• Title/Summary/Keyword: Chinese users

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A Study on Video Content Application Based on Mobile Device Platform in China (중국의 Mobile Device Platform 기반 영상콘텐츠 Application 연구)

  • ShI, Yu;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.433-438
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    • 2019
  • In this paper, the write analysis the application of basic video content of Mobil Device Platform in China and studies the future development scheme. According to the survey, as of 2019, 78% of Chinese total population is the Internet service users and application software users. Mobile Device Platform is independently developed to provide video content application services, which already have 640 million video application users from 2013 to the present. 65% of users install and use more than two video content applications. In China TikTok, Kuai Shou, MeiPai and other video content applications, not only can easily achieve simple user interface and users can directly shoot video content. These production functions is different from YouTube, a famous video platform in the United States. In the video platform market, the core competitiveness is content creation. In the future, the integration of video content of VR, AR and other video projects will expecte to further activate the video platform market.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)

Comparative Study of the Influence of Customer Buying Factors on Eco-friendly Consumption: Focused on Korea-China consumers (한·중 소비자의 친환경적인 소비활동에 영향을 미치는 구매 결정요인에 관한 비교 연구)

  • Zhao, Li;Seo, JunHyeok;BAE, SungMin
    • Journal of Korean Society for Quality Management
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    • v.44 no.2
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    • pp.321-340
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    • 2016
  • Purpose: In this study, we revealed the influence of customer buying factors in the purchase process of eco-friendly product. Especially, we focused on the information acquisition, alternative evaluation, and after-purchase activity process based on Korea-China customer's survey. Methods: In the information acquisition process, we investigate the channels of information acquisition about eco-friendly product, a reliability of information, and an impediment of acquiring product information. At the stage of alternative evaluation, we extract various causes that affects pre-purchasing process and perform the AHP analysis to identify critical causes. At last, we compare several factors which affects before and after purchasing process. Results: Especially, an average utilization and cognition score of eco-friendly products of Chinese consumers is higher than Korean consumers' score. In addition, critical buying factors of Korean consumers are a product quality, an evaluation of existing users. However, that of Chinese consumers are safety of products and environmental benefits of products. Conclusion: In recent years, as the rapid economic development of China, environment pollutions like heavy smog and yellow dust have been occurred frequently. In that manner, Chinese consumer's environmental consciousness is rapidly increasing; not only try to be active participant in eco-friendly activities, but also eco-friendly purchasing activities. In addition, Chinese consumers recognize eco-friendly products as good products made with advanced technology.

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.

Study on Design Research using Semantic Network Analysis

  • Chung, Jaehee;Nah, Ken;Kim, Sungbum
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.6
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    • pp.563-581
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    • 2015
  • Objective: This study was conducted to investigate the potential of sematic network analysis for design research. Background: As HCD (Human-Centered Design) was emphasized, lots of design research methodologies were developed and used in order to find user needs. However, it is still difficult to discover users' latent needs. This study suggests the semantic network analysis as a complementary means for design research, and proved its potential through the practical application, which compares multi-screen purchase and usage behaviors between America and China. Method: We conducted an in-depth interview with 32 consumers from USA and China, and analyzed interview texts through semantic network analysis. Cross cultural differences in purchase and usage behaviors were investigated, based on measuring centrality and community modularity of devices, functions, key buying factors and brands. Results: Americans use more services and functions in the multi-screen environment, compared to Chinese. As a device substitutes other devices, traditional boundaries of the devices are disappearing in the USA. Americans consider function to recall Apple, but Chinese consider function, design and brand to recall Apple, Sony and Samsung as an important brand at the time of their purchase. Conclusion: This study shows the potential of semantic network analysis for design research through the practical application. Semantic network analysis presents how the concepts regarding a theme are structured in the cognitive map of users with visual images and quantitative data. Therefore, it can complement the qualitative analysis of the existing design research. Application: As the design environment becomes more and more complicated like multi-screen environment, semantic network analysis, which is able to provide design insights in the intuitive and holistic perspective, will be acknowledged as an effective tool for further design research.

A Comparative Study on the Factors Affecting SNS Switching Intention among College Students in South Korea and China (SNS 전환의도에 영향을 미치는 요인에 관한 비교연구: 한·중 대학생을 중심으로)

  • Gong, ShaSha;Jin, HaiYan;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.18 no.5
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    • pp.95-102
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    • 2017
  • With the development and popularization of Internet, the competition of SNS market is now getting fiercer and fiercer. SNS service providers need to keep updating their service to sustain their customers' continuance use. However, due to the homogenization of functions and services from different applications provided by different developers, there comes a new phenomenon that users shift from one SNS to another SNS. In line with this, the current study aims to explore factors affecting switching intention among SNS users by applying migration theory which explains people's migration behavior from one place to another. Findings from surveys of Korean and Chinese college students suggest that there was a difference of factors influencing switching intention among the two countries. For Korean college students, alternative attraction was the strongest factor leading to SNS switching intention. On the other hand, peer pressure was the strongest factor leading to SNS switching intention among Chinese college students.

Effects of Consumer's Characteristics on Trust and Purchase Intention of On-line Shopping Mall -Focusing on Chinese Users of Internet Shopping Mall- (소비자 특성이 온라인 쇼핑몰에 대한 신뢰와 구매의도에 미치는 영향 -중국 인터넷쇼핑몰 사용자를 중심으로-)

  • Park, Hea-Ryung
    • Fashion & Textile Research Journal
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    • v.7 no.5
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    • pp.501-508
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    • 2005
  • The purpose of this study was to investigate the effects of Chinese consumer characteristics as internal inclination on the trust and purchase intention of on-line shopping mall. Two hundred sixty subjects, who were living in Shanghai, China and were university students, were randomly selected for questionnaire. The effective two hundred forty four questionnaires were used to conduct reliability tests for internal consistency and multiple regressions for relationship between independent and dependent variables with SPSS 10.0. The results from this study were as follows. It showed a significant relationship between the on-line shopping experience, consumer innovation, consumer risk and the trust of on-line shopping mall, however, it didn't show any significant relationship between convenience shopping orientation and the trust of on-line shopping mall. Also, It showed a significant relationship between the on-line shopping experience, consumer innovation and the distrust of on-line shopping mall, however, it didn't show any significant relationship between consumer risk, convenience shopping orientation and the distrust of on-line shopping mall. It showed a significant relationship between purchase intension, the consumer risk and on-line shopping experience which appeared a high trust in on-line shopping mall, however, it didn't show any significant relationship between purchase intension and consumer innovation which appeared a high distrust. Therefore, it could be concluded that in China it is decreasing to purchase through the internet shopping mall every year because the group of consumer innovation, which most of internet users in China belong to it, distrusts the internet shopping mall.

A Comparative Study on Technology Readiness Index of Third Party Payment Service Between Korea and China (제3자 모바일 결제서비스 기술준비도의 한.중 비교)

  • Kim, Jongki;Cheng, Xiao;Kim, Jiyun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.115-122
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    • 2019
  • The mobile payment service, which shows remarkable growth, appears to have different situations between Korea and China. Based on the recent research, we tried to confirm that there is a difference in the technology readiness index of third-party mobile payment service between Korea and China. The data were collected from a survey of Korean and Chinese university students. As a method of analysis, t-test was conducted for each factor. The results show that there is a difference between China and Korea in all factors of technology readiness. In particular, Chinese users' optimism, innovation and discomfort were higher and insecurity was higher in Korean users. These results are expected to provide a strategic approach to expand the use of third-party mobile payment services.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.