• Title/Summary/Keyword: Intension to Use

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Continuous Use of Corporate SNS Accounts from a Habit and Emotional Perspective (SNS 사용자의 이용습관과 감정적 요인 관점에서 기업 SNS 계정의 지속적 사용의도에 관한 연구)

  • Ham, Juyeon;Ryu, Hyun-Sun;Ji, Sung-Hun;Lee, Jae-Nam
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.37-66
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    • 2014
  • Since social network service (SNS) has been widely used as a effective way for people to connect and communication with each other, the use of corporate SNS account also has increased. However, compared to a private SNS account, only few people have a continuous relationship with their corporate SNS account because the use of corporate SNS account tends to be one-time and temporary activity whenever the users just need events and information. Given the psychological side effects of using SNS, the relative lack of empirical studies on the impacts of emotional factor in SNS prevents the deeper understanding of the intention to continuous using corporate SNS account. Therefore, this study aims to explore key determinants of the intension to continuous using the corporate SNS account from a habit and emotional perspective. To bridge research gap, we attempt to divide emotional factor into the following 5 factors based on Mehrabian and Russell model (1974): intimacy, enjoyment (positive factor), privacy concern, anxiety (negative factor), arousal (arousal factor) and (dominant factor). The basic model is proposed to explore the effects of habit and emotional factors on the intension to continuous using the corporate SNS account. We then examine how the effects of habit and emotional factors differ depending on social media types (e.g., facebook and twitter). The results indicates that habit is related to emotional factors, and each emotional factor differently influences the intension to continuous using the corporate SNS account. The results also confirm that the effects of the habit and emotional factors on the intension to continuous using the corporate SNS account differ according to social media types. This study provides practical and useful guidance and the strategic marketing insight for managers in maintaining and improving the intension to continuous using the corporate SNS account.

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Exploring the Determinants of Users' Continuance Intention to Use Mobile Banking Services in Kuwait: Extending the Expectation-Confirmation Model

  • Ahmad A. Rabaa'i;Shereef Abu ALMaati
    • Asia pacific journal of information systems
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    • v.31 no.2
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    • pp.141-184
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    • 2021
  • While a great body of information systems (IS) literature has discussed mobile banking (m-banking) services, most of these studies have focused on the adoption or acceptance phases of this technology; with little attention was given to users' intension to continue using such technology. This paper aims at investigating the most important factors that predict users' continuous intension to use m-banking services in the post-adoption phase. This paper presents a conceptualization and validation of an extended expectation-confirmation model (ECM). A total of 303 Kuwaiti users of m-banking services participated in this study. Partial least squares (PLS) of structure equation modelling (SEM) technique was used to analyze the data. The results mainly showed that users' continuous intension to use m-banking services is significantly influenced by perceived trust, satisfaction, self-efficacy, performance expectancy and effort expectancy. Theoretical and practical contributions as well as the research limitations and future directions are discussed.

Instagram of Fashion Brand's Current Use and Customer Attitude based on User Attributes (패션브랜드 인스타그램 사용자 특성에 따른 이용현황 및 소비자태도)

  • Lee, Yoona;Na, Sung-Min;Lee, Ji-Yeon
    • Journal of the Korea Fashion and Costume Design Association
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    • v.17 no.4
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    • pp.201-217
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    • 2015
  • Instagram, image based visual SNS platform is regarded as one of the most effective marketing channels and the number of users are getting increased. To enhance of our understanding of general current use and customer attitude through Instagram accounts owned by fashion brands depending on user attributes, the present study investigates factors that current status of use, purpose of use, brand attitude, purchase intension, and recommend intension. A survey method was conducted for empirical test. A convenience sample of 100 participants was used for data analysis. SPSS 18.0 was used for statistical analysis. Findings of this study suggest that first, the very purpose of access is to grasp fashion trend, second, a group of the high interest in fashion accesses to Instagram account of fashion brands more often, uses Instagram for information search more than other group and has a positive influence on recommend intension, third, a group of the high frequent access accesses Instagram for purpose of information search more and has a positive influent on values on customer attitude and the last, partial purposes of utilization and benefits sought of Instagram of fashion brands has a positive influence on customer attitude.

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Factors Influencing Acceptance of Online Social Shopping Site (온라인 Social Shopping 사이트 이용의도에 영향을 미치는 요인에 관한 연구)

  • Kang, You Rie;Park, Cheol
    • Journal of Information Technology Services
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    • v.10 no.1
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    • pp.1-20
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    • 2011
  • The market structure and consumer characteristics are changing dynamically according to internet shopping industry developing based on Web 2.0. But, there is absent typical online service after 'Cyworld.' The social shopping sites based on social networking reflect to present phenomenon that collective intellect, information sharing, participate in making information. The social shopping sites are not limited in particular shopping sites but include all of sites in online. So, consumers can copy various products and display on their own blog provided from social shopping sites and make some purchase reviews and any comments about products can lead transactions among social shopping sites. So, it might be a one of meta-shopping mall like 'Naver.' As the social shopping sites are new form, we just applied to TAM theory to figure out acceptance factors using SEM. The perceived enjoyment affect to usefulness, ease of use and using intension. The perceived ease of use also affect to usefulness and the usefulness affect to using intension positively. But the perceived ease of use was for nothing in using intension. Finally, we provided managerial implications to activate domestic online shopping industry and theoritical meaning using extended TAM.

