• Title/Summary/Keyword: 이용자 동기

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Analysis of the Facebook Profiles for Korean Users: Description and Determinants (페이스북 이용자의 개인정보 공개와 결정 요인)

  • Lee, Mina;Lee, Seungah;Choi, Inhye
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.73-85
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    • 2014
  • This study analyzed the profile of a Facebook account to examine how personal information is revealed and what kinds of factors influence personal information revelation. Categories of user's profile on Facebook were analyzed and two dimensions were developed; the degree that how much personal information is revealed and the network limits that personal information is accessed. Main variables to determine personal information revelation are Facebook privacy concern and uses for social relationships along with gender, the duration of Facebook use, and average time of use. Data were collected from college students. Factor analysis produced two factors of Facebook privacy concern, Facebook privacy concern with users and Facebook privacy concern with the Facebook system. Regression analyses were performed to identify significant determinants of the degree of information revelation and the network limits of personal information. The results found out that the degree of personal information revelation is explained by gender, the duration of use, and use for social relationships while the network limit is explained by the duration of use and Facebook privacy concern with users. Worthy of notice is that use for social relationships and Facebook privacy concern with the Facebook system offset each other. The implications of the results are discussed. Additionally and finally the categories of profiles are graphically re-grouped to show how personal information revelation is associated with social relationship generation and maintenance.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

Factors in Discriminating SNS Users in Korea (SNS 이용 특성에 따른 집단 판별 요인에 대한 탐색적 연구)

  • Lee, So Yeon;Chon, Bum Soo
    • Informatization Policy
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    • v.19 no.4
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    • pp.46-62
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    • 2012
  • This research intends to find factors to analyze users, non-users, and the relation between how many sites people use and the users' tendencies, in regards of social network services such as Facebook, Twitter, and Cyworld. The major results are as follows: firstly, the user group seems to be composed of people who are younger, have higher self-efficacy, and use smartphones, compared to the non-user group. Secondly, a single-site user group has lower motivation of 'expert search and expression' and a lower degree of personal tendency of innovation (novelty seeking and self-efficacy), compared to multiple-site user group. Thirdly, foreign SNS user groups have a higher degree of personal tendency of innovation and motivation of 'experts search and expression' than the Cyworld user group. On the other hand, the Cyworld user group seems to be affected by reference group in their use, while they have high motivation of 'connection'. In conclusion, there were significant relationships between personality and multiple SNS uses. Also, Cyworld users tended to use it for maintaining established relationships.

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An Application of the Derived Taxonomy of Service Value for University Libraries (대학도서관 서비스 가치의 분류체계 적용에 관한 연구)

  • Shim, Won-Sik
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.355-374
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    • 2008
  • This paper reports a case study in which Saracevic and Kantor's derived taxonomy of library services was applied to qualitative data gathered from sixteen university library users. Using face-to-face interview method, we collected user responses related to the reasons of using services, aspects of interaction, and results of using services. Specific codes from the taxonomy were applied to the verbal expressions. The results show that library services are being used for a variety of purposes and that this approach enables us to effectively capture and classify service value expressed in users' own words. The taxonomy is evaluated to be quite comprehensive and scalable.

Identifying Information Needs of Public Library Users Based on Circulation Data: Focusing on Public Libraries in Seoul (도서대출 데이터를 이용한 공공도서관 이용자 정보요구 분석: 서울시 공공도서관을 중심으로)

  • Shim, Jiyoung
    • Journal of the Korean Society for information Management
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    • v.38 no.2
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    • pp.173-199
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    • 2021
  • In this study, in order to understand the characteristics of the users' information needs for each public library unit, the user needs were analyzed based on the various attribute information of the books loaned to 11 public libraries in 8 districts in Seoul. As a result, the prominent book use patterns of the libraries were revealed, specifically related to the target user groups, purpose/motivation, interests/preferences, book genre, and subject. In addition, there was a preference for authors, and a difference in the role of the preferred authors in each library was also revealed. The results of this study will help to provide guidelines for the development of differentiated collections and service programs based on user needs.

The Empirical Study on the Motivations for e-Learning Service Usage of Smart Device Users (스마트기기 이용자의 이러닝 서비스 사용 동기에 관한 실증적 연구)

  • Lee, Jong-Man
    • Journal of Internet Computing and Services
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    • v.13 no.2
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    • pp.119-126
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    • 2012
  • The purpose of this study is to test the motivations for e-Learning service usage of smart device users. To do this, empirical data were collected by conducting a field survey with 382 smart-device based e-learners, and structural equation model was used for the purpose of analyzing the data acquired by the survey. A structural equation model was designed and constructed by such factors like usefulness, enjoyment, word-of-mouse(WOM) effect, and social interaction on e-Learning usage intention. In addition, social interaction has an influence on WOM effect. The results of the analysis are summarized as follows; first, usefulness, enjoyment, and WOM have direct effects on e-Learning usage intention. Second, social interaction not only has direct influence on e-Learning usage intention but also has indirect influence carried by WOM effect. The findings have significant implications which the study inquires into the factors for e-Learning usage motivations of smart-device based e-learners.

The Impact of Watching Motives of Parenting Reality TV Program on User Satisfaction and Rewatching (육아 리얼리티 프로그램 시청동기가 이용자 만족과 재시청에 미치는 영향에 관한 연구 : <아빠! 어디가?>, <슈퍼맨이 돌아왔다>를 중심으로)

  • Kim, Dong-Woo;Lee, Yeong-Ju
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.925-933
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    • 2014
  • This study investigates the impact of watching motives of parenting reality TV Program, (MBC), (KBS2) on user satisfaction and rewatching. Viewing motives of parenting reality TV Program are found as 'interest', 'charm of children characters', 'relief of loneliness' and 'express everyday feelings'. The result shows that there is significant difference in watching time according to the factor of 'charm of children characters'. Also 'interest' and 'expression of everyday feelings' affect viewing satisfaction of viewers. It is necessary to plan interesting reality program and arrange attractive characters to improve viewing satisfaction of TV program.

The Effect of 360-degree VR Tourism Contents Motivations, Flow, Continuance Usage Intention on Visit Intention - For Chinese Student in Korea (360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 미치는 영향 - 한국 체류 중국인 유학생 대상으로)

  • Seok, Hwayoon;Lu, Chen;Nam, Yoonjae
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.389-398
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    • 2022
  • Recently, tourism and leisure related VR contents have gained attention of potential tourists. Therefore, this study aimed to analyze investigate the effects of 360-degree VR tourism contents motivations, flow, continuance usage intention on visit intention for Chinese student in Korea. This study found that hedonic benefit and personal benefit exerted a positive influence on visit intention of contents users. However, vividness and usability did not influence on visit intention. Moreover, flow exerted a significant influence on visit intention but continuance usage intention did not influence on visit intention. The study is significant in shedding light on whether the motivations, flow, continuance usage intention of 360-degree VR tourism contents influences visit intention. It is suggested that the consumption of 360-degree VR tourism contents can be a useful marketing tool for strength of intention to visit.