• Title/Summary/Keyword: 이용자 경험 요인

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Determinants of the User's Satisfaction and Continued Usage Intention in IPTV Services (IPTV 서비스 이용자의 만족과 지속이용의도에 영향을 미치는 요인)

  • Jung, Chul-Ho;Chung, Young-Soo
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.137-146
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    • 2012
  • The purpose of this study is to identify the influecing factors on the user's satisfaction and continued usage intention in IPTV services. For this purpose, a research model and hypotheses are developed based on the relevant literature reviews. Data have been collected from 310 users who have used IPTV and the research hypotheses were tested by covariance structural model analysis. The results of this empirical study are summarized as follows. First, perceived enjoyment was confirmed to have a positive effect on user's satisfaction and continued usage intention, however, we found no evidence of a statistically significant relationship between perceived enjoyment and perceived usefulness. Second, perceived ease of use was found to positve influence perceived usefulness, however, we found no evidence of a statistically significant influece on user's satisfaction. Third, confirmation was found to positively influence satisfaction and continued usage intention. Fourth, perceived usefulness had a positive influence on continued usage intention, and both perceived usefulness and satisfaction had a positive influence on continued usage intention. Based on these findings, we suggested the implications and further research directions.

The Type of Attachment of e-commerce Users Impact on the Intention to Accept Technology (e-커머스(e-commerce) 이용자의 애착유형이 기술수용의도에 미치는 영향)

  • Choi, Jun-seok;Kim, Seong-jun;Kwon, Do-Soon
    • Journal of Convergence for Information Technology
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    • v.11 no.4
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    • pp.35-45
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    • 2021
  • The e-commerce industry using mobile or web is growing rapidly, and the emergence of various platform services is causing innovative changes in the e-commerce industry. This study aims to identify the attachment types of e-commerce users and to demonstrate the relationship between the PPerceived Usefulness, and Perceived Ease of Use by TAM. In order to empirically verify the research model of this study, a survey was conducted on ordinary people with experience using e-commerce and path analysis was conducted by using PLS to analyze its Internal consistency, Confirmatory factor analysis, Discriminant validity and Goodness-of-fit verification. As a result, a significant relationship between Perceived Stability, Perceived Usefulness, and Perceived Ease of Use was identified, could verify the association with the TAM and Acceptance Intention.

The Effects of Attitude toward Aging and Depression According to Demographic Dharacteristics in Elderly Welfare Facility Users (노인복지시설 이용자의 인구학적 특성에 따른 노화에 대한 태도와 우울에 미치는 영향)

  • Park, Sang-Hoon;Ma, Sung-Ryoung;Lee, Sun-Il
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.169-176
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    • 2019
  • The purpose of this study was to investigate attitudes toward aging and depression among elderly welfare facility users. For this purpose, a questionnaire-based survey was conducted with 280 elderly participants in the facilities of 15 institutions in Gyeonggi-do. In total, 258 data points were used for analysis. The measuring instruments used an attitude scale and depression scale for aging. The results of this study are as follows. First, there was no difference in attitude toward aging and depression among elderly welfare institution users by gender. Second, attitudes toward aging among elderly welfare facility users were also assessed according to final educational background. Positive attitudes in general (lack of depression) and positive attitudes toward aging were found to be higher with a higher rate of final academic completion. Third, attitudes toward aging were assessed according to experience with welfare facilities among the elderly, and it was found that depression has a significant impact on perceptions of physical change caused by aging. As a result, even when attitudes toward aging are generally negative, an elderly person cannot be judged to be depressed because this is highly related to final academic completion. Therapists working in welfare facilities for the elderly are more likely to have negative attitudes toward aging and depression when the number of facilities used is lower.

Tourism Experience Sharing of Long-term Living Chinese in South Korea: Case of Xiaohongshu App (RED) (한국 장기체류 중국인 관광앱 사용경험: 샤오홍슈(Xiaohongshu) 앱 사례)

  • Tian Zhang;Jialing Zhang;Chulmo Koo
    • Information Systems Review
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    • v.25 no.2
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    • pp.1-30
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    • 2023
  • This study analyzes and examines the travel behavior of Chinese people in Korea through a questionnaire survey of Chinese people who are long-term residents in Korea using Xiaohongshu App (RED). In this study, we add some variables to the MTEs (Memorable Tourism Experiences) model to analyze the travel behavior of Chinese people who are in Korea for a long period of time. We also chose to survey the users of Xiaohongshu App (RED), a popular software in recent years, and found the following findings in 240 valid questionnaires: (1) Scenery, Entertainment, and Informativeness have positive effects on people sharing travel experiences, while interaction does not. (2) Sharing travel experiences had a positive effect on travel satisfaction and the intention to go to other destinations, and travel satisfaction had a positive effect on the intention to go to other destinations. This paper extends the literature on tourism by combining MTEs and UGC (User-Generated Content) models, and also provides relevant suggestions for further research on the travel behavior of foreigners in Korea.

