• Title/Summary/Keyword: 이용자 만족 요인

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A Study on User Satisfaction with Public Library Websites (공공도서관 웹사이트 이용자 만족도 연구)

  • Kim Hyun-Hee;Lee Jee-Yeon
    • Proceedings of the Korean Society for Information Management Conference
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    • 2006.08a
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    • pp.11-16
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    • 2006
  • 공공도서관 웹사이트의 이용자 만족도에 영향을 미치는 요인을 설문조사를 통해 실질적으로 조사하였고, 이용자와의 면담을 통해 만족스러운 점과 불만족스러운 점을 조사하였다. 이를 위해 서울시의 15개의 공공도서관의 294명 이용자를 대상으로 설문조사와 면담조사를 실시하였다. 공공도서관 웹사이트의 이용자 만족도에 영향을 미치는 요인을 시스템 품질과 정보 품질, 서비스 품질로 크게 나누고, 각각의 세부요인을 들었다. 연구 결과, 이용자 만족에 가장 큰 영향을 미치는 요인은 정보의 범위였고, 두 번째는 정보 표현의 심미성, 세 번째는 서비스의 응답성이었다. 네 번째는 시스템 품질의 사용용이성, 다섯 번째는 상호작용성이고, 여섯 번째는 정보의 정확성이었다. 접속은 이용자 만족에 영향을 미치는 요인에서 제외되었다.

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A Study on the Factors Affecting the Satisfaction of Collaborative Digital Reference Service Users (협력형 디지털 레퍼런스 서비스의 이용자 만족도 요인 연구)

  • Hwang, Myun;Jeong, Dong Youl
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.3
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    • pp.133-153
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    • 2016
  • The objective of this study was to promote the use of collaborative digital reference service by identifying factors that affect user satisfaction and developing improvement measures based on the findings. Data were collected via a questionnaire administered to the users of the "Ask a Librarian" service and a survey to analyze the frequency and patterns of usage of the service. The survey analyzed the associations among subjects' demographic characteristics, information seeking patterns, factors that influence user recognition, service satisfaction, and follow-up intentions via responses to the questionnaire. Rapidity answers in factors of service satisfaction is found that the high impact of positive (+). According to the result of statistical analysis, the priority of service improvement strategies of digital reference service were suggested.

A Study on Competition among Three Game Platforms in aspect of User's Gratification in Multi-channel Era (다매체 시대의 게임 플랫폼 경쟁에 관한 연구: 이용자 만족 요인을 중심으로)

  • Kim, Yoo-Jin;Yu, Sae-Kyung
    • Korean journal of communication and information
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    • v.66
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    • pp.159-183
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    • 2014
  • This study analyzed the competition among three game platforms, PC, Console and Mobile in aspect of user's gratifications using niche analysis. To do this, four gratification factors, 'transportability and accessibility', 'liveliness and variety', 'availability and economic feasibility', 'relationship', were assessed. To investigate competition level among three game platforms, niche breadth, niche overlap, competitive superiority of four gratification factors were analyzed. The results of niche analysis show that mobile platform appeared as a most competitive platform because it utilized diverse resources for game user gratification and had competitive superiority in 'transportability and accessibility' which appeared as most important factor determining user's gratification. However there was no game platform which had competitive superiority in all four gratification factors.

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Factors Influencing OTT Continued Use: Focusing on the Behavioral Economics Perspective (행동경제학 관점에서 본 온라인 동영상 서비스(OTT)의 지속적 이용에 영향을 미치는 요인에 관한 연구)

  • Yang, Ah-Jung;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.159-169
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    • 2022
  • The study explored the key factors(content satisfaction factor, functional satisfaction factor, inertia factor and situational factor) that influence OTT users' continued use from the perspective of Behavioral Economics. In addition to rational factors that make OTT users feel satisfied after experiencing the contents and functions by the platform, we assumed that it would also affect habitual factors from the 'status quo bias'. To verify this, an online survey was conducted on 523 adults in 20s and 40s who have subscribed to the Top3 OTT platform(Netflix, Wavve, and Tving). As a result of regression analysis, 'content satisfaction factor', 'functional satisfaction factor' and 'inertia factor' were significant in OTT continued use. 'Inertia factor' did not affect domestic OTT users. Unlike previous studies that supposed OTT service users as beings with complete rationality, this study is meaningful to explain OTT continued use by applying 'bounded rationality'.

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.

Predicting users' intention to continue mobile internet services usage : The integration of habit into the Expectation-Confirmation Model (모바일 인터넷 서비스 이용자의 지속적인 이용의도에 대한 영향요인 탐색 : 습관과 기대일치모형의 통합)

  • Muna, Sushil Kumar;Kim, Seung-Woon;Kang, Hee-Taek
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2008.10b
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    • pp.404-428
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    • 2008
  • 기대일치이론에 기초한 기대일치모형은 정보시스템 연구 분야에서 정보시스템의 지속적인 사용 혹은 사용의도를 설명하는 핵심 이론으로 언급되어 왔다. 이러한 기대일치모형과 더불어 최근에 정보시스템 분야에서 주목을 받고 있는 또 다른 개념은 자동화된 행동 경향을 의미하는 ‘습관’이다. 본 연구에서는 이러한 두 가지 개념들을 기초로 모바일 인터넷 서비스에 대한 지속적인 이용 상황에서 습관과 기대일치모형을 통합하는 시도를 하였다. 이에 일치, 지각된 유용성, 지각된 사용 용이성, 습관 등의 수용후 신념, 이용자 만족, 지속적 이용의도로 구성된 연구모형을 구성하고 이를 검증하였다. J도내 250명의 대학생들을 대상으로 설문자료를 수집하여 분석한 결과, 기대일치와 지각된 유용성이 모바일 인터넷 서비스의 이용자 만족에 대한 주요 요인으로서 나타났다. 또한 지각된 유용성, 이용자 만족, 습관은 모바일 인터넷 서비스에 대한 지속적 이용의도를 결정하는 주요 요인으로 나타났다. 반면에 지각된 이용 용이성은 이용자 만족과 지속적 이용의도 모두에 대하여 아무런 관련성이 없는 것으로 나타났다.

