This document summarizes a research study that analyzed factors influencing customer loyalty in online shopping platforms in Iran. The study proposed a model with customer satisfaction, trust, and loyalty as key variables. It hypothesized that customer satisfaction positively impacts trust and loyalty, and that trust also positively impacts loyalty. The study collected data through surveys to test these hypotheses and analyze how factors like website design, content, price, security, product quality, and gamification influence customer satisfaction and trust. Statistical analysis tools were used to evaluate the model and hypotheses. The goal was to identify major drivers of customer loyalty in gamified online retail platforms in Iran.
This is my college Research Project for M.Com.
Customer Satisfaction in Reference to Asian Paints ltd.
by: Reeha(Ayesha) V.Shaikh, M.com in Buss. Admin., Pune University , India.
This is my college Research Project for M.Com.
Customer Satisfaction in Reference to Asian Paints ltd.
by: Reeha(Ayesha) V.Shaikh, M.com in Buss. Admin., Pune University , India.
The Internet has become an essential business platform for trading and selling products. Online customer expectations grow every day, so companies are forced to adopt a more planned approach towards e-commerce.
Trust is a big part of how well e-commerce works and it is also a big part of how people decide what to
buy. As more and more business is done online, companies that want to build customer loyalty and
involvement must understand the complex relationship between trust and e-commerce. This study paper
looks at the many distinct aspects of trust in e-commerce and how it affects people’s actions. By looking at
the various aspects and causes of trust and how to build and keep trust, this study shows how businesses
can create a trustworthy online environment that makes customers happier and leads to long-term success.
The Internet has become an essential business platform for trading and selling products. Online customer expectations grow every day, so companies are forced to adopt a more planned approach towards e-commerce.
Trust is a big part of how well e-commerce works and it is also a big part of how people decide what to
buy. As more and more business is done online, companies that want to build customer loyalty and
involvement must understand the complex relationship between trust and e-commerce. This study paper
looks at the many distinct aspects of trust in e-commerce and how it affects people’s actions. By looking at
the various aspects and causes of trust and how to build and keep trust, this study shows how businesses
can create a trustworthy online environment that makes customers happier and leads to long-term success.
Trust is a big part of how well e-commerce works and it is also a big part of how people decide what to
buy. As more and more business is done online, companies that want to build customer loyalty and
involvement must understand the complex relationship between trust and e-commerce. This study paper
looks at the many distinct aspects of trust in e-commerce and how it affects people’s actions. By looking at
the various aspects and causes of trust and how to build and keep trust, this study shows how businesses
can create a trustworthy online environment that makes customers happier and leads to long-term success.
International Journal of Computational Engineering Research(IJCER)ijceronline
International Journal of Computational Engineering Research(IJCER) is an intentional online Journal in English monthly publishing journal. This Journal publish original research work that contributes significantly to further the scientific knowledge in engineering and Technology.
Impact of Service Quality on the Customer Satisfaction: Case study at Online ...AI Publications
As it’s known business rely on the customers it means the profitability of any company change depending on customer demand. Due to that, it’s necessary to treat customer as the king of the market. In another meaning, Customer satisfaction is very important issue to company’s product which it measures the level of probability between company’s product and customer belief in which the happier customer with quality and types of products more products and more profit will occur. The purpose of this project was to determine the Impact of technical and functional service quality on the customer satisfaction and loyalty. Though conducting a survey number of results was collected, and the results belong to their view about different types of platform which they used for online meeting and academic stuff. Different nationality participates in this project including (Kurdish, Turkish, Arabic, Turkmen, Indian, Pakistan, Uzbek, Nigerian and British) with having different position such as head of the faculty, instructor, academic staff, head of the department and etc. in number of universities in Kurdistan region of Iraq. As it’s shown in chapter three Excel software was used to calculate collected data through (co-variance, correlation and regression analysis) methods. And Based on the result fulfillment, privacy issues were affected the customer satisfaction and loyalty.
Offering A Model Of Evaluation Of Trust Suggesting Between Customers And E-St...Waqas Tariq
to succeed in the e-commerce depends on lots of factors; one of the important and vital ones is trust. In this Paper, we will suggest a model of Fuzzy Logical System which depicts some of the hidden relationships between the critical factors such as security, familiarity, and designing in a B2C commercial website on the one hand, and the competitive factor to other competitors on the other hand. We are going to find the impact of these factors on the decision-making process of people to buy through the B2C commercial websites, and we also will analyze how these factors influence the results of the B2C trading. The study also provides a device to sellers in order to improve their commercial websites; in addition, it provides on-line customers a helping device to buy through the commercial websites. In the study, the sample in the first questionnaire was the investigation of experts of e-commerce, and in the second one was the customers of commercial websites. Also, we have used the Expert Choice software to determine the priority of factors in the first questionnaire, and the SPSS and Excel software for sampling and analysis procedures to find the Fuzzy rules. Finally, we used the Fuzzy logical kit in the MATLAB software to analyze the factors which generate the model.
E-COMMERCE CREDIBILITY IN SAUDI ARABIA: CONSUMER PERSPECTIVEacijjournal
The purpose of this paper is to investigate the e-commerce credibility factors affecting the perception of
users in Saudi Arabia and, moreover, to investigate whether the variation of credibility factors in Saudi
Arabian e-commerce websites influence users' performance. Website credibility, which refers to the
believability of the website and its content, plays an important role in consumers’ successful online
shopping experience and satisfaction. This investigation is conducted by employing two credibility
evaluation methods: heuristic evaluation and performance measurement. This study adopts Fogg's 10
Stanford credibility guidelines as a starting point for the heuristic evaluation. In the performance
measurement method, two measurements are used: the amount of time needed to finish the task and the
total number of clicks taken to finish the task. A frequency analysis of the comments and a one-way ANOVA
test are used to establish the results. Three e-commerce websites in Saudi Arabia are selected. The findings
show that Fogg’s 10 Stanford credibility guidelines can be implemented in the Saudi Arabian e-commerce
context with minor modifications and expansions by adding reputation, endorsement, security, and service
diversity guidelines. Another important finding is that professional website design plays a vital role in
users' first impression of websites, while usability is the most important credibility factor investigated used
to evaluate the credulity of an e-commerce website. Lastly, the results of this study indicate a relationship
between the e-commerce credibility level and users’ performance. This paper contributes to the literature
by providing a set of credibility guidelines associated with specific criteria, which can be assessed to
improve the future of e-commerce in Saudi Arabia.
