• Title/Summary/Keyword: 사용자태도

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Self-esteem of Adolescents and Web Cyber Culture Style - the Users' Avatars of Online Game - (청소년의 자아존중감과 웹 사이버문화 - 온라인 게임의 아바타 사용자 중심으로 -)

  • Lee, Hyang-Jai;Han, Ji-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.197-204
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    • 2009
  • This study aims to examine the realistic self-esteem of adolescents and perception of adolescents toward avatar in an attempt to understand basic aspects of their distinctive lifestyle fundamentally relative to the cyber culture on the web, given that the adolescent which is significant in forming self-esteem period plays an important role in the psychological aspect of adolescents. As for method of research, this study analyzed the self-esteem of users, their preference for avatar, and the perception toward avatar, in order to understand their psychological and social maturity. The result of study indicated that the increased self-esteem in reality among the adolescents led to the increased preference for avatar relative to the cyber culture on the web, which in turn increased the recognition of others' avatars. Those findings suggest that adolescents tend to assign self-esteem to avatar as great as themselves. Thus, it may be important to help adolescents form their self identity from the perspective psychological maturity, so that a sound and healthy web culture can be formed depending on the formation and level of self-esteem among adolescents.

The Effects of the Mobile-Banking Characteristics and Internet-Only Bank Benefits on the Switching Value and the Use Intention (인터넷전문은행 특성과 혜택이 지각된 전환가치와 이용의도에 미치는 영향)

  • Kim, Su-Ji;Kim, Chae-Bogk
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.109-117
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    • 2018
  • The launch of internet-only banks has brought many changes. As the existing commercial banks and internet-only banks have started the infinite competition, the maintenance of relationships with customers or the creation of new customers is important. For this, it is meaningful to understand the aspect of customers' perception of value. Thus, this study conducted the empirical analysis on the attitude of the existing phone-banking users after the launch of internet-only banks. First, the reliability and mobility out of the characteristics of the existing mobile service of commercial banks had effects on the perceived switching value while the reactivity had no effects on it. Second, in the results of understanding the effects of diverse benefits from internet-only banks on the perceived value, the economic benefit and convenient benefit had positive(+) effects on the perceived switching value. Lastly, the perceived switching value had positive(+) effects on the use intention.

An Empirical Study for Identifying Players′ Loyalty factors in Online Games (온라인 게임의 소비자 충성도 유인에 관한 실증적 연구)

  • 정재진
    • Journal of Korea Multimedia Society
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    • v.7 no.4
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    • pp.484-495
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    • 2004
  • In this paper appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' loyalty, word of mouth and flow, and the impacts of several other key game-related constructs on consumer behavioral intentions. A conceptual framework is proposed and a structural equation model is developed. This paper develops the exploratory LISREL model for identifying the factors affecting the players' loyalty for some specific brand of online games. The concept of flow, feedback, challenge, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Statistical results show that depending upon the types of games, the configuration of structural equation model is a little different from each other, but overall results are very much intuitive in that challenge positively enforces flow, and flow strengthens loyalty. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of the players' behavioral intentions, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

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Cultural Differences impact on the ERP System Implementation (문화 차이가 ERP 시스템 구현에 미치는 영향)

  • Kim, Kyung-Ihl;Park, Ji-Young
    • Journal of Convergence Society for SMB
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    • v.6 no.2
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    • pp.1-9
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    • 2016
  • In the modern business environment, ERP System is a tool for efficient use of the resources of the company. Implementation of the ERP System is not a simple introduction of the unit system. The changes and innovation of the company will be made through the BPR. And then, the BPR is made based on the system design and implementation. Cultural difference creates a difference in the attitudes and relationships of members of company. and, Cultural difference produce differences in organizational culture and operating principles. Cultural differences can mention the differences in the cultures of East and West, and can mention the difference between each country within the same culture. In the paper, we determine the impact of cultural differences on the implementation of the ERP System. Cultural differences affect the implementation process and the decision-making process, user interface.

