• Title/Summary/Keyword: Intention to Behavior

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Aesthetic's Influence on Ad Text for Hyper Connection Media and Consumers' Thinking Tendency (하이퍼 커넥션 미디어의 광고 텍스트유형과 사고방식에 따른 심미적 영향)

  • Park, Jinpyo;Kim, Jeayoung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.171-179
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    • 2020
  • Media technologies that have made the hyper-connected age change the way people use communication text. Ads texts actively used by companies are storytelling and storydoing. These two advertising texts are very effective in inducing people's emotions and forming participatory behavior. People's thinking tendency also influence persuasion. The results of this study are as follows according to the type of ads text and the thinking tendency of consumers. Consumers' attitudes toward ads turned out to be more positive in synthetic thinking. In analytical thinking, the storytelling ads texts induced more favorable responses. On the other hand, in comprehensive thinking, the story doing text was effective. The same result was found in the perception of premium value, willingness to pay premium price, and repurchase intention.

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement- (VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로-)

  • Hur, Hee Jin;Jang, Ju Yeun;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.5
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    • pp.725-741
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    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.

The Effects of Chatbot's Error Types and Structures of Error Message on User Experience (챗봇의 오류 유형과 오류 메시지 구조화 여부가 사용자 경험에 미치는 영향)

  • Lee, Mi-Jin;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.19-34
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    • 2021
  • The aim of this study is verifying the effects of chatbot's error types and structures of error message on attitude, behavior intention towards the chatbot and perceived usability of the chatbot. The error types of chatbot are divided into 'experience' error and 'agency' error, which set different expectancy level, according to mind perception theory. The structures of error message were either unstructured condition composed of error specification only or structured condition composed of apology, explanation and willingness of improvement. It was found that score of perceived usability was higher in experience error condition than agency error condition. Also, all three scores of dependent variables were higher in structured error message condition than unstructured error message condition. Furthermore, expectation gap of experience didn't predict the dependent variables but expectation gap of agency predicted all three dependent variables. Finally, the tendency of interaction effect between the error type and the structure of the error message on expectation gap of agency was observed. This study confirmed the mitigating effect of structured error messages and the possibility that these effects may vary by the type of error. The result is expected to be applicable to design of error coping strategies that enhance user experience.

Analysis of MASEM on Behavioral Intention of Information Security Based on Deterrence Theory (억제이론 기반의 정보보안 행동의도에 대한 메타분석)

  • Kim, Jongki
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.169-174
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    • 2021
  • While the importance of information security policies is heightened, numerous empirical studies have been conducted to investigate the factors that influence employee's willingness to comply organizational security policies. Some of those studies, however, were not consistent and even contradictory each other. Synthesizing research outcomes has been resulted as qualitative literature reviews or quantitative analysis on individual effect sizes, which leads to meta-analyze on whole research model. This study investigated 28 empirical research based on the deterrence theory with sanction certainty, severity and celerity. The analysis with random effect model resulted in well-fitted research model as well as all of significant paths in the model. Future research can include informal deterrent factors and contextual factors as moderator variables.

Consumer Sentiment and Behavioral Intentions Regarding Dark Patterns in Online Shopping: Qualitative Research Approach (온라인 쇼핑의 다크패턴에 대한 소비자 감정 및 행동 의도: 질적연구를 통합 접근)

  • Hae-Jin Kim;Jibok Chung
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.137-142
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    • 2024
  • User interface (UI) functions are distorted and appear as a dark pattern that intentionally deceives or entices users. Consumers who are unaware of dark patterns are constrained in their choices, resulting in unnecessary economic damage. In this study, we aimed to investigate consumers' various shopping emotions and behavioral intentions after recognizing dark patterns in online shopping malls through qualitative research methods. As a result of the study, the rate of perception differed slightly depending on the type of dark pattern, and it was found that it induced consumer emotions such as distrust of the company, user deception, and displeasure. It has been found that the behavior after recognizing the dark pattern shows passive behaviors such as vowing to prevent recurrence and warning acquaintances rather than actively protesting to the company and demanding compensation for damages.