E-COMMERCE CREDIBILITY IN SAUDI ARABIA: CONSUMER PERSPECTIVEacijjournal
The purpose of this paper is to investigate the e-commerce credibility factors affecting the perception of users in Saudi Arabia and, moreover, to investigate whether the variation of credibility factors in Saudi Arabian e-commerce websites influence users' performance. Website credibility, which refers to the believability of the website and its content, plays an important role in consumers’ successful online shopping experience and satisfaction. This investigation is conducted by employing two credibility evaluation methods: heuristic evaluation and performance measurement. This study adopts Fogg's 10 Stanford credibility guidelines as a starting point for the heuristic evaluation. In the performance measurement method, two measurements are used: the amount of time needed to finish the task and the total number of clicks taken to finish the task. A frequency analysis of the comments and a one-way ANOVA test are used to establish the results. Three e-commerce websites in Saudi Arabia are selected. The findings show that Fogg’s 10 Stanford credibility guidelines can be implemented in the Saudi Arabian e-commerce context with minor modifications and expansions by adding reputation, endorsement, security, and service diversity guidelines. Another important finding is that professional website design plays a vital role in users' first impression of websites, while usability is the most important credibility factor investigated used to evaluate the credulity of an e-commerce website. Lastly, the results of this study indicate a relationship between the e-commerce credibility level and users’ performance. This paper contributes to the literature by providing a set of credibility guidelines associated with specific criteria, which can be assessed to improve the future of e-commerce in Saudi Arabia.
Purpose: the objective of this study is to investigate how the impact of brand image, customer satisfaction,
usefulness, and convenience on trust and customer loyalty. Design/Methodology/Approach: this research is to
examine the factors that affect trust and customer loyalty by using secondary data analysis, archival study
approach. This study has been using three frameworks with combined from previous studies to create and
develop a new conceptual framework. F
The effects of the online customer experience on customer loyalty in e-retailersIJAEMSJORNAL
The modern world has seen significant growth in the e-commerce industry in terms of volume and acceptance among customers. E-commerce has changed the behavior of shoppers depending on various factors such as easy accessibility and availability of a wider range of products and services. Now, customer retention has become a challenge for any company because there is so much competition. This article seeks to further understand the online customer experience and examine the customer experience in online sales and its impact on customer loyalty. However, empirical research on online customer experience and loyalty is scarce. The aims of this study are unique to two cases. The first is to examine the effect of online customer experience on customer responses to e-commerce retailer Digikala in Iran, given that two dimensions of online customer experience including empirical and emotional states are considered as customer experience evaluation tools. Each of these two dimensions is about explaining customer loyalty. Customer Experience is a new field of competition for brands to create an effective customer experience. This is the key to distinguishing brand names from one another, and lacking appropriate solutions for managing the customer experience will affect all aspects of the business, given the importance of the online customer experience in loyalty and maintaining a competitive advantage. Research is important and can have beneficial implications for entrepreneurship and formulating organizational strategies.
The Identification Level of Security, usability and Transparency Effects on T...Waqas Tariq
This paper presents an Expert E-Commerce Trust System (EECTS), showing a possibility to confidence e-business processes by Adaptive Neuro-Fuzzy Inference Systems. The research has empirically tested the critical factors that influence an individual’s decision in the process of buying products or services online. The proposed model applies Adaptive Neuro-Fuzzy model to converging business processes to get the desired results. The system is adaptive since it uses neural network learning ability for its adaptation. The results of this study show that the security, web site design and familiarity, directly influence user’s trust in e-businesses since these factors lie the closest to the user and are deciding factors for the users and influence their decisions regarding transactions in e-commerce. These results can be of importance for vendors since they show how the customers perceive trust and which factors can directly influence their trust in a vendor and their experience with e-commerce and that the factors can play a deciding role on whether or not a customer will make a purchase. The study also provides a device for sellers to improve their commercial websites. The data was collected via interviews, surveys and B2C websites. Two questionnaires were used in this study. The first questionnaire was developed for e-commerce experts, and the second one was designed for the customers of commercial websites. Also, Expert Choice is used to determine the priority of factors in the first questionnaire, and MATLAB and Excel are used for developing the Fuzzy rules. Finally, the Fuzzy logical kit was used to analyze the generated factors in the model. New method was compared with previous Expert E-Commerce Trust System (EECTS) that developed by Fuzzy Logic system too.
THE MEDIATING EFFECT OF ELECTRONIC TRUST IN THE EFFECT OF CUSTOMER DELIGHT TO...IAEME Publication
The major purpose of this paper was to examine the direct and indirect effect of
customer delight to customer electronic loyalty through customers’ trust. For this
major purpose, an empirical survey was conducted with the active participation of
242 respondents from three big cities, namely Jakarta, Bandung, and Surabaya cities
located in Java Island, Indonesia. On the basis of statistical analysis, the major
finding indicates that electronic trust (e-trust) has positive and significant mediating
effect in the relationship between customer delight and electronic loyalty (e-loyalty).
In contrast, the result indicates no significant direct effect of customer delight to eloyalty.
This study suggests that fashion industry firms must build customers’ loyalty
by building trust to the customers
The internet is being developed rapidly since last two decades, and with relevant digital economy that is driven by information technology also being developed worldwide. After a long term development of internet, which rapidly increased web users and highly speed internet connection, and some new technology also have been developed and used for web developing, those lead to firms can promote and enhance images of product and services through web site. Therefore, detailed product information and improved service attracts more and more people changed their consumer behaviour from the traditional mode to more rely on the internet shopping. On the other hand, more companies have realized that the consumer behaviour transformation is unavoidable trend, and thus change their marketing strategy. As the recent researches have indicated that, the internet shopping particularly in business to consumer (B2C) has risen and online shopping become more popular to many people. According to the report, The Emerging Digital Economy II, published by the US Department of Commerce, in some companies, the weight of e-commerce in total sales is quite high. For instance, the Dell computer company have reached 18 million dollars sales through the internet during the first quarter of 1999. As a result, about 30% of its 5.5 billion dollars total sales were achieved through the internet (Moon, 2004). Therefore, to understand internet shopping and its impact on consumer behaviour could help companies making use of it as a form of doing e-business.
