Purpose This paper investigates the impact of complaint behaviour and service recovery satisfaction on consumer intentions to repurchase through Internet channels. Design/methodology/approach Using survey data from large consumer samples from 15 European countries, the authors classify consumers according to: a) whether they had negative experiences with online purchases, b) whether they complained, and c) whether they were satisfied with the complaint handling. A logistic regression analysis assesses the effects of these experiences on repurchase intentions. Findings Remarkable differences arise among the consumers with respect to intentions to repurchase on the Internet. Consumers with negative experiences who complained expressed higher repurchase intentions than consumers with no reason to complain and also than consumers who had negative experiences but did not complain. Yet the highest repurchase intentions arose among consumers who complained and expressed satisfaction with the complaint handling, in support of the service recovery paradox in an online setting. Originality/value This project is one of the first empirical studies of the consequences of dissatisfaction and complaints related to online purchase behaviour.
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Firms increasingly use social network sites to reach out to customers and proactively intervene with observed consumer messages. Despite intentions to enhance customer satisfaction by extending customer service, sometimes these interventions are received negatively by consumers. We draw on privacy regulation theory to theorize how proactive customer service interventions with consumer messages on social network sites may evoke feelings of privacy infringement. Subsequently we use privacy calculus theory to propose how these perceptions of privacy infringement, together with the perceived usefulness of the intervention, in turn drive customer satisfaction. In two experiments, we find that feelings of privacy infringement associated with proactive interventions may explain why only reactive interventions enhance customer satisfaction. Moreover, we find that customer satisfaction can be modeled through the calculus of the perceived usefulness and feelings of privacy infringement associated with an intervention. These findings contribute to a better understanding of the impact of privacy concerns on consumer behavior in the context of firm–consumer interactions on social network sites, extend the applicability of privacy calculus theory, and contribute to complaint and compliment management literature. To practitioners, our findings demonstrate that feelings of privacy are an element to consider when handling consumer messages on social media, but also that privacy concerns may be overcome if an intervention is perceived as useful enough.
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Physician assistants (PAs) were introduced in the Netherlands in 2002 and are now widely deployed. However, little is known about patient satisfaction with Dutch PAs. A comparative study of patient satisfaction was undertaken in the primary care setting. Patients seen by general practitioners (GPs) and PAs were surveyed using the Consumer Quality Index, a European quality survey instrument. Quality of performance indicators included patient satisfaction, effectiveness of treatment, and safety of treatment. The results found that few differences emerged, and Dutch patients appear to be as satisfied with the care received by PAs as with GPs.
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i-DEMO aims at supporting EU tourism professionals in acquiring and developing key competences in game-based tourism in order to foster innovation and improve overall tourism organizations’ performance by: enhancing specific skills and competences in game-based tourism; designing an i-DEMO course "Game-based Tourism"; creating an i-DEMO toolkit to apply gamification to tourism; enhancing the application and replicability potential of innovative game-based solutions.Societal IssueThe tourism and hospitality industry has rapidly evolved with technological advancements, especially through ICT and the rise of the sharing economy. Digital platforms, social media, and mobile technologies have popularized gamification in tourism, creating engaging experiences and enhancing consumer loyalty. Gamification immerses tourists in simulated travel worlds, improving satisfaction, behavior, and involvement. Benefits include increased visitor engagement, loyalty, improved marketing, and support for sustainable tourism. However, despite its potential, gamification adoption remains limited in tourism. To address this, initiatives like i-DEMO aim to enhance skills and competences, improving employability in the evolving tourism market.Benefit to societyThe benefits that gamification can offer in the travel and tourism industry are: 1: More Engaged Visitors: we must not underestimate the immersion level that games can offer to travelers; 2: Increased Visitor Loyalty: when somebody is truly satisfied with their experience, they are much more likely to come back; 3: Improved Marketing for Hospitality and Tourism: tourism and hospitality have been the biggest ones impacted by all of the lockdown restrictions; consequently they are using all kinds of marketing methods to motivate people to start travelling; 4: Sustainability: gamification could help promote more environmentally, socially and culturally sustainable forms of tourism, supporting the twin green and digital transition.
This research is dedicated to the study of marketing opportunities and consumer behavior, as well as the impact of technology on marketing relationships (eg, interorganizational, company-consumer). It is also in its interest to explore the form and nature of the entrepreneurial phenomenon beyond the contexts in which it can occur. A sub-area of specialization that has been deserving special interest is that of entrepreneurial skills. Another area of commitment is related to information systems and information technology with decision support in organizations.Partners: CAPES Conselho Nacional de Desenvolvimento Científico e Tecnológico (Brazil), Federal University of Pernambuco (Brazil)
INEDIT creates an open innovation European DIT ecosystem for sustainable furniture co-creation. It channels the creativity of consumers, shapes it through designers' professional skills, and makes it viable by leveraging on the expertise of production specialists in order to deliver sustainable, smart and personalized new products in a shorter time to market. INEDIT intends to demonstrate the capacity to turn the well-known 'Do It Yourself' (DIY) approach applied by individuals within FabLabs into a professional approach named 'Do It Together' (DIT).The DIT approach will be applied by customers and professional producers, especially SMEs, for conveying higher customer satisfaction through customer-driven production. DIT is a novel approach capitalizing on the knowledge, creativity and ideas of design and engineering conceptualized by interdisciplinary stakeholders and sometimes even new actors. It is powered by existing European innovation ecosystems shaping new products across EU countries.INEDIT demonstrates the approach through four cross use cases with high societal impact: sustainable wood panels manufacturing and 3D-printing of wood, 3D printing of recycled plastic and 'smartification'.Sustainability and consideration of individual preferences, especially of women and men, will be our guiding thread. INEDIT addresses societal challenges such as contribution to reduce the amount of produced CO2 in focusing on European-wide production, creation and maintenance of EU-wide job opportunities. This will lead to new business opportunities supported by business model innovation.Moreover, these innovative networked local manufacturing competences and production facilities across the EU will solve ethical concerns within the manufacturing network. INEDIT intends to demonstrate, through its twin - digital and physical - platform, the potential innovation around social manufacturing within the circular economy in designing globally while producing locally.