• Title/Summary/Keyword: 온라인조사

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An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

Analyzing the Adoption of Online Payment using System Dynamics (시스템 다이내믹스를 이용한 온라인 지불결제 서비스 수용에 관한 분석)

  • Mu, Hong-Lei;Lee, Young-Chan
    • Journal of Industrial Convergence
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    • v.16 no.1
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    • pp.1-14
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    • 2018
  • Online retail business has provided internet-based companies with the opportunities to be connected with online customers from all over the world. However, many online customers do not complete their transactions online even if they have already choose what they want because they perceive online payment service is risky or perceive difficulty of paying online. A large body of researchers have examined the important variables that influence online payment, however, these studies can hardly predict the future development tendency after five or ten years since the environment of online market changes so fast more than ever. Therefore, the purpose of this study is to examine the importance of factors affecting online payment and to provide long term dynamic decision making model for third-party payment companies and online service providers. To serve the purpose, this study used system dynamics approach to develop a model of online payment adoption and to simulate various development paths for ten years. The analysis results show that the number of online payment customers increase continuously in ten years, and service quality, system quality, and effort expectancy are key factors for customers to pay online.

Satisfaction with Online Classes Due to COVID-19 Pandemic (COVID-19로 인한 전면 온라인 수업에 대한 만족도)

  • Kim, Soo-Jin
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.118-127
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    • 2021
  • This study aims to examine satisfaction of nursing students with online classes during first semester of 2020 after COVID-19 pandemic and the difference in satisfaction according to general and online-related characteristics. An online survey was conducted for all nursing students, and subsequently 627 responses were analyzed by t-test and ANOVA with SPSS WIN. Result reveals that students ability to use IT devices was above average, and most of them used laptop computers. Pre-recorded video lecture format was used the most, and improvement of online content was demanded the highest. Overall satisfaction with online classes was scored 3.0/5.0, with the highest satisfaction for anytime and anywhere learning, and the lowest satisfaction in recommending online classes to others. There were significant differences between self-evaluation on own grade, ability to use IT devices, format of online classes, and satisfaction about online classes. Through this study, it would be possible to suggest a plan to increase satisfaction of online class and basic data to establish university policy for online classes after COVID-19.

A Study on the Interaction between Online Public Benefit Projects and Users: Alipay's ANT FOREST Focuses on Analysis (온라인 공익 프로젝트와 사용자의 상호작용관계에 관한 연구: 알리페이의 앤트 프레스트를 분석중심으로)

  • Zhao, Xiaolong;Lian, Zexu
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.513-521
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    • 2020
  • Launched in August, 2016, the online public benefit project ANT FOREST has planted more than one hundred million trees in desertification areas and is currently continuing on with its activities. It is a fruit of online communications network development, and the public benefit project based on this puts more emphasis on the spirits of public interest rather than the investments of public services, unlike traditional public benefit activities. Hence the purpose of this study is to figure out the interaction between the users supporting the online public benefit and the public benefit progress online. The study was divided into 4 stages in order to find out the interaction, key factors for users to continue to support online public interest. First, preceeding studies on online public benefit will be reviewed to understand the characteristics of online public benefit. Second, determine the public benefit nature of ANT FOREST and investigate the project progress. Third, review the usage rate of ANT FOREST and categorize the properties of users. Fourth, interview was conducted to direct the interaction between the online public benefit project and the user. In conclusion, the online public benefit project completes the public benefit process through the user, the operator, and the supporter, the important factor connecting the energy connecting the process in cyber space and the public benefit activity in reality is the sense of participation, and the user continues the public benefit project through this sense of participation.

Exploratory Study on the Efficient Operation of Parcel Delivery Network with the Growth of Online Shopping Industries (온라인 쇼핑의 성장에 따른 택배물류 네트워크의 효율적 운영에 관한 탐색적 연구)

  • Lim, Hyunwoo;Lim, Jong Won;Yi, Hansuk
    • Asia Marketing Journal
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    • v.9 no.2
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    • pp.97-129
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    • 2007
  • The critical link between consumer-based internet ordering and the delivery of the product to the consumer is a key success factor in online shopping. Market areas of online shopping company implies the range of space where products ordered from online shopping can be physically delivered to customers distributed over space with reasonable shipping cost and lead time through the physical distribution network. The average rate of growth in online shopping is 36% per year in Korea for the last 5 years. But there are no maps available that describe sales/delivery density of online shopping, few researches are focused on the short-term/long-term adaptation to demand increase by online shopping. In this paper (1) Maps of trade area are described indicating the sales/delivery density around the nation. (2) Empirical researches suggested that short-term adaptation to demand increase resulted in price reduction and service in enhancement of service quality in local transportation. But the long-term adaptation on the parts of parcel delivery industry are to be investigated in future researches.