There are many reasons for such a rapid developing of internet shopping, which mainly due to the benefits that internet provides. First of all, the internet offers different kind of convenience to consumers. Obviously, consumers do not need go out looking for product information as the internet can help them to search from online sites, and it also helps evaluate between each sites to get the cheapest price for purchase. Furthermore, the internet can enhance consumer use product more efficiently and effectively than other channels to satisfy their needs. Through the different search engines, consumers save time to access to the consumption related information, and which information with mixture of images, sound, and very detailed text description to help consumer learning and choosing the most suitable product (Moon, 2004). However, internet shopping has potential risks for the customers, such as payment safety, and after service. Due to the internet technology developed, internet payment recently becomes prevalent way for purchasing goods from the internet. Internet payment increase consumptive efficiency, at the same time, as its virtual property reduced internet security. After service is another way to stop customer shopping online. It is not like traditional retail, customer has risk that some after service should face to face serve, and especially in some complicated goods.
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The transposition process is needed in cryptography to create a diffusion effect on data encryption standard (DES) and advanced encryption standard (AES) algorithms as standard information security algorithms by the National Institute of Standards and Technology. The problem with DES and AES algorithms is that their transposition index values form patterns and do not form random values. This condition will certainly make it easier for a cryptanalyst to look for a relationship between ciphertexts because some processes are predictable. This research designs a transposition algorithm called square transposition. Each process uses square 8 × 8 as a place to insert and retrieve 64-bits. The determination of the pairing of the input scheme and the retrieval scheme that have unequal flow is an important factor in producing a good transposition. The square transposition can generate random and non-pattern indices so that transposition can be done better than DES and AES.
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Supervised machine learning based liver disease prediction approach with LASS...journalBEEI
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Plant leaf identification system using convolutional neural networkjournalBEEI
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Customized moodle-based learning management system for socially disadvantaged...journalBEEI
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Understanding the role of individual learner in adaptive and personalized e-l...journalBEEI
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One way to prevent and reduce the spread of the covid-19 pandemic is through physical distancing program. This research aims to develop a prototype contactless transaction system using digital payment mechanisms and QR code technology that will be applied in traditional markets. The method used in the development of electronic market systems is a prototype approach. The application of QR code and digital payments are used as a solution to minimize money exchange contacts that are common in traditional markets. The results showed that the system built was able to accelerate and facilitate the buying and selling transaction process in traditional market environment. Alpha testing shows that all functional systems are running well. Meanwhile, beta testing shows that the user can very well accept the system that was built. The results of the study also show acceptance of the usefulness of the system being built, as well as the optimism of its users to be able to take advantage of this system both technologically and functionally, so its can be a part of the digital transformation of the traditional market to the electronic market and has become one of the solutions in reducing the spread of the current covid-19 pandemic.
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Transforming data-centric eXtensible markup language into relational database...journalBEEI
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Noise resistance territorial intensity-based optical flow using inverse confi...journalBEEI
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Modeling climate phenomenon with software grids analysis and display system i...journalBEEI
This study aims to model climate change based on rainfall, air temperature, pressure, humidity and wind with grADS software and create a global warming module. This research uses 3D model, define, design, and develop. The results of the modeling of the five climate elements consist of the annual average temperature in Indonesia in 2009-2015 which is between 29oC to 30.1oC, the horizontal distribution of the annual average pressure in Indonesia in 2009-2018 is between 800 mBar to 1000 mBar, the horizontal distribution the average annual humidity in Indonesia in 2009 and 2011 ranged between 27-57, in 2012-2015, 2017 and 2018 it ranged between 30-60, during the East Monsoon, the wind circulation moved from northern Indonesia to the southern region Indonesia. During the west monsoon, the wind circulation moves from the southern part of Indonesia to the northern part of Indonesia. The global warming module for SMA/MA produced is feasible to use, this is in accordance with the value given by the validate of 69 which is in the appropriate category and the response of teachers and students through a 91% questionnaire.
An approach of re-organizing input dataset to enhance the quality of emotion ...journalBEEI
The purpose of this paper is to propose an approach of re-organizing input data to recognize emotion based on short signal segments and increase the quality of emotional recognition using physiological signals. MIT's long physiological signal set was divided into two new datasets, with shorter and overlapped segments. Three different classification methods (support vector machine, random forest, and multilayer perceptron) were implemented to identify eight emotional states based on statistical features of each segment in these two datasets. By re-organizing the input dataset, the quality of recognition results was enhanced. The random forest shows the best classification result among three implemented classification methods, with an accuracy of 97.72% for eight emotional states, on the overlapped dataset. This approach shows that, by re-organizing the input dataset, the high accuracy of recognition results can be achieved without the use of EEG and ECG signals.
Parking detection system using background subtraction and HSV color segmentationjournalBEEI
Manual system vehicle parking makes finding vacant parking lots difficult, so it has to check directly to the vacant space. If many people do parking, then the time needed for it is very much or requires many people to handle it. This research develops a real-time parking system to detect parking. The system is designed using the HSV color segmentation method in determining the background image. In addition, the detection process uses the background subtraction method. Applying these two methods requires image preprocessing using several methods such as grayscaling, blurring (low-pass filter). In addition, it is followed by a thresholding and filtering process to get the best image in the detection process. In the process, there is a determination of the ROI to determine the focus area of the object identified as empty parking. The parking detection process produces the best average accuracy of 95.76%. The minimum threshold value of 255 pixels is 0.4. This value is the best value from 33 test data in several criteria, such as the time of capture, composition and color of the vehicle, the shape of the shadow of the object’s environment, and the intensity of light. This parking detection system can be implemented in real-time to determine the position of an empty place.
