• Title/Summary/Keyword: 온라인커뮤니티

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A Cross-Cultural Study on the Interaction of Participants in the Online Community Using Social Network Analysis (사회적 네트워크 분석을 이용한 온라인 커뮤니티의 참가자 상호작용에 대한 비교 문화적 연구)

  • LEE, HYEJUN;LEE, DONG IL;WOO, WONSEOK
    • Journal of Digital Convergence
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    • v.14 no.9
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    • pp.73-87
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    • 2016
  • The purpose of this study is to investigate the cultural difference between eastern and western culture in the online community in view of Hofstede dimensions of national culture through social network analysis. And this study tries to interpret the cultural dimensions by using social network indexes. The results show every cultural dimension offered conflicting results except uncertainty avoidance. The eastern culture shows individualism, and low power distance compared to western culture in the online community. Moreover the communication speed of eastern culture is faster than western culture. But eastern culture shows high uncertainty avoidance in the online community similar to an offline culture. This results of this study show that because of certain differences between the offline and online culture, the typical framework we use to analyze offline culture should not be applied to analyze online culture. Therefore we believe that the most important contribution of this study should be related with the finding that we need very different approach to be able to correctly understand the prevalent culture in the online community than the one that we use in the offline community.

An Exploratory Factor Analysis on the Collaborative Information Behaviors of an Online Community Responding to the MV Sewol Tragedy (세월호 비극에 대한 온라인 커뮤니티의 협력적 정보행동에 관한 탐색적 요인 분석 연구)

  • Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.1
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    • pp.191-220
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    • 2023
  • This research attempts to identify how members of an online community collaboratively engaged with particular social information behaviors and accomplished a defined collective action. While responding to the Sewol Ferry tragedy, MissyUSA members quickly communicated and mobilized a collective action, a full-page ad campaign in The New York Times. As a follow up study, this secondary analysis quantitatively analyzes the primary data from a previous study to explore potential relationships or underlying factors among the various identified information behaviors. In this study, nineteen of the previously identified information behaviors were analyzed using exploratory factor analysis, yielding a total of eight factors. The two major factors of shared representation/collective identification and mobilizing resources verified the findings of the previous study and are in line with the findings typical of political science. The three factors of collaborative decision-making, reaction to tension, and brainstorming were factors that maximized communication and mobilization online, without any face-to-face communication or physical organization. Three emergent factors of outburst of dissent, boycott, and planning explained how members used negative emotions of anger, referential information for boycott, and incubated next collective actions. Through exploratory factor analysis, this study verifies and expands on the findings of the previous study by identifying several emergent factors that relate to the collaborative information behaviors of an online community engaged in a collective action.

Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.

Impact of Interaction in the Brand Community through UCC on Scrap Intention and Community Loyalty (브랜드 커뮤니티에서의 UCC를 통한 상호작용이 펌 행위 의도와 커뮤니티 방문충성도에 미치는 영향)

  • Lee, Jong-Ho;Ock, Jung-Won;Oh, Chang-Ho;Yun, Dae-Hong
    • The Journal of the Korea Contents Association
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    • v.8 no.10
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    • pp.114-128
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    • 2008
  • This study aims to explore the effects of interaction through UCC at online brand communication on scrap intention and visiting loyalty. According to study results, first, only information feature has positive effects on all interactions among quality feature of brand community; Second, confidence and responsiveness feature of brand community has positive effects on the connection feature among elements of interaction; Third, certainty has positive effects on activeness and connection among interaction elements. Fifth, while intention of sharing has positive effects on activeness and connection among interaction elements, it has no effects on the responsiveness. Finally, interaction does not affect the responsiveness of scrap intension, but has positive effects on visiting loyalty.

The Impact of the Attributes of Fashion Brand Online Communities on High School Students' Commitment to the Community (패션 브랜드 온라인 커뮤니티 특성이 고등학생의 커뮤니티 몰입에 미치는 영향)

  • Lim, Sung-Jun;Hwang, Choon-Sup
    • Journal of the Korean Home Economics Association
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    • v.45 no.10
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    • pp.21-31
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    • 2007
  • The purpose of this study was to clarify the factors that characterize the fashion brand online communities that have a high participation rate among high school students, and to determine the impact of those factors on the high school students' commitment to the community, especially in relation to their demographics. The study was implemented through a descriptive survey method using an online questionnaire. The sample consisted of 301 members of online fashion brand communities operated on the Daum portal site. The data were analyzed by frequency, factor analysis, and regression analysis. The results are as follows: (1) Factor analysis revealed that the characteristics of a fashion brand online community are associated with three factors ; compensation/interest, interactivity, and information. (2) Regression analysis showed that the more compensation/interest, opportunity for interaction, and information the community provides, the more likely high school student members are to show a higher level of commitment to the community. (3) There was no difference in the effect of community attribute factors on the high school student members' commitment to the community according to gender. The group of students majoring in human and liberal education was the most influenced by the attributes of fashion brand online communities. The interactivity factor had a greater impact on the group of students majoring in art and physical education than on the other groups. The greater the use of the Internet, the greater the impact of community attributes on commitment. (4) In the process of developing an online community, marketers should fully consider the fact that information factors have the biggest impact on high school students' commitment to the community. Therefore, greater effort should be made to differentiate between community attributes based on high school students' majors and their amount of Internet use in order to motivate commitment to the community and brand loyalty as well.

