• Title/Summary/Keyword: 이용자 경험 요인

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Effects of Instagram User Personality on Brand Satisfaction and Loyalty (인스타그램 이용자 성격이 브랜드 만족도와 충성도에 끼치는 영향)

  • Kim, Hye-Bin
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.450-461
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    • 2016
  • This study set out to analyze the effects of user personality on the brand satisfaction and loyalty of SNS to identify factors influencing SNS usage. For that purpose, the study defined extraversion, curiosity, and self-esteem, three factors of Instagram user personality, as exogenous variables, focusing on Instagram, which has made a relatively sharp rise in the usage rate among many different SNS applications. With brand satisfaction and loyalty set as endogenous variables, the investigator introduced brand satisfaction as a mediating variable for the effects of extraversion, curiosity, and self-esteem on brand loyalty. A survey was conducted with Korean people with an experience of using Instagram, and total 396 questionnaires were used in final analysis. The findings show that all of three exogenous variables had positive (+) effects on brand satisfaction with extraversion and curiosity having positive (+) effects on brand loyalty, as well. And the findings demonstrate that brand satisfaction was a mediating variable and that curiosity was the personality factor that had the biggest influences on satisfaction and loyalty.

A study of the Factors Influencing on the Convergent TV Viewing Experiences (디지털 컨버전스 환경에서 융합적 TV시청경험에 영향을 미치는 요인에 관한 연구)

  • Hwang, Joo Seong
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.578-591
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    • 2018
  • This study is to find out what are the factors influencing upon the convergent TV viewing experiences. Socio-demographic variables are identified as the most influential ones. Viewing modes are more influential than the media utilization factors. Comparing the detailed dimensions of TV viewing experiences, time and content selectivity are more influenced by TV viewing modes, while sociability and interactivity are more affected by socio-demographic variables relatively. This study has academic significance in that it is an exploratory empirical study on factors influencing on the TV viewing experiences.

A Study on the Factors of Experience and Habit on Information Security Behavior of New Services - based on PMT and UTAUT2 (경험 및 습관이 신규서비스의 정보보호 행동에 미치는 요인에 대한 연구 - 보호 동기이론과 UTAUT2을 중심으로)

  • Lee, Hong-Je;Kho, Hyeong-Seog;Roh, Eun-Hee;Han, Kyeong-Seok
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.93-102
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    • 2018
  • This study aims to present policy implications by analyzing information security behavior factors of internet users. The research model, based on PMT and UTAUT2, consists of perceived threat, severity, social influence, self-efficacy, experience and habits, PC and privacy behaviors, security behaviors on new services and set demographic characteristics, use places of internet, use of paid products, and experiences of accident as moderate variables to analyze the effect on security behavior. The results showed that perceived severity, self-efficacy significantly influenced on experience and habits, and experience and habits and self-efficacy had a high influence on PC and privacy behavior. Also, PC and privacy behaviors have a high impact on security behavior of new services. Age, income, use of paid products, and experience of accidents have a moderating effects on security behaviors. The results of this study are expected to help policy decision making to improve the level of information security of internet users.

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.15-26
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    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

Quality Attributes of Archival Information Service affecting User Satisfaction (이용자 만족도에 영향을 주는 기록정보서비스 품질 요인에 관한 연구)

  • Sunghee Kim;Hyunmin Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.1
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    • pp.69-92
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    • 2023
  • The purpose of the present study is to investigate the quality attributes of archival information service affecting user satisfaction. The independent variables in this study were equality, tangibles(appearance), convenience, responsiveness, empathy. And the dependent variable was a user satisfaction. The survey was conducted by online and offline for 78 people that used the archival information service. To solve the research question, we used the descriptive statistics, correlation analysis, multiple regression analysis. As a correlation analysis result, the quality attributes of archival information service had positive correlation with a user satisfaction. And as a multiple regression analysis result, tangibles(appearance) had a significant effect, followed by empathy and convenience. For improving on quality of archival information service, it is required that improving facilities, keeping environment clean, enhancing empathy ability, updating the information of archive, reforming search tools.