Quality of service performances of video and voice transmission in universal ...journalBEEI
The universal mobile telecommunications system (UMTS) has distinct benefits in that it supports a wide range of quality of service (QoS) criteria that users require in order to fulfill their requirements. The transmission of video and audio in real-time applications places a high demand on the cellular network, therefore QoS is a major problem in these applications. The ability to provide QoS in the UMTS backbone network necessitates an active QoS mechanism in order to maintain the necessary level of convenience on UMTS networks. For UMTS networks, investigation models for end-to-end QoS, total transmitted and received data, packet loss, and throughput providing techniques are run and assessed and the simulation results are examined. According to the results, appropriate QoS adaption allows for specific voice and video transmission. Finally, by analyzing existing QoS parameters, the QoS performance of 4G/UMTS networks may be improved.
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E-customer loyalty in gamified trusted store platforms: a case study analysis in Iran
1. Bulletin of Electrical Engineering and Informatics
Vol. 10, No. 5, October 2021, pp. 2899~2909
ISSN: 2302-9285, DOI: 10.11591/eei.v10i5.3165 2899
Journal homepage: http://beei.org
E-customer loyalty in gamified trusted store platforms: a case
study analysis in Iran
Ehsan Hosseini, Mohammad Hossein Rezvani
Faculty of Computer and Information Technology Engineering, Qazvin Branch, Islamic Azad University, Iran
Article Info ABSTRACT
Article history:
Received Jun 16, 2020
Revised Mar 13, 2021
Accepted Aug 17, 2021
Customer satisfaction, trust, and loyalty are the three most fundamental
elements of e-marketing. Previous researchers have noted that satisfaction is a
key factor in commanding loyalty. However, the relationship between
satisfaction, trust, and loyalty is strongly dependent on the type of platform
provided by digital stores. On the other hand, gamification in E-businesses has
grown rapidly in recent years. In this context, it is necessary to explore the
effects of gamification on e-customer satisfaction and loyalty. In this paper, it
is argued that customer satisfaction alone cannot inspire loyalty. Simply
speaking, customers’ satisfaction with gamified services can lead to
developing trust and, in turn, loyalty. This research also presents a thorough
review of the effect of store-related motivational factors, such as gamification,
on trust. These factors include moderator and mediator variables. The
hypotheses of this study are considered in the context of one of the largest
online retail stores in Iran which enjoys a large market share in the Middle
East. To this end, Lawshe content validity ratio is utilized and expert opinions
are applied to the proposed model. Evaluation results, obtained through the
smartPLS, established the robustness of our modeling in terms of reliability
analysis, significance level analysis, discriminant validity analysis,
coefficient of determination, model fitting, and cross-validation.
Keywords:
Customer satisfaction
Gamification
Loyalty
Online shopping
Trust
This is an open access article under the CC BY-SA license.
Corresponding Author:
Mohammad Hossein Rezvani
Faculty of Computer and Information Technology Engineering
Qazvin Branch, Islamic Azad University
Room 303, Computer Engineering Department, Islamic Azad University, Nokhbegan Blvd. Qazvin, Iran
Email: rezvani@qiau.ac.ir
1. INTRODUCTION
The internet has prompted the expansion of online shopping activities, and this has created many
opportunities for the business sector to establish and maintain customer relationships and interactions [1], [2].
A customer’s satisfaction with online shopping is the outcome of fulfilling his/her expectation of the vendor's
performance or service/product delivery. If customers are satisfied with their perceived product/service and
trust the store, they will usually return to purchase again [3], which is what is meant by loyalty. Loyalty is the
most crucial factor in E-commerce [4]. It can be argued that customer satisfaction and trust together
encourage loyalty [5].
In short, customer satisfaction, trust, and loyalty constitute the three angles s of e-business and E-
marketing. A large and growing body of literature has investigated the factors affecting E-customer
satisfaction and loyalty. The most significant variables bearing upon customer satisfaction that have been
proposed in previous research include website design, price, content quality, security, trust, product support,
payment, and timely delivery [6]-[8]. While satisfaction is the chief factor in developing loyalty, the
relationship between satisfaction, trust, and loyalty is almost dependent on the type of platform provided by
2. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 10, No. 5, October 2021 : 2899 – 2909
2900
digital stores. On the other hand, the gamification of e-commerce processes has soared in recent years.
Gamification aims at motivating the e-customer to go through the tedious processes of purchasing goods and
products to increase the vendor's profit [9], [10]. Hence, it is imperative to examine the effects of
gamification on e-customer satisfaction and loyalty. While there are many reports on the use of gamification
in digital shopping [9]-[16], the impact of gamification on E-customers’ trust has not been adequately studied
so far.
This paper suggests that customer satisfaction alone cannot ensure loyalty. More precisely,
customers’ satisfaction with gamified services can inspire trust and, consequently, loyalty to service.
Although some authors have stressed the significance of trust [5], [8], the synergistic impact of satisfaction
and trust (a mediating factor) is largely unknown. Another shortcoming of previous researches concerns the
improper or inadequate usage of analytical tests. In this regard, significant tests such as reliability analysis,
significance level analysis, discriminant validity analysis, coefficient of determination, model fitting, and
cross-validation must be run. To the best of our knowledge, none of the previous studies have run all these
tests together, or at least no such report has been provided in those works.
This research explores the factors which affect the satisfaction and loyalty of customers in online
purchases. To this end, the impact and relationship of website design quality, product price, security, support,
customization, delivery, and payment are measured and analyzed. Other related topics such as word of
mouth, social media marketing, and advertisement will also be discussed. In summary, the goals of this study
are:
Exploring the factors affecting e-customer satisfaction in Iran's economic system.
Discovering motivational factors, such as gamification, on customer satisfaction and trust.
Determining the distinct impact of customer satisfaction on trust and loyalty.
Addressing the effect of customer satisfaction on loyalty with and without considering the mediating
variable of trust.
Diagnosing and eliminating negative and limiting factors on loyalty.
Investigating moderator variables affecting E-customer loyalty.