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

A Study on the Recognition and Satisfaction of Aesthetic Plastic Surgery using Social Commerce (소셜커머스를 이용한 미용성형시술의 인식 및 만족도에 관한 연구)

  • Yoon, Suhwa;Park, Cecilia;Li, Shun-Hua
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.427-436
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    • 2018
  • In this study, out of the 530 beauty social commerce users, 244 people who had experience purchasing coupons for cosmetic surgery were surveyed to analyze the impact of the awareness of cosmetic surgery on satisfaction and on the purchase of new products. The reason why we did not purchase the coupon for cosmetic surgery was because we did not have enough information and did not trust the company and aong the factors used for cosmetic surgery, convenience, satisfaction, and repurchase are found to have a positive (+) effect (p<0.001) and We recognized convenience as an important factor. therefore, It is believed that social commerce companies and aesthetic medical agencies will need to improve their customer service, how to use the site, and provide objective information.

Exploring Factors of Consumer's Impulsive Buying Behavior in Mobile Social Commerce (모바일 소셜커머스 이용자의 충동구매에 영향을 미치는 요인)

  • Moon, Jung-Keun;Kwak, Na-Yeon;Lee, Choong C.
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.113-125
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    • 2019
  • Mobile social commerce is one of the fastest growing distribution channels in recent years. Therefore, it is important to understand customer's buying behavior in mobile social commerce in order to continuously grow in the competitive mobile social commerce market. To achieve the purpose of this study is to investigate how impulsive buying behaviors are applied in mobile shopping and how factors affect impulse purchasing in online shopping. In order to verify the hypothesis, we surveyed the customers who have experiences of using mobile social commerce and analyzed 280 valid data by Smart PLS 3.0. As a result, it was confirmed that consumers' innovation and purchasing experience influenced impulse purchase in mobile social commerce, and scarcity messages among information attributes affect impulse buying. Through this study, impulsive buying behavior which is a frequently analyzed variable in an online shopping context will be extended to the mobile shopping context. and it will provide practical implications for customer strategy establishment in mobile social commerce market.

The Effect Relationship between SNS Tourism Information Service Quality and Information Sharing Intention (SNS 관광정보 서비스품질과 정보공유의도 간 영향관계)

  • Kwak, Dae-Young
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.2
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    • pp.229-236
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    • 2016
  • The objectives of this study are to suggest useful directions for promotion of SNS tourism information service to the service providers through investigating the effect relationship between SNS tourism information service quality and the information sharing intention. To achieve the objectives, as a conceptual framework of the study, the literature on SNS tourism information service quality and information sharing intention were reviewed, and the empirical studies on the perception of the service users about the services was conducted. The findings showed that the 'easy acquisition' and 'interactivity' factors of SNS tourism information service quality have an effect on the information sharing intention. Accordingly, the service providers are required to enhance the service quality related to the information acquisition and interaction between users.

조직구조, 조직문화의 업무특성이 조직몰입 및 조직성과 미치는 영향: 7년 미만의 초기 스타트업 중심으로

  • Seo, Gwi-Dong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.175-179
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    • 2019
  • 1년에도 수십 수백 개씩 스타트업이 생겨나고 있다. 아마도 모두 미래의 구글과 페이스북, 그리고 아마존이 되길 희망하며 하루하루 가열차게 달리고 있다. 하지만 그 많은 스타트업 중 소위 성공했다 불릴 수 있는 기업은 손에 꼽는다. 능력 있는 창업가, 기발한 사업 모델과 아이디어 그리고 이를 뒷받침해 줄 기술력과 자본이 있다고 성공할 수 없다. 스타트업 기업을 굴러가게 하는 힘은 결국 그 조직의 구성원에게서 나오기에 성공한 스타트업에겐 모두 그들 만의 '조직문화'가 있다. 그게 모두에게 좋은 문화일 필요는 없을 것이다. 그 조직에 가장 접합한, 그래서 구성원의 구성원의 공감대를 사 '일하고 싶은 회사'가 될 수 있게 하는 '조직 문화'가 있는 스타트업이 수많은 인재를 모아 성장을 거듭해 올 수 있었고 그것이 결국 스타트업을 성공으로 이끌었던 것이다. 이런 조직 문화는 회사 초창기에 세팅할수록 해당 기업의 성공 확률도 높아진다. 7년 미만의 초기 스타트업 기업을 대상으로 조직문화 유형이 스타트업 구성원의 조직 몰입과 조직성과에 어떠한 영향을 주는지에 대한 실증분석을 목적으로 하였다. 초기 스타트업 기업의 조직문화 차원은 경쟁가치모형의 혁신문화와 위계문화로 구분하였으며, 조직성과는 스타트업의 서비스, 제품을 경험한 이용자들의 서비스 만족도를 활용하였다. 조직문화는 외부환경에 대한 적응과 조직내부 통합의 문제를 해결하기 위하여 구성원들에 의해 창조 발전되어 학습되는 기본가정으로서 스타트업 구성원들에 의해 공유된 가치(values), 신념(beliefs), 규범(norms)의 체계로 정의한다. 따라서 어떠한 조직문화를 갖는냐에 따라 조직 구성원의 몰입, 충성심, 직무동기, 직무성과는 물론 조직성과와 혁신을 포함하는 여러 조직 요인도 직 갑적인 영향을 받는다. 7년 미만의 초기 스타트업 혁신문화가 스타트업 구성원의 조직몰입에 긍정적인 영향을 미치며, 조직몰입이 스타트업 서비스, 제품을 경험한 이용자들의 서비스 만족도에도 긍정적인 효과가 있는 것으로 나타났다.

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