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Research About Effect that Color gets in Durability of On-line Game (색채가 온라인 게임의 지속성에 미치는 영향에 관한 연구)

  • Kim Tae-Yul;Seo Mi-Ra;Kyung Byung-Pyo;Ruy Seuc-Ho
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.8-14
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    • 2005
  • 지금의 게임 시장은 Stand Alone형식의 컴퓨터 게임을 디스켓이나CD와 같은 미디어를 판매함으로써 수익을 창출하는 것과는 달리 온라인 게임화 되어 사용자들이 얼마나 오랜 시간 동안 게임을 이용하였는가에 의해 수익을 창출한다. 다시 말해 온라인 게임 수익의 증가는 게임 이용자의 이용 시간 증가에 의해 결정된다[1]. 따라서 게임업계의 이윤은 바로 유저들의 게임을 이용한 시간 즉, 얼마나 게임에 대한 지속성을 최대화 한다면 이윤은 극대화 될 것이다. 그러면 이러한 게임의 지속성은 어떤 요소에 의하여 정해지는 것일까? 이 질문에 대한 답을 알 수 있다면 온라인 게임에서의 이윤추구는 더욱 쉬워질 수 있을 것이다. 본 논문에서는 온라인 게임의 총체적인 구성 중에서 게임을 구성하고 있는 색이 게임을 사용하는데 있어서 지속성을 가져다주는 중요한 요인이라는 주장을 입증하고자 한다. 이러한 주장을 입증하기 위한 근거로서 게임과 색의 기본적인 개념 파악 및 색이 우리에게 미치는 영향 등 이론 조사를 하였다. 다음으로 선행된 연구 자료를 인용하여 몰입과 사용시간, 색과 사용시간에 대하여 분석하고 마지막으로 사례분석을 통해 색채가 온라인 게임의 지속성에 영향이 있음을 알 수 있었다.

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The Relationship between Store Images and Store Loyalty: A Comparison of Online and Offline (점포충성도 결정요인에 대한 온라인-오프라인 비교: 점포이미지 변수들을 중심으로)

  • 전종근;이태민
    • Journal of Distribution Research
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    • v.9 no.3
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    • pp.1-20
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    • 2004
  • This paper suggests that the relationship between store images and store loyalty is moderated by store-type (online vs. offline). Data was collected from 341 online panel survey on four online stores and four offline stores. Regression analysis with interaction terms demonstrates that assortment and service among image attributes interact with store-type. Specifically, assortment is more important for offline store loyalty where as service is more important for online store loyalty. The authors discuss the implications of these findings and offer directions for future research.

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Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.348-355
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    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

A Study on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users (온라인게임 이용자들의 만족도에 영향을 미치는 주요 요인에 관한 연구)

  • Kim, Jeong Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.163-171
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    • 2012
  • Many previous researches in the area of online games have been carried out about internet addiction by psychologist and about the development of related technologies by scientists. There are a few studies about the consumer satisfaction from the online business model. The purpose of this study is to examine the causal relationship between critical factors and consumer satisfaction of online game users. This study model used five themes(interactivity, enjoyment, challenge, feedback, design) in order to identify the effect of critical factors on consumer satisfaction. The result of this study identified that interactivity, enjoyment, challenge have a significant effect on consumer satisfaction of online game users. Future areas for studying on the Effect of Critical Factors on Consumer Satisfaction of Online Game Users are continuously discussed.

Trends of Web-based OPAC Search Behavior via Transaction Log Analysis (트랜잭션 로그 분석을 통한 웹기반 온라인목록의 검색행태 추이 분석)

  • Lee, Sung-Sook
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.23 no.2
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    • pp.209-233
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    • 2012
  • In this study in order to verify the overall information seeking behavior of the Web-based OPAC users, it was analyzed transaction log file for 7 years. Regarding Web-based OPAC information seeking behavior, it was studied from the perspective of information seeking strategy and information seeking failure. In search strategy, it was analyzed search type, search options, Boolean operator, length of search text, number of uses of word, number of use Web-based OPAC, number of use by time, by week day. Also, in search failure, search failure ratio, search failure ratio by search options, search failure ratio by Boolean operator were analyzed. The result of this study is expected to be utilized for OPAC system and service improvement in the future.