In this research, the hypotheses were studied in the context of one of the leading online retailers in
Iran. The present research is the first attempt to identify major factors affecting E-customer loyalty in the
context of trusted gamified platforms. The remainder of this paper is organized is being as: section 2 reviews
the most important studies on e-customer loyalty; section 3 describes the proposed methodology; section 4
evaluates the results of hypotheses achieved based on statistical package for the social sciences (SPSS) [17]
and smartPLS [18] tools; finally, section 5 concludes the study and provides suggestions for future research.
2. BACKGROUND AND LITERATURE REVIEW
So far, various models have been proposed by researchers to gain customer satisfaction and
consequently the customer loyalty. Here we have a look at major models that have been adopted by the
community. The IDIC framework [19] is suggested for using the web effectively to form the producer-
consumer relationship. IDIC stands for “customer identification”, “customer differentiation”, “customer
interaction”, and “customer communications”. Digital retailers need to identify and target their ideal
customers and then move them up the “Ladder of Loyalty” [19] and even a proportion of them up the
“Ladder of Engagement” [20], so that they become loyal lifetime customers.
According to the quality safety assurance (QSA) model, customer satisfaction can be achieved
through reliability, rapid response to customer requests, price, quality, facilities, and service guarantees. The
aforementioned components in the QSA model affect different dimensions of service quality in online
shopping and customer satisfaction [21]. Other researches concerning the QSA for E-customers can be found
in [2], [3], [22]-[24].
Alam and Yasin [5] found that website design, reliability, product variety, and deliverability are key
variables that affect online shopping. Their results show that time-saving does not have a significant impact
on customer satisfaction. Guo et al. [25] found that all eight items shown in Figure 1 are directly related to
satisfaction with online shopping.
The main purpose of the customer satisfaction index (CSI) model is to estimate the impact of
customer satisfaction index on customer loyalty. Many countries, such as the US and European countries
have compiled the index. For example, three key variables affecting customer satisfaction in the US CSI are
"customer perceived quality", "perceived value", and "customer expectations" [26]. Figure 2 shows the major
components of the CSI model. Another important research on perceived value has been presented by
Gumussoy et al. [3].
3. Bulletin of Electr Eng & Inf ISSN: 2302-9285
E-customer loyalty in gamified trusted store platforms: a case study analysis in Iran (Ehsan Hosseini)
2901
Figure 1. The model presented by Guo et al. [25]
Figure 2. US customer satisfaction index [26]
Based on previous researches, it is clear that most researchers have identified factors such as website
design, website security, information quality, payment method, quality of electronic services, product quality,
product variety, delivery services as key variables that affect online shopping. In the previous researches, the
relationship between satisfaction, trust, and privacy have been largely ignored. However, because the
majority of e-commerce researches has been done before the emergence of gamification, the impact of the
gamification on customer purchase satisfaction has been ignored. In recent researches, the effect of
gamification has been seen as a key factor in E-customer loyalty [9]-[16]. For example, Yang et al. [9] found
that perceived usefulness influences intention to engage with the game and the attitude towards the gamified
brand, and hence is the strongest predictor to brand attitude. A similar study by Nannan and Hamari [16] was
conducted regarding gamification and brand engagement. In another research by Hwang and Choi [15], the
authors realized that gamification increases consumer loyalty, which in turn results in increased consumer
participation. Accordingly, in this study, the gamification element is seen as one of the hidden variables
(constructs).
4. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 10, No. 5, October 2021 : 2899 – 2909
2902
3. RESEARCH METHODOLOGY
3.1. Proposed model
Based on models reviewed so far, it seems that influencing factors in online shopping will initially
affect the "customer satisfaction" and, if satisfied, will give the customer a sense of confidence. This sense of
trust and satisfaction makes the customer loyal to the store. Simply speaking, it seems that trust is more
effective than satisfaction in loyalty. Meanwhile, "customer satisfaction" has the most impact on trust. In
other words, satisfaction indirectly influences trust through loyalty. Accordingly, we propose the model
shown in Figure 3.
Figure 3. The proposed research model
According to the proposed model, in the first step, we will examine the impact of the
aforementioned items on "customer satisfaction". In the second step, the impact of “customer satisfaction”
on “customer trust” will be examined. Finally, in the third step, the influence of trust (as a mediator variable)
and satisfaction on the loyalty factor will be evaluated simultaneously. We believe that “familiarity with the
store's motivational offers” also plays a role. Also, "customer income value" as a moderator variable has an
important role in the number of customer referrals to the store and has an impact on loyalty.
3.2. Definition of variables
The most important variables used in this study are explained in this section. For each variable, the
most relevant research work is mentioned.
- Website design: one of the factors affecting customer satisfaction in online shopping is website design. A
website should be simple and easy-to-use for all kinds of customers [27]. Navigation of a website also plays
an important role in customer satisfaction [26]. There should not be too many nested references to different
pages. Unnecessary redirections from one page to another confuse the customer [22]. Another subtle factor
that must be considered when designing a website is the page loading speed [28].
- Content quality: the most important factor for a website to function properly is content quality [19].
Price: The customer is always looking for a lower price and better quality [29].
Security and privacy: this means the ability of the website to protect the consumer's personal information
from any illegal disclosure during E-transactions [6]. Major factors that contribute to enhancing the
security of a website are authentication, authorization, cryptography, and security certificates. The
5. Bulletin of Electr Eng & Inf ISSN: 2302-9285
E-customer loyalty in gamified trusted store platforms: a case study analysis in Iran (Ehsan Hosseini)
2903
website should not disclose the customer's private information to third parties without its consent
(privacy) [28].
Security and payment: if the service is not delivered on time, it will result in customer churn. In online
payment, the customer expects the website to have all the security issues anticipated [8]. Also, there are a
variety of payment methods such as offline, and cash.
Service differentiation: according to the IDIC model, the diversity of products and services helps to meet
different customer tastes [19], [30].
Packaging and delivery: proper packaging results in customer satisfaction. Also, the product must be
delivered timely [28].
Customer relationship and support: a significant portion of the customer relationship starts after the
purchase process is completed. This feature is an important requirement for customer satisfaction and
profit optimization [4], [30].
