior and attitude toward between groups on only these group variables that is different was acted out.
    As a result, the comparison by applied MNL models was unavailable because each MNL model has to satisfy the conditions that Chi-square values representing model's fitness in order to compare each other should be within significant level but it hadn't. On the other hand Chi-square values of each OPM has significant enough and thus the comparison between groups was available. One model for visitors' overall satisfaction which represents influence relationship between Casino's service quality and customer satisfaction was estimated that there was a difference by gender. Another model which represents relationship between Casino's service quality and intention to revisit was analysed that dimensions of Casino's service quality have differently influence on an visitors' intention to revisit by their preferring game.
    An author would like to propose very crucial implications as follows. An identification of two types of positive self efficacy by MNL model was meaningful enough to meet the purpose of this study that is to show Casino's positive image. The comparison of visitors' behavior and their overall satisfaction between groups by OPM resulted in a difference by gender in overall satisfaction and by prefer game in an intention to revisit. Thus an influence of dimensions of Casino's service quality and other input variables as a independent variables on overall satisfaction and an intention to revisit will be able to be very priceless information for suppliers. Finally, based on a fact that Casino's positive image was reflected by two positive types of self efficacy identified, an author estimate that Casino industry will plays important role to foster a domestic tourism and expect that this study will be a foundation stone for future Casino study. Also, facility suppliers should suggest an alternative idea for visitors who perceived a negative efficacy to visit continually Casino because they could be potential customers for a Casino. This follow-up measures could be a way to contribute to an increasement in Casino's demand.

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    목차 (Table of Contents)

    • <목 차>
    • 제 1 장 서 론 1
    • 제 1 절 연구의 배경 및 목적 1
    • <목 차>
    • 제 1 장 서 론 1
    • 제 1 절 연구의 배경 및 목적 1
    • 1. 연구의 배경 1
    • 2. 연구의 목적 4
    • 제 2 절 연구방법 및 범위 5
    • 1. 연구방법 및 범위 5
    • 2. 연구의 구성 6
    • 제 2 장 선행연구에 대한 고찰 7
    • 제 1 절 카지노 서비스품질 7
    • 1. 카지노의 개요 7
    • 2. 카지노 서비스품질에 대한 개요 11
    • 3. 카지노 서비스품질의 구성요소 13
    • 제 2 절 고객 행태 18
    • 1. 재방문과 구전 18
    • 2. 고객만족 20
    • 제 3 절 자기효능감 22
    • 1. 자기효능감의 개념 22
    • 2. 자기효능감의 개발 24
    • 3. 자기효능감의 중요성 26
    • 4. 개인적 효능감과 대인관계 효능감 28
    • 제 4 절 카지노 서비스품질과 개념들 간의 인과관계 29
    • 1. 고객만족 및 고객행동과의 인과관계 29
    • 2. 자기효능감과의 인과관계 31
    • 제 5 절. 비교문화에 근거한 국적별 행태차이 33
    • 제 3 장 연구 설계 37
    • 제 1 절 연구과제와 모형 37
    • 1. 연구과제 37
    • 2. 연구모형 39
    • 제 2 절 조사 설계 40
    • 1. 표본설계와 조사방법 40
    • 2. 변수의 조작적정의 40
    • 3. 설문지의 구성 42
    • 4. 분석방법 44
    • 제 4 장 실증 분석 50
    • 제 1 절 응답자의 특성 및 기초통계분석 50
    • 1. 응답자특성 50
    • 2. 카지노 서비스품질의 변수화 53
    • 3. 카지노방문객의 자기 효능감 요인화 55
    • 4. 자기 효능감에 따른 군집의 분류 57
    • 제 2 절 자기효능감 유형 결정요인과 집단 간 행태비교 61
    • 1. 다중선택모형(MNL)의 추정 61
    • 2. MNL모형 추정결과 61
    • 3. 자기효능감의 집단별 행태비교 65
    • 제 3 절 카지노 고객행동 결정요인과 집단간 행태비교 66
    • 1. 서열프로빗(OPM)추정 66
    • 2. OPM추정결과 68
    • 3. 카지노 고객행동의 집단별 행태비교 71
    • 제 4 절 연구의 시사점 및 제언 73
    • 제 5 장 결 론 77
    • 제 1 절 연구의 요약 77
    • 제 2 절 연구의 한계 및 향후 연구방향 81
    • 참 고 문 헌 82
    • 설 문 지 95
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    참고문헌 (Reference)

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