Design and Implementation of Web Based Leisure Activity Community System (웹기반 레저활동 커뮤니티 시스템의 설계 및 구현)

  • Kim, Na-Young;Kim, Nam-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.415-418
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    • 2006
  • 주 5일 근무제의 도입에 따른 여가활동의 확대로 레저활동에 대한 관심이 높아지면서 레저활동을 관리해줄 수 있는 시스템 즉, 웹을 기반으로 하는 시스템이 필요하다. 이에 본 시스템은 사용자의 편리함을 위해 지역 명으로도 검색 가능하고 플래시 코드로 작성되어 마우스로 클릭만 해도 산에 대한 정보를 검색할 수 있도록 제안하였다. 등산을 즐기는 산악인의 커뮤니티 활성화를 위해 웹 기반 시스템을 통해서 폭넓은 커뮤니티의 활성화와 인터넷 사이트를 통한 정보검색활용과 블로그 서비스와 카페활동을 통해 개인 중심 커뮤니티를 활성화 시키기 위한 산악인 포털 서비스의 활용으로 블로그나 카페를 통한 인맥 네트워크를 구축하여 다양하고 전략적인 방안을 통해 지역별 각종 행사의 정보 및 산에 관련된 모든 정보를 공유하여 온라인상에서의 의미있는 인간관계의 효율적인 구축을 하도록 하였다.

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A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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Exploratory Analysis of Cyber Community for Elementary School Children (초등학생을 위한 사이버 커뮤니티의 교육적 활용 방안에 관한 탐색적 연구)

  • Han, Kwang-Hyun;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
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    • v.5 no.2
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    • pp.69-78
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    • 2002
  • Cyber school community appears to have essentially emerged from the needs for interactive communication, which would not be easy in normal school environments. Message board, chatting rooms and e-mails allow students to connect with each others, share news, find ways to help study, or post personal stories. The purpose of this paper is to give a set of guidelines, based upon the direct observations and questionnaire analysis, for utilizing the cyber school community of elementary school children. The following conclusions are provided; the appropriate ate goal needs to be set before the cyber school community is to be developed; the balance between the off-line and on-line interaction needs to be maintained; actions for motivating students to participate in the cyber community need to be taken by teachers.

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A Study on the User for Activation of University Community Site (대학 커뮤니티 사이트 활성화를 위한 사용자 연구)

  • Chae Duck-Yeop;Park Su-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.268-272
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    • 2005
  • The university community site can be used as a potential element to improve the recognition of the university through the satisfaction of the members of the university with using it as well as an important means for communication on the line among the members. In spite that the community site is used by the users in the twenties at university, it consists of the contents with only basic functions. Consequently it is necessary to find out the different traits of the users to make the university community site active. Therefore, this study aims at analyzing the reality of the university community site and finding out the characteristics of the university students characterized as N-generations

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Extension of Self-directed Self-management Ability through Online Community Activities (온라인 커뮤니티 활동을 통한 자기주도적 자기관리능력신장)

  • Choi, Si-Young;Hong, Ki-Cheon
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.587-594
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    • 2004
  • 21세기는 지식 정보화 시대라고 말하며 정보 통신혁명은 모든 매체에서 인터넷을 연결시키면서 우리의 생활 및 사고에 대한 패러다임의 변화를 가져 왔다고 할 수 있다. 따라서 본 연구에서는 미래사회를 대비해야 할 우리 어린이들에게 정보화의 발전과 주5일제 수업으로 더욱 활발해진 개별학습 기회가 혹시나 의미 없는 시간소비를 통해 사이버 폭력 및 사이버범죄 등 정보화(인터넷)의 역기능에 노출 될 위험성이 있다고 볼 수 있다. 이에 정보통신 윤리교육을 강화하여 인터넷의 역기능을 차단하고 창의적이고 탐구적인 학습활동에 흥미를 가지고 적극적으로 참여 할 수 있도록 다음과 같이 운영한다. 첫째, 학생 중심의 자치적인 온라인 커뮤니티 활동을 통해 학생중심의 게시판을 개발 적용한 후 게시판별 분석자료를 통해 학생 이해 및 소질과 적성을 발굴 지도한다. 둘째, 분석자료 내용을 누가 기록하고 그 내용을 가공, 적용하여 또래집단의 원활한 교우관계 조성과 성장발달을 도모하고 여가시간을 효율적으로 활용하는 능력을 길러 궁극적으로 자아실현과 새로운 가치창조의 기호가 되도록 지도하는데 연구의 목적을 두고자 한다.

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