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Purpose: This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach: A survey was conducted on 151 young people between the ages of 12 and 25 years....
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The purpose of this study is to demonstrate a method for estimating the tradeoffs that banking customers make between different attributes of a service, thus allowing businesses to estimate the likely impact on customer loyalty of changes in different attributes of a service. The data were...
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Purpose – To investigate the extent of loyalty, and the reasons underlying banking behaviour by business customers from the small to medium enterprise (SME) sector in Hong Kong, and to thereby contribute to a better understanding of the drivers of customer loyalty. Design/methodology/approach...
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Purpose – The purpose of this study is to demonstrate a method for estimating the tradeoffs that banking customers make between different attributes of a service, thus allowing businesses to estimate the likely impact on customer loyalty of changes in different attributes of a service....
Persistent link: https://www.econbiz.de/10014759968