The Effect of Copyright Education on Ethical Consciousness, Moral Judgement and Piracy Intention (인터넷에서의 저작권 교육이 저작권 윤리의식, 도덕적 판단과 침해의도에 미치는 영향)

  • Park, Jooyeon;Jung, Seungmin
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.1-8
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    • 2013
  • The purpose of this study is to examine the effect of Internet copyright education on ethical consciousness, moral judgement and piracy intention in Internet copyright. The result of empirical research shows that Internet copyright education effects on piracy intention through moral judgement in order to make a right or wrong decision about the actual piracy behavior. On the other hand, the internet copyright education does not effect on ethical consciousness and piracy intention directly. This result implies that internet copyright education do not actually impact on the attitude and consciousness of online piracy, and that right understanding and proper internet ethic education program have to be considered to protect negative consequences by online piracy.

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The Study about influence of immersiveness on PPL advertising in on-line game (몰입 정도가 온라인 게임 내 PPL 인지에 미치는 영향에 대한 연구)

  • Park, Seong-Min;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.67-76
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    • 2006
  • This study is to examine relationship between immersiveness aspect and the recognition of garners who are exposed to PPL (Product Placement Advertisement) in online game. The frequency of exposure, the placement type of PPL, the perception under the threshold of consciousness and the interest at the product and knowledge about PPL have been widely known as the factors of effectiveness in PPL advertising. In this study, 'immersiveness' is newly introduced to investigate the effectiveness of PPL advertising due to the unique characteristics of game which easily leads to immersion. Control group is exposed to movie clip and experimental group to lacing online game. In conclusion, the deep immersion has reduced the perception level of user on PPL except the variable of PPL placement. This study suggests that how to design the PPL placement in game for enhancing marketing effect is all the more vital, in spite of the result that the player in high immersion cannot distinguish different images.

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A Study on the Factors Affecting the Acceptance Intention for Mobile Ads. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 연구)

  • Yoo, Sang-Jin;Tang, Hung-Lian;Kim, Hyo-Jung
    • Information Systems Review
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    • v.9 no.1
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    • pp.1-21
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    • 2007
  • This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a field study using survey methodology for data collection was conducted. This data was analyzed based on using AMOS, the structural equation modeling and a second generation multi variant technique, and has gained distinct advantages over other technique. After some model modification according to model generating strategy approach, this study shows that entertainment, irritation, credibility and flow experience have significant effects on the attitudes. And also, this attitudes have acceptance intention in mobile Ads. In conclusion, implications are discussed along with limitations and further research direction.

A Study on Factors Affecting Chinese Users' Willing to Pay for Online Paid Knowledge Contents: Focusing on Theory of Planned Behavior (중국 온라인 유료 지식 콘텐츠 구매의도에 영향을 미치는 요인: 계획된 행동이론(TPB)중심으로)

  • Jing, Jia;Lu, Chen
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.151-162
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    • 2020
  • In this paper, a research model was designed to investigate the factors affecting the purpose intentions to the online paid knowledge contents in China. The research model includes the contents characteristics, recognition of copyright, recognition of paid, the theory of planned behavior factors. In this research, the data was collected by online survey, and in final analysis, 457 users' questionnaires were used. The empirical paper proves research hypothesis by using SPSS 25.0 and AMOS 23.0. The results of the study are as follows: the contents characteristics partially give positive effects to attitude. In addition, recognition of paid and planning behavior theory factors have positive effects to purpose intentions. This paper provides a useful scheme to promotion the purpose of purchase for paid online knowledge contents.

Sizes of Union Membership at Sector- and Industry-Levels and Their Shifts in Korea: A Micro Socioeconomic Analysis (국내의 부문 및 산업별 조합원의 규모와 그 변화 : 미시적인 사회·경제적 관점의 분석)

  • Jeong, Jooyeon
    • Journal of Labour Economics
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    • v.29 no.2
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    • pp.117-143
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    • 2006
  • This paper illuminates the patterns of growth and declines in sizes of union membership in metal, chemical, financial, and auto transport sectors in three distinct periods during the last four decades from 1963 to 2003. This paper also calculates union densities in auto assembly, auto supply, and shipbuilding industries of the metal sector, cement, petroleum refining, and pharmaceutical industries of the chemical sector, private banking industry of the financial sector, and city bus industry of the auto transport sector. Such diversities in both sizes of union membership and union densities among sectors and industries turned out to be associated with attitudes and choices of employers and unions in interaction with sector- and industry-specific economic (growth stage and path), institutional (degrees of government intervention), and social (demographic features of employees and prevailing sizes of firms) environment. Such finding shows that theoretical reasonings on sizes of union membership and union densities across sectors and industries in advanced nations are also relevantly useful to analyze the Korean case.

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Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.