Trust: trust includes consistency, availability, fairness, transparency, honesty, authenticity, and brand
reputation [8]. Naturally, to gain customers' trust in online shopping, all effective factors must be
considered. These include shipping method, payment model, website design, support, website security,
information quality, payment method, electronic service quality, product quality, product variety, and
delivery services. Once the customer trusts the online store, all of the above factors are satisfied. Trust
includes cohesion, availability, fairness, transparency, honesty, and accuracy.
Incentive and gamification: this means using techniques to attract a customer to engage with a website or
product. This stimulation should ultimately lead to "customer conversion", and customer purchase [19].
One of the ways to make the purchasing process more attractive is gamification. The simplest definition
of gamification is the art of incorporating game mechanisms into tasks and processes in such a way that
leads to an enhancement in customer motivation and efficiency. For example, a website can offer mind
games or other types of casual online games [31] to its customers and give the winners a discount on their
shopping [19]. In recent years, numerous studies have been conducted on the use of gamification in e-
marketing [10], [12], [15] but so far no research has been conducted on the use of gamification in e-
retailing and trust! If a new visitor is encouraged by previous customers to buy from our site, he/she will
be trusted directly. The most important reasons for choosing a store include word of mouth (WoM),
search engines, purchase experience, and affiliate marketing. As is evident in the proposed model, these
factors have a direct impact on customer confidence.
3.3. Hypotheses of research
According to the model proposed in Figure 3, we present the following hypotheses:
H1: “Website Design” has a positive impact and has a significant relationship with “Customer Satisfaction”.
H2: “Content Quality” has a positive effect and has a significant relationship with “Customer Satisfaction”.
H3: “Price & Special Offers” has a positive effect and has a significant relationship with “Customer
Satisfaction”.
H4: “Convenience” has a positive effect and has a significant relationship with “Customer Satisfaction”.
H5: “Security & Payment” has a positive effect and has a significant relationship with “Customer
Satisfaction”.
H6: “Product Quality & Variety” has a positive effect and has a significant relationship with “Customer
Satisfaction”.
H7: “Product Packaging & Shipping” has a positive effect and has a significant relationship with “Customer
Satisfaction”.
H8: “Customer Relationship” has a positive effect and has a significant relationship with “Customer
Satisfaction”.
H9: “Customer Satisfaction” has a positive effect and has a significant relationship with “Trust”.
H10: “Customer Satisfaction” has a positive effect and has a significant relationship with “Loyalty”.
H11: “Trust” has a positive effect and has a significant relationship with “Loyalty”.
H12: “Increasing Trust (Incentive & Gamification)” factor has a positive effect and has a significant
relationship with “Trust”.
H13: “Income” has a positive effect and has a significant relationship with “Loyalty”.
In the next section, based on the data collected, we will examine the validity of each of these
assumptions. Participants in this survey are people who in the past year have had the experience of online
shopping from an online store in Iran. These include all groups in society, including doctors, engineers,
university professors, staff, ordinary people, and so on. This survey was conducted by simple random
sampling. The products of these stores include all food and non-food items that are offered in the e-store. The
data analysis was conducted based on 200 questionnaires. The respondents electronically filled out a 36-item
questionnaire. The components of this questionnaire along with their abbreviations are shown in Table 1.
6. ISSN: 2302-9285
Bulletin of Electr Eng & Inf, Vol. 10, No. 5, October 2021 : 2899 – 2909
2904
Table 1. The components of the proposed model and their abbreviations
Abbreviation Construct Abbreviation Construct
QV Quality & Variety WD Website Design
PS Product Packaging & Shipping CQ Content Quality
CR Customer Relationship PO Price & Special Offers
CS Customer Satisfaction CO Convenience
TR Trust SP Security & Payment
Increasing Increasing Trust (Incentive & Gamification) LO Loyalty
Income Income
Before providing the questionnaire to the respondents, we evaluated its validity through experts. The
validity of the questionnaire helps us to examine to what extent the data measures the real characteristic of
the target. There are several ways to measure validity, the most common being lawshe content validity ratio
(CVR) [32]. For this purpose, several experts are selected on the subject. Then, they are asked to answer the
questions in three scales: "question is necessary”, "question is useful but not necessary", and "question
should be deleted”. Then, the validity ratio for each question is calculated is being as:
(1)
In (1), is the total number of experts and is the number of experts who have chosen the option
"question is necessary”. Given the number of experts surveyed, the minimum acceptable ratio is determined
by a table called the CVR, which is not shown here due to a lack of space. Questions that have a calculated
value less than the desired value in the table should be deleted. We selected 20 experts ( ) from the
startup managers and professors of Iranian universities. The CVR threshold value for 20 experts is 0.42 [32].
For example, if for a question, 19 experts select the "question is necessary” option, then according to (1) we
will have CVR=(19-10)/10=0.9. Since 0.9> 0.42 so that question will not be deleted!
After running the Lawshe CVR test, six questions were deleted! These are two questions from the
“Website Design” construct, two questions from the “Convenience” construct, one question from the
“Product Packaging & Shipping” construct, and one question from the “Trust” construct. Since six
questions were omitted by experts, the number of questions decreased from 42 to 36.
4. ANALYSIS AND RESULTS
4.1. Reliability analysis
The smartPLS software [18] uses a variance-based partial least square (PLS) method to analyze
data. The kaiser-meyer-olkin index (KMO) is a criterion for proving that the sample size obtained in surveys
is sufficient [33]. On the other hand, this index examines the intensity of the correlation between the
questions of the questionnaire. The closer the KMO index is to 1, the better the sample selection (explicit
variables). The threshold limit in this index is 0.6. That is, if the value of the index is higher than 0.6, the
sample is suitable.
Another test that is used before factor analysis is the Bartlett test. If sig <α (significance level) then
the implementation of factor analysis is approved and otherwise there is no reason for factor analysis. The
alpha in this study is the error rate, which is normally considered to be 0.05. Table 2 shows the KMO and
Bartlett index values for the questionnaire questions.