A Study on the Determinant Factors on Return in Internet Clothing Purchase (인터넷 쇼핑에서 의류제품 반품행동 결정요인)

  • Ji, Hye-Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.32 no.12
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    • pp.1891-1902
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    • 2008
  • With concerns for consumers' return behaviors affecting internet shopping malls' profits and product management in the internet clothing market, this study is designed to investigate determinants affecting return and path models for return behaviors. For an empirical study, questionnaires are prepared and respondents in their 20s and 30s with internet clothing purchase experience are selected using the convenience sampling. A total of 517 questionnaires are used for the final analysis. Data are analyzed by using SPSS 12.0 software and descriptive statistics, $x^2$-test, discriminant analysis, regression analysis, and path analysis is conducted. The results are as follows. First, ones who have returned after purchasing clothing items in internet shopping reached 63.4% of the total consumers. Respondents returned items with price at 50 thousand won or less stood at 67.2%, and the most frequent return shopping malls are open markets with their return rate at 51.1%. Second, variables such as risk perception, information search, impulse buying, buying experience, and age have a positive effect on return experience. Impulse buying and buying experience turn out to have a significant effect on the degree of return, but risk perception, information search, age, and gender to have an insignificant effect. Return intention is significantly affected by risk perception, gender, and age. Third, the analysis of path model for return experience shows that perceived risk has a positively effect, and information search has a direct effect as well as an indirect effect through buying experience or impulse buying. The analysis of path model for the degree of return shows that risk perception does not have effect, but information search has indirect effect through buying experience or impulse buying. This study is thought to find consumers' return behavior characteristics in online shopping, and help businesses operating online shopping malls to efficiently manage returns and set up strategies against returns.

Practical Knowledge of Geography Teacher in Process of Performance Assessment (수행평가 과정을 통해서 본 지리교사의 실천적 지식)

  • Ma, Kyeng-Muk
    • Journal of the Korean Geographical Society
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    • v.42 no.1 s.118
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    • pp.96-120
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    • 2007
  • The purpose of this study is to look into practical knowledge of geography teacher that lead the teacher's conduct in performance assessment situation. In Classroom all activity of teachers is their unique creature and the behavior which express teacher's knowledge and competency as expert. Practical knowledge can be seen as a system of understanding that guides the teacher s decision, which involves the construction of contents to teach, methods of instruction, resources to use etc. Therefore if we fully read the teacher's instruction, we have to understand the practical knowledge of teacher. As an ordinary activity of teaming and teaching, performance assessment is conducted on active learning and teaching situation and has intention to advance learning. Thus All evaluating behavior conducted by teacher can be understood through the practical knowledge of teacher. For this purpose a series of performance assessment scenes conducted by teacher were selected observed and captured the imagery, principles and rules of practical knowledge through the qualitative research method. The result supposed that practical knowledge influence the whole process of geography teacher's performance assessment activity.

Gaze Mirroring-based Intelligent Information System for Making User's Latent Interest (사용자의 잠재적 흥미를 인식하기 위한 주시 모방 모델 기반의 지능형 정보 시스템)

  • Park, Hye-Sun;Hirayama, Takatsugu;Matsuyama, Takashi
    • Journal of Intelligence and Information Systems
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    • v.16 no.3
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    • pp.37-54
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    • 2010
  • The information system that preserves and presents information collections, records, processes, retrievals, is applied in various fields recently and is supporting man's many activities. Conventional information systems are based on the reactive interaction model. Such reactive systems respond to only specific instructions, i.e. the defined commands, from the user. To go beyond the reactive interaction, it is necessary that the interactive dynamic interaction based information system which understands human's action and intention autonomously and then provides sensible information adapted to the user. Therefore, we propose a Gaze Mirroring-based intelligent information system for making user's latent interest using the internal state estimation methods based on the interactive dynamic interaction. Then, the proposed Gaze Mirroring method is that an anthropomorphic agent(avatar) actively established the joint attention with the user by imitating user's eye-gaze behavior. We verify that the Gaze Mirroring can elicit the user's behavior reflecting the latent interestand contribute to improving the accuracy of interest estimation. We also have confidence that the Gaze Mirroring promotes the self-awareness of interest. Such a Gaze Mirroring-based intelligent information system also provides suitable information to user by making user's latent interest using the internal state estimation.

The relationship between emotional empathy and depression: Focused on the mediating effect of self criticism (정서공감과 우울의 관계: 자기비난의 매개 역할을 중심으로)

  • Choi, Hyera;Han, Sumi;Kim, Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.144-154
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    • 2018
  • While depressives tend to be preoccupied with their own grief and the negative aspects, they might lack the capacity to interact with outside world. With the intention to determine whether depressives might have certain characteristics regarding empathic behavior, as behavior is highly based on responsiveness to others, we examined the relationship between emotional empathy and depression. In addition, we examined the mediating effect of self-criticism on the relationship between emotional empathy and depression. Data was collected from 146 online university students and analyzed using the correlation and multiple regression model. Results showed that perspective taking, which is the cognitive aspect of empathy, was negatively correlated with depression. Concerning the emotional aspects of empathy, both empathic responding and empathic concern were negatively correlated with depression, while personal distress was positively correlated with depression. Regression results, which set the empathy related variables as predicting variables, found perspective taking decreased depression, and personal distress enhanced depression. In addition, personal distress showed significant enhancing effect on depression and was completely mediated by self-criticism. With the result, implications and limitations of this study were discussed.