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A Study on the Effect of Public Library Service Quality on User Satisfaction and User Loyalty according to Brady & Cronin's Three-Dimensional Service Quality Model (3차원 서비스품질 모형을 적용한 공공도서관 서비스품질이 이용자 만족도와 이용자 충성도에 미치는 영향)

  • Mi Ok Jeong
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.2
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    • pp.289-316
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    • 2024
  • This study aimed to develop and validate a research model to investigate how the service quality of public libraries, where a 3-dimensional service quality model was applied, impacts user satisfaction and loyalty. We collected 353 valid responses through a survey targeting public library users across 21 locations, considering various regional and library-specific characteristics. Our analysis revealed that physical environment quality (PQ), interaction quality (IQ), and outcome quality (OQ) of service quality influence user satisfaction (US). Additionally, outcome quality (OQ) of service quality impacts user loyalty (UL), and user satisfaction (US) affects user loyalty (UL). We also found that quality improvement is a leading factor for user satisfaction, user satisfaction is the primary factor of user loyalty, and the perception of service quality directly and indirectly affects user satisfaction and loyalty. We concluded that continuous research should be actively conducted to respond to the evolving needs of public library users.

A Study on the Factors Affecting the Willingness to Pay for OTT Service Users (OTT서비스이용자의 유료지불의사에 영향을 미치는 요인에 관한 연구)

  • Han, Emily;Kim, Chan-Won;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.105-114
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    • 2020
  • This study explored the factors affecting the willingness to pay of OTT service users. The main results are as follows. First, the perceived usefulness of OTT service users has a positive effect on use satisfaction. Second, perceived playfulness of OTT service users has a positive effect on use satisfaction. Third, the perceived cost of OTT service users has a positive effect on use satisfaction. Fourth, the perceived usefulness of OTT service users has a positive effect on willingness to pay. Fifth, use satisfaction with OTT service has a positive effect on willingness to pay. In summary, the perceived usefulness, perceived playfulness, and perceived cost of OTT service users increase the satisfaction of use, and the perceived usefulness and satisfaction are the key factors for predicting the willingness to pay. This will be meaningful in that it has revealed a path to predict and explain the intention of paid users of OTT service users.

Factors Influencing Students' Choice of Learning Space: Recommendations of Effective Space Arrangement for University Libraries (대학생의 학습공간 선택에 영향을 미치는 요인에 관한 연구: 대학도서관의 효과적인 공간 구성을 위한 제언)

  • Lee, Nari;Park, Ji-Hong
    • Journal of the Korean Society for information Management
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    • v.39 no.2
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    • pp.61-86
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    • 2022
  • The purpose of this study is to investigate the effect of learning space Servicescape on the user satisfaction level and continuance intention and to identify moderating effect of the learning activity. The six Servicescape factors are selected after literature review and in-depth interviews; cleanliness, comfort, convenience, aesthetics, accessibility, and flexibility. The online survey is given to the university students at four-year private universities in Seoul metropolitan area. The result shows that among the learning space Servicescape factors, cleanliness, comfort, convenience, and accessibility have a significant impact on the user's satisfaction and the user's satisfaction response determines the continuance intention to the learning space. It is also found that the factors of cleanliness and comfort have a negative moderating effect on user satisfaction. This study implies that the result provides methods to develop the space arrangement for university libraries that provide the better-support to students' learning experience.

A Study on the Factors Affecting the Use of Senior Center Applying Andersen and Newman's Behavior Model: Analysis of Mediating Effect of User Satisfaction (Andersen과 Newman의 행동모델을 적용한 경로당 이용 영향요인에 관한 연구: 이용자 만족도 매개효과 분석)

  • Kim, Jeong Keun
    • 한국노년학
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    • v.40 no.2
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    • pp.291-309
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    • 2020
  • In this study, the behavioral model of Andersen and Newman(1973) was applied to identify the factors influencing the use of senior centers by the elderly in the community, and the mediating effect of user satisfaction was improved to improve the satisfaction of seniors using the Senior Center and operate the Senior Center. This study attempted to suggest policy and practical alternatives for activation. The subjects were 578 elderly people using 2,283 senior centers in Busan. As a result, the factors influencing the total usage period of the Senior Center were analyzed by age and type of potential factors among the leading factors, and the factors affecting the total number of days of senior center usage during the week were gender, age, and education level among the preceding factors. Appeared. Factors affecting user satisfaction as a parameter were analyzed as subjective health status among gender, age, and desire factors among preceding factors. As a result of verification of mediating effect of user satisfaction, there was a partial mediating effect between age and total use of Senior Center, full mediating effect between gender and days of Senior Center use, and partial mediating effect between age and Senior Center use days. Analyzed. According to the purpose and main findings of the study, the policy and practical suggestions for activating the satisfaction and use of Senior Center are as follows. First, program development and support according to the characteristics of senior center users are required. Second, there is a need to characterize per-path according to senior center type and regional environment. Third, there is a need to improve and raise the support standards for senior center operating expenses.