Table 2. KMO and Bartlett's test
Statistical Test Obtained Value
Kaiser-Meyer-Olkin Measure of Sampling Adequacy. .922
Bartlett's Test of Sphericity
Approx. Chi-Square 1368.037
df 595
Sig. .000
We used Cronbach's alpha for reliability analysis. Reliability means that if an instrument/scale is
used in a population at several different times, the results will not differ considerably. As can be seen in
Table 3, Cronbach's alpha values are all above 0.7 and within the permissible range. Meanwhile, composite
reliability calculates reliability more accurately and is more valid than Cronbach's alpha. The last column of
Table 3 indicates the values of divergent validity (average variance extracted (AVE)), which determines the
internal consistency of constructs. As can be seen, all of these values exceed 0.5 and are acceptable.
/ 2
/ 2
e
n N
CVR
N
N e
n
20
N
7. Bulletin of Electr Eng & Inf ISSN: 2302-9285
E-customer loyalty in gamified trusted store platforms: a case study analysis in Iran (Ehsan Hosseini)
2905
Table 3. Cronbach's alpha for different components of the questionnaire
Construct Reliability and Validity Cronbach's Alpha Composite Reliability Average Variance Extracted (AVE)
Website Design 0.722 0.841 0.640
Content Quality 0.901 0.938 0.834
Price & Special Offers 0.916 0.947 0.857
Convenience 0.935 0.954 0.838
Security & Payment 0.880 0.925 0.804
Quality & Variety 0.848 0.908 0.767
Packaging & Shipping 0.895 0.931 0.819
Customer Relationship 0.814 0.890 0.730
Customer Satisfaction 0.893 0.934 0.824
Trust 0.905 0.941 0.841
Loyalty 0.877 0.924 0.802
4.2. Discriminant validity analysis
Discriminant validity indicates how much the questions of one factor are different from those of
other factors. We used the Fornell-Larcker criterion [34] for this purpose. Discriminant validity (or divergent
validity) is acceptable when the AVE value of each construct is greater than its common variance with other
constructs (i.e., the square of the correlation coefficients between constructs) in the model. As shown in
Table 4, the proposed model has divergent validity because the square root of each AVE value is higher than
its corresponding row and column values.
Table 4. The Fornell-Larcker matrix
Discriminan
t Validity
Content
Quality
Conv
enien
ce
Customer
Relations
hip
Customer
Satisfacti
on
Loyalt
y
Packagin
g &
Shipping
Price
&
offers
Quality
&
Variety
Security
&
Payment
Trust
Websit
e
Design
Content
quality
0.913
Convenienc
e
0.486 0.915
Customer
Relationship
0.281 0.633 0.855
Customer
Satisfaction
0.413 0.735 0.696 0.908
Loyalty 0.435 0.771 0.625 0.754 0.895
Packaging
& Shipping
0.171 0.117 0.051 0.120 0.057 0.905
Price &
Offers
0.819 0.331 0.202 0.301 0.315 0.159 0.925
Quality &
Variety
0.501 0.438 0.282 0.381 0.458 0.039 0.297 0.876
Security &
Payment
0.832 0.389 0.236 0.262 0.313 0.121 0.682 0.468 0.896
Trust 0.452 0.828 0.649 0.846 0.816 0.131 0.345 0.357 0.263 0.91
7
Website
Design
0.044 0.056 0.032 0.065 0.070 0.074 0.075 0.001 0.023 0.08
7
0.800
4.3. Coefficient of determination
The coefficient of determination (R2
) states the extent to which the dependent variable changes can
be predicted through other variables. The values of R2
and adjusted R2
criteria are given in Table 5. The
overall effect of variables on "Loyalty" is 68.7%; however, it decreases to 68% after false effects are reduced.
Thus, 68% of changes in the “Loyalty” variable could be identified and interpreted through other variables.
Table 5. R2
and adjusted R2
values
R-squared R-squared Adjusted R-squared
Customer Satisfaction 0.658 0.644
Trust 0.719 0.716
Loyalty 0.687 0.680
4.4. Mediator variables
In structural analysis, the combined effect of two variables may be indirectly greater than their direct
individual effect. Table 6 presents the effect of mediator variables. Accordingly, it can be observed that the
"security & payment" component directly influences "customer satisfaction" and has an indirect bearing on
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"loyalty". Furthermore, "customer satisfaction" directly affects “loyalty," but the indirect effect of this
variable on "loyalty" is greater than its direct effect. As mediator variables, "customer satisfaction" and
"trust" affect “loyalty," which is a dependent variable. “Income” is another mediator variable, which affects
this dependent variable.
Table 7 provides the results of hypothesis testing. As shown, all the hypotheses are accepted except H1,
H3, H6, and H7. The constructs of "content quality", "convenience", "security & payment", and "customer
relationship" affect "customer satisfaction”; "customer satisfaction" has a positive effect on “trust”; ultimately,
"customer satisfaction” and “trust” together give rise to “loyalty”. Also, "income" and "increasing trust
(incentive & gamification)" have a positive and significant effect on the variables of "trust" and “loyalty”.