A Study on the Effect of Environmental Aspects for Public Library Use (환경적 요인이 공공도서관 이용에 미치는 영향에 관한 연구 - 도서관의 입지를 중심으로 -)

  • 김수영;권기원
    • Proceedings of the Korean Society for Information Management Conference
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    • 1995.08a
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    • pp.135-138
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    • 1995
  • 도서관은 공공서비스 중에서도 강제적인 서비스가 아니고 임의적인 또는 생활의 질과 관련되는 서비스이기 때문에 서비스 수요는 접근용이성이나 주변환경 등의 영향을 받게 된다. 그러나 지금까지 우리나라의 공공도서관의 입지결정은 정책결정자의 의지나 경험이 크게 작용하여 이용자의 이용측면을 고려하지 않고 설립되었다. 본 연구는 공공도서관의 입지와 이용과의 관련성을 밝히기 위하여 이용자가 인지하는 접근용이성과 주변환경의 주관적 인지도를 측정하고 이용이 높은 도서관과 이용이 낮은 도서관간의 차이를 밝힘으로써 앞으로의 공공도서관의 입지선장에 유용한 자료를 제시하는 데 그 목적을 두었다.

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Content Creation and Flow: Why They Clik or Create UCCs (콘텐츠 창조와 플로우:동영상 UCC 이용 동기)

  • Chun, Bang-Jee
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.222-235
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    • 2008
  • This study looks at motivations of video UCC users as a member of creative class. A qualitative research method was used for analyzing data collected by interviews. Killing time users, active clickers and creators are distinguished as different types of UCC users and their differing motivations are explored. The findings of the study are as follows: First, information sharing, self presentation, communication needs, ease of use for self presentation, usefulness are expressed as motivating factors for both active clickers and creators, Pleasure motivates every type of users. However, content creators experience a specific type of pleasure which is the pleasure of creativity or flow, which this study highlights as a key driving factor for content creators. The study adds to the findings of UCC user research which applies the TAM and the PAD model by revealing what pleasure and flow specifically mean for different types of UCC users.

Analyzing Service Quality Factors for Affecting Government 2.0 Users' Satisfaction (이용자 만족에 영향을 미치는 Government 2.0 서비스 품질 요인에 관한 연구)

  • Song, Ju-Ho;Park, Soo-Kyung;Lee, Bong-Gyou
    • Journal of Internet Computing and Services
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    • v.12 no.2
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    • pp.149-161
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    • 2011
  • The purpose of this study is to present the direction of improving the Korean Government 2.0 services by evaluating the quality of the service and analyzing its effects on user satisfaction. Recently, on the extension of e-government, Government 2.0, which is the government service combined with Web 2.0, has emerged as a new paradigm. However, there are very few studies on the impact of Government 2.0 on general society and industries. Especially, there is little or no practical analysis and evaluation for the quality of Government 2.0 service. Because the service quality is typically used as the leading indicator of user satisfaction, this study applies it to the Government 2.0 for the validation of the existingtheory in a particular subject. The service quality was measured by the tangibles, reliability, responsiveness of revised SERVQUAL, the efficiency and security of the E-S-QUAL. Inconclusion, this study has empirically significant implications for providing a theoretical foundation for measuring the quality of the Government 2.0 service.

Examining the relationship between the types of color selecting behavior and self-esteem in Mabinogi, the on-line game (마비노기에서의 색 선택 행동 유형과 자아존중감과의 관계)

