• Title/Summary/Keyword: 지속적인 이용의도

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Effects of Healthcare Service User's Compliance Intention on Continuous usage (헬스케어 서비스 사용자 순응의도가 서비스의 지속적 사용에 미치는 영향 연구)

  • Lee, Namyeon
    • The Journal of Society for e-Business Studies
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    • v.21 no.4
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    • pp.95-117
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    • 2016
  • Entering aging society and increasing individual's interests on wellbeing lead to increasing demands of healthcare service and various healthcare related applications are providedon app market or Internet. These healthcare services could enhance user's health status if the users continuously use the service. In order to enhance effectiveness of a healthcare service, the service user should comply with recommendations or directions are provided by the service. However, previous studies of healthcare service are not considered effects of compliance intention on continuous usage. Hence, we tested how user's compliance intention effect on continuous usage intention of healthcare service based on theories of information system and medical information. Moreover, we found that compliance intention of users for healthcare service is an important factor on sustainability of healthcare service. Additionally, we investigated what factors are related with user's compliance intention.

The Effect of OTT Characteristics on Perceived Value, User Satisfaction and Continuous Use Intention in OTT: Focusing on the Moderating Effect of Hedonic Innovativeness (OTT 특성이 지각된 가치, 사용자만족 및 OTT 지속이용의도에 미치는 영향 - 쾌락적 혁신성 조절효과를 중심으로)

  • Park, Hyunsun;Kim, Sanghyun;Sohn, Changyong
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.169-180
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    • 2022
  • As people spend more time indoors due to the COVID-19 pandemic situation, content consumption is increasing, leading to the rapid demand for Over The Top(OTT) services. Thus, this study attempted to verify impacts of OTT traits on the value, satisfaction, and continuous use intention perceived by users. Through the survey, 437 responses were collected, and analysis was conducted using AMOS 26.0. Results found that the traits of OTT service had a positive effect on perceived value that had a positive effect on user satisfaction and continuous use intention. User satisfaction was also found to have a positive effect on the intention to continue using OTT services. Moreover, hedonic innovation moderated the relationships between OTT traits and perceived value with exception of ubiquity. The findings provide valuable information for OTT service providers in understading users' behaviors.

The effect of college students' motivation to use Ifland on satisfaction and continuous Use Intention: Moderating effect of innovation (대학생들의 Ifland 이용 동기가 만족도 및 지속적 사용의도에 미치는 영향: 혁신성의 조절효과를 중심으로)

  • LiuCun Zhu;JiaJin Chen;HaSung Hwang
    • Journal of Internet Computing and Services
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    • v.25 no.3
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    • pp.93-100
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    • 2024
  • This study empirically examined the influence of motivation for using the metaverse virtual community Ifland on satisfaction and intention to continue usage, as well as the moderating effect of innovativeness. Specifically, the study identified the motivations for using Ifland among its users and analyzed their relationships with satisfaction and intention to continue usage. For this purpose, a survey was conducted targeting 303 university students who had experience using Ifland.The results of the study are as follows: Firstly, the motivations for using Ifland were identified as entertainment and relaxation, information-seeking, social interaction, and self-expression motives. All of these motivations were found to have a significant impact on user satisfaction. Secondly, satisfaction with Ifland was found to influence intention to continue usage. Thirdly, innovativeness was found to moderate the relationship between entertainment and relaxation motives and satisfaction, and it was confirmed to play a moderating role between satisfaction and intention to continue usage.

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.

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.

Context Management of Conversational Agent using Hierarchical Bayesian Network (계층적 베이지안 네트워크를 이용한 대화형 에이전트의 문맥유지)

  • 홍진혁;조성배
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.259-261
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    • 2002
  • 대화형 에이전트는 자연어를 기반으로 사용자질외에 대한 적절한 정보를 제공하고, 사용자와 지속적으로 대화를 진행해가는 시스템이다. 사용자의도를 파악하고 적절히 대답하기 위해서는 사용자질의에 대한 효과적인 분석이 필요하다. 또한 단발적인 대답뿐 아니라 지속적인 대화가 가능해야 한다. 본 논문에서는 사용자 모델링에 사용되는 베이지안 네트워크를 계층적으로 구성하여 사용자질의로부터 사용자의도를 추론하며, 이전 대화상태를 활용하여 지속적인 대화가 가능하도록 한다. 실제 웹 사이트를 안내하는 대화형 에이전트를 설계하며 적용해봄으로써 그 가능성을 확인해 볼 수 있었다.

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Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

A Study on Determinants of Customer Satisfaction in Environmentally Friendly Agricultural Product Franchises (인터넷 창업 패션쇼핑몰 디자인 품질이 이용고객 관계의 질과 관계지속의도에 미치는 영향)

  • Jo, Yoon-Ah
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.481-494
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    • 2015
  • The objective of this study is to verify the correlations among design quality of domestic internet fashion shopping mall and relations to specific shopping malls, and shopping mall users' intention to continue the relations. The main results were withdrawn as follows. First, it was found that some factors of internet fashion shopping mall design quality had significant positive influences on the qualities of relationship to users such as reliability, satisfaction and devotion. Second, it was found that all components of quality of customer relationship to internet fashion shopping mall such as reliability, satisfaction and devotion had significant positive influence on their intention to continue relations to the internet shopping mall. Third, graphic and multimedia quality of internet fashion shopping mall design components had significant positive influences on internet fashion shopping mall users' intention to continue relationship to the shopping mall. Empirical study of qualities on the relationship between internet fashion shopping mall design quality and its users, their intention to repurchase or recommend goods from the mall would be very valuable in a management point of view of small internet fashion shopping mall.

The Effect of Chinese Adolescents' Motivation to Use Tiktok on Satisfaction and Continuous Use Intention (중국 청소년의 틱톡(Tiktok) 이용동기가 이용만족도와 지속사용의도에 미치는 영향)

  • Shao, JinHua;Lee, SangKhee
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.107-115
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    • 2020
  • This study verified the motivation to use Tiktok for Chinese teenagers. This paper investigated the influence of adolescents'use motivation on use satisfaction and continuous use intention. In addition, this study was to grasp the relationship between use motivation and sustained use intention as a mediating effect of use satisfaction. The survey was conducted online and offline, 315 adolescents were selected for analysis. For the data, factor analysis, multiple regression analysis, and effect analysis of parameters were conducted using the SPSS 25 program. As a result of the study, information/entertainment pursuit, communication, and self-expression were derived as motivation for use. Among these motivations, information/enterprise pursuit and communication were found to have a significant effect on use satisfaction and continued use intention. In addition, it was confirmed that use satisfaction has a mediating effect on intention to use continuously. But it is found that the self-expression factor handled as reuse intention have no significant influence on the use satisfaction and continuous use intention of Tiktok.