Table 6. Indirect effects of variables
Specific Indirect Effects
Original
Sample (O)
Sample
Mean
(M)
Standard
Deviation
(STDEV)
T-statistic
(|O/STDEV|)
P-
value
Customer Relationship -> Customer satisfaction -> Loyalty 0.089 0.092 0.037 2.398 0.017
Content quality -> Customer satisfaction -> Trust -> Loyalty 0.130 0.121 0.065 1.999 0.046
Convenience -> Customer satisfaction -> Trust -> Loyalty 0.219 0.216 0.064 3.430 0.001
Customer Relationship -> Customer satisfaction -> Trust -> Loyalty 0.205 0.205 0.059 3.498 0.000
Security & Payment -> Customer satisfaction -> Trust -> Loyalty 0.134 0.118 0.067 1.999 0.046
Customer satisfaction -> Trust -> Loyalty 0.522 0.514 0.077 6.745 0.000
Increasing trust -> Trust -> Loyalty 0.038 0.041 0.015 2.549 0.011
Content quality -> Customer satisfaction -> Trust 0.211 0.199 0.101 2.091 0.037
Convenience -> Customer satisfaction -> Trust 0.357 0.361 0.100 3.553 0.000
Customer Relationship -> Customer satisfaction -> Trust 0.334 0.337 0.069 4.868 0.000
Security & Payment -> Customer satisfaction -> Trust 0.219 0.196 0.108 2.028 0.043
Table 7. The results of hypothesis testing
Hypothesis
number
Result
Original
Sample (O)
P-
value
Hypothesis description
H1 Rejected 0.025 0.635
“Website Design” has a positive impact on and a significant relationship with
“Customer Satisfaction”
H2 Accepted 0.249 0.040
“Content Quality” has a positive impact on and a significant relationship with
“Customer Satisfaction”
H3 Rejected 0.025 0.731
“Price & Special Offers” has a positive impact on and a significant relationship
with “Customer Satisfaction”
H4 Accepted 0.420 0.000
"Convenience" has a positive impact on and a significant relationship with
"Customer Satisfaction"
H5 Accepted 0.258 0.044
“Security & Payment” has a positive impact on and a significant relationship
with “Customer Satisfaction”
H6 Rejected 0.074 0.311
“Product Quality & Variety” has a positive impact on and a significant
relationship with “Customer Satisfaction”
H7 Rejected 0.035 0.389
“Product Packaging & Shipping” has a positive impact on and a significant
relationship with “Customer Satisfaction”
H8 Accepted 0.393 0.000
"Customer Relationship" has a positive impact on and a significant relationship
with "Customer Satisfaction"
H9 Accepted 0.850 0.000
"Customer Satisfaction" has a positive impact on and a significant relationship
with "Trust"
H10 Accepted 0.750 0.000
"Customer Satisfaction" has a positive impact on and a significant relationship
with “Loyalty"
H11 Accepted 0.614 0.000 "Trust" has a positive impact on and a significant relationship with "Loyalty"
H12 Accepted 0.062 0.008
"Increasing Trust (Incentive & Gamification)" has a positive impact on and a
significant relationship with "Trust"
H13 Accepted 0.081 0.034 “Income” has a positive impact on and a significant relationship with “Loyalty”
4.5. Model fitting and cross-validation
The goodness of fit test shows how much the researcher’s proposed model is based on actual data. It
illustrates how consistent a theoretical model is with an experimental model. Several indicators examine the
standardized root mean square residual (SRMR) and normed fit index (NFI) values in smartPLS. The value
of the SRMR index should not exceed 0.08; as for NFI, the closer the output to 1 is, the higher the model
fitting will be [35]. Table 8 shows the model fitting and cross-validation.
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Table 8. Model fitting values
Fit Summary Saturated Model Estimated Model
SRMR 0.053 0.067
NFI 0.773 0.757
Figure 4 depicts the estimated structural model derived from smartPLS. The values of T-statistic are
specified on each edge. As mentioned earlier, "content quality", "convenience", "security&payment”, and
"customer relationship" exert a direct and significant effect on "customer satisfaction”. Also, "customer
satisfaction" affects the dependent variable of “loyalty” both directly and indirectly through the mediator
variable of “trust”. Moreover, “income”, as a moderator variable, influences “loyalty”. Finally, "increasing
trust (incentive&gamification)" directly affects "trust". All the data of this research along with the details of
the respondents' answers can be downloaded at [36].
Figure 4. The estimated structural model
5. CONCLUDING REMARKS AND IMPLICATIONS
The results of this study demonstrated that “customer satisfaction” is predicated on the constructs of
“content quality”, “convenience”, “security&payment”, and “customer relationship”. Also, "customer
satisfaction" has a positive impact on “trust”; eventually, "customer satisfaction" and "trust" together can
entail "loyalty". More precisely, cultivating loyalty in the customer through "trust" is much more effective
than without this mediating factor. Another finding of the study was that "income" and "increasing trust
(incentive&gamification)" had a significant positive effect on "trust" and "loyalty".
This research had two limitations. The first one concerns the "Customer satisfaction" factor. Based
on the results of the present study, it appears that if this variable included more questions, stronger effects
might have been observed. Another limitation is that we focused on just one particular economic system,
namely Iran. As one of the most important countries in the Middle East, Iran is always attracted by foreign
investors due to its political and cultural conditions as well as rich energy and natural resources. The purpose
of this study was to investigate the trend of digital retail businesses in this country so that policymakers could
envision better plans concerning customers in this society.
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The recommendations of this study are twofold. First, to improve the “website design“ component,
apart from the suggestions made by other researchers, it is rewarding to integrate gamification into service
provision processes. In this regard, using an online video game on the homepage of the website and
gamifying tedious shopping can act as powerful incentives to attract customers. Second, it is necessary to
conduct new studies on moderating factors that are rooted in cultural variables.
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BIOGRAPHIES OF AUTHORS
Ehsan Hosseini was born in 1984 in Tehran, Iran. He received a B.Sc. in IT engineering from the
University of Applied Science and Technology (UAST), Allameh-Tabarsi branch in 2017, and an
M.Sc. degree in IT engineering from Islamic Azad University, Qazvin branch (QIAU) in 2019.
Since 2011, he has been director of one of the IT departments at Sharif University of Technology.
He has also been involved in the project of business process reengineering of the food distribution
system at the same university. His major research interest is applications of AI methods in e-
commerce systems.
Mohammad Hossein Rezvani is currently a faculty member of Computer and Information
Technology Engineering at Qazvin Branch of Islamic Azad University (IAU), Qazvin, Iran.
He received his Ph.D. degree in computer engineering from Iran University of Science and
Technology (IUST)in 2011. In February 2012, Dr. Rezvani joined Iran Computer and Video
Games Foundation (ICVGF) as an R&D consultant. He cooperated with an academic
work-group in ICVGF to develop a new academic major, named “Computer Game Design”.
Dr. Rezvani was the dean of the department of "Computer Game Development" in ICVGF,
a branch of the “University of Applied Science and Technology (UAST)” in Tehran, Iran, until
2016. His major research interest is the high-performance computing (HPC) with topics such as
performance analysis, analytical modeling, optimization of computer networks, economic network
modeling, convex optimization, and metaheuristic approaches. He also is interested in E-marketing
behavioral measurement and assessment, and quantitative E-marketing researches.