  • Jang, You-Won;Doh, Young-Yim
    • 한국HCI학회:학술대회논문집
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    • 2007.02b
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    • pp.651-655
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    • 2007
  • 카툰 렌더링 그래픽을 기반으로 한 온라인 RPG 게임인 마비노기에서는 게임이용자들이 염색 시스템을 통하여 의복아이템에 자신들이 원하는 색을 자유롭게 표현할 수 있다. 마비노기에서 색에 관련된 주목할 만한 현상은유행색이 존재하고 색에 따라 같은 아이템의 가격이 달라진다는 점이다. 유행색이 존재하는 것은 현실과 비슷하지만 같은 아이템이 색에 따라 가격이 달라지는 것은 현실에서는 보기 드물다. 이는 현실과 비슷하면서도 심리적인 속성이 다른 사이버공간만의 특징이라고 생각해 볼 수 있다. 따라서 마비노기에서 게임이용자들이 색을 선택하고 사용할 때 작용하는 심리기제가 존재할 것이라고 가정해 볼 수 있다. 이에 본 연구에서는 마비노기에서 색 선택 행동의 심리적 유형을 확인하고 유형별 특징을 알아보기 위해 자아존중감을 측정하였다. 예비 조사를 통해 게임이용자 20명과 온라인 인터뷰를 실시하여 색 사용 경험을 추출하고, 추출한 경험을 바탕으로 18문항의 색 선택 행동 문항을 구성하였다. 본 조사에서는 온라인 설문으로 129명의 게임이용자를 대상으로 색 선택 행동과 자아존중감을 측정하였다. 연구 결과 색 선택 행동은 4개의 요인-색채 둔감성, 유행추종, 개성표현, 캐릭터이미지와의 적합성-으로 구분되었다. 색선택 행동 4개의 하위 요인을 기준으로 군집분석한 결과 색 선택 행동 유형은 각각 색 분화형, 유행추종형, 색 둔감형으로 구분되었다. 색 선택 행동 유형과 자아존중감과의 관계에서는 자아존중감 하위 범주 중 부정적인 자기평가, 타인의 의견에 대한 걱정, 의존성의 세 가지 하위 범주에서 색 선택 행동 유형에 따른 차이가 유의미하게 나타났다. 한편 자의식 차원에서는 색 선택 행동 유형간 유의미한 차이가 발견되지 않았다. 유행추종형은 다른 두 유형에 비해 상대적으로 자아존중감 수준이 낮음을 확인할 수 있었다. 반대로 색 둔감형은 다른 두 유형에 비해 상대적으로 자아 존중감 수준이 높았다. 색 분화형은 유행추종형과 색 둔감형의 중간 수준의 자아존중감을 볼 수 있었다. 유행추종형은 자기의 외부에서, 색 둔감형은 자기의 내부에서 색과 관련된 자신에 대한 가치감의 소재와 근원을 찾는 특성이 있다고 해석할 수 있다. 본 연구는 온라인 RPG 게임에서 게임이용자들의 색 선택의 심리적 기제를 확인하고 색 선택 유형별로 자아존중감과의 관계를 확인함으로써 색 선택 행동의 심리적 기제를 밝히려는 기초연구라는 점에 의의가 있다. 추후에는 게임이용자들의 색 선택 행동을 보다 포괄적으로 이해하기 위해 게임이용자들이 가지고 있는 공통적인 색이미지와 개별적인 색이미지 및 색이미지의 심리적 구조를 알아보기 위한 색채감성연구가 필요할 것이다. 이러한 연구들은 게임을 제작할 때 캐릭터 디자인과 아이템 디자인에 어떠한 색을 사용해야 되는지 방향을 설정하는데 도움을 줄 수 있을 것이다.

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The study on factors a special feature and the intention to use Traceability System (Traceability System 특징적 요인과 이용의도에 관한 실증연구)

  • Kang, Bong-Jae;Koh, Seok-Young;Koh, Wan-Ki
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.211-224
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    • 2008
  • Occurrences of large-scale food-related mishaps around the globe are degrading the safety and confidence on food items. This can be said to result from problems such as information asymmetry between the supplier and the consumer(information user). It makes it difficult to confirm product-related information including who produced an item how, what manufacturing process was involved, and how the product was distributed, and deal with a food-related trouble. The research verified and analyzed what has an effect on the intention to use Traceability System when the user uses information service.

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