A Study on the Influence of Expectation of Big Data Service on e-Commerce on the Use Intension (e-Commerce 상에서 빅데이터 서비스제공 기대가 이용의도에 미치는 영향 연구)

  • Kim, Young Kook;Yum, Su Whan;Kim, Jin Hyung;Bae, Suk Min;Jung, Jai Jin
    • Journal of Korea Multimedia Society
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    • v.22 no.9
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    • pp.1132-1139
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    • 2019
  • Big data is prominently used as a prediction method in achieving a goal, because it can analyze the regularities to predict future results from a vast amount of past data. Furthermore, big data has huge influence in very diverse academic fields. On such awareness, this study analyzed the regular effect of e-Commerce usefulness from the effects which expectations on big-data service affect the usage purpose of e-Commerce usefulness. This study categorized e-Commerce usefulness into quality recognition, service, and ease, and studied how each category works between the relationship of big-data service expectation and the use intention.

Multi-Agent Rover System with Blackboard Architecture for Planetary Surface Soil Exploration (행성 표면탐사를 위한 블랙보드 구조를 가진 멀티에이전트 루버 시스템)

  • De Silva, K. Dilusha Malintha;Choi, SeokGyu;Kim, Heesook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.243-253
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    • 2019
  • First steps of Planetary exploration are usually conducted with the use of autonomous rovers. These rovers are capable of finding its own path and perform experiments about the planet's surface. This paper makes a proposal for a multi-agent system which effectively take the advantage of a blackboard system for share knowledge and effort of each agent. Agents use Reactive Model with the combination of Belief Desire Intension (BDI) Model and also use a Path Finding Algorithm for calculate shortest distance and a path for travel on the planet's surface. This approach can perform a surface exploration on a given terrain within a short period of time. Information which are gathered on the blackboard are used to make an output with detailed surface soil variance results. The developed Multi-Agent system performed well with different terrain sizes.

The Effects of 'K-POP' Preference of Chinese Consumers on Purchase Intention for Korean Products (중국소비자의 'K-POP' 선호도가 한국상품 구매의도에 미치는 영향)

  • Park, Jong-Chul;Kang, Ji-Won;Im, Ji-Won
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.1
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    • pp.79-90
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    • 2015
  • This study investigated the effects of 'K-POP' preference on purchase intention of Korean products. Especially, it revealed the mediating role between the participation intention of Korean culture event and the purchase intention of Korean products. Further, we examined the difference in the path relation according to the use-behavior of Korean wave contents. In this proposed model, we can see 'K-POP' preference had a positive effect on participation intention of Korean culture event, but it was not significant for purchase intention of common products. The participation in Korean culture event had significant effects on the purchase intention of Korean culture products and the purchase intention of common products. However, the purchase intention of Korean culture products had no significant effects on the purchase intention of common products. Thus, our finding showed that higher preference of 'K-POP' did not make cause purchase intention of common products. Further, the higher the preference of 'K-POP' was, the higher the participation intension of Korean culture event was and, as a result, the purchase intention of common products got higher. In addition, path analysis results according to the media usage behaviors show that Chinese consumer who uses the internet and has a higher preference of 'K-POP' had a positive effect on the purchase intention of common products. Furthermore, it has a positive effect on both purchase intension of Korean culture products and purchase intension of common products. In case of Chinese consumer who use the television, radio and newspapers, K-POP preference had no significant effect on the purchase intension of common products.

Elementary Teachers' Use of Mathematical Textbooks in Korea

  • Lee, Kwang-Ho;Ha, Su-Hyun
    • Research in Mathematical Education
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    • v.15 no.3
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    • pp.261-294
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    • 2011
  • The purpose of this research is to analyze Korean teacher textbook use and explore the effective use of textbooks. The researcher surveyed teachers to obtain information relative to their dispositions and views of textbook use, and a subset interviewed to obtain additional insight about these views. For the sample, 278 elementary school teachers were surveyed and a group interview was conducted with 6 teachers. The results showed that many teachers teach all the students simply by following the textbook content. These results suggest that for effective us of textbooks, teachers need to understand how to reconstruct the textbook within an understanding of the textbook authors' intension for the textbook content.

A Study on the Team Sharing Spirit Model, Team Effectiveness, Team Cohesion, Team Reliability, and Turnover Intension among Hospital Nurses (병원 간호사의 팀 공유정신, 팀 효과성, 팀 응집력, 팀 신뢰도, 이직의도에 관한 연구)

  • Lee, Jieun;Kong, Jeonghyeon;Lee, Haerang
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.3
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    • pp.121-131
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    • 2020
  • Purpose : This study was conducted to confirm the correlation between team sharing spirit, team effectiveness, team cohesion, team reliability, and turnover intention of hospital nurses and to identify the influence factors affecting the turnover intention of hospital nurses. Methods : The sample for this study consisted of 200 nurses from four general hospitals of less than 500 beds located in J city. Data were analyzed using frequency, percentage, mean, standard deviation, t-test, ANOVA, Scheffe' test, Pearson Correlation and Hierarchical Multiple Regression. Results : Factors influencing nurse turnover intentions included satisfaction with nursing position (β=.274), team reliability (β=-.250), satisfaction with department (β=-.178), and career (β=.149) in order, and these influence factors accounted for 32.1 % of nurses' turnover intentions. Conclusion : Based on the results of the study, it is necessary to consider ways to reduce the turnover intention of nurses by devising strategies to increase the factors of satisfaction with nursing positions, team reliability, and satisfaction with department by making good use of the resources of the medical institution. It is suggested to conduct repeated studies of nurses working in various clinical sites and further studies applying various outcome variables in the future.

A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games (온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.4
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.