• Title/Summary/Keyword: Media Richness Theory

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The Moderating Effect of Media Synchronicity in the Communication Media Use and Knowledge Creation

  • Ryoo, Sung-Yul;Koo, Chul-Mo
    • Asia pacific journal of information systems
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    • v.20 no.2
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    • pp.103-124
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    • 2010
  • Social communications using information and communication technologies (ICT) for social interactions have been making a significant impact on task performance in organizations. However, most of the existing studies on ICT (e.g., telephone and email) have only focused on technical improvement of communication efficiencies (e.g., information exchange and storage). In this paper, we claim that ICT may be another alternative source of knowledge creation that enables employees to work, find solutions, and achieve their goals faster and better. We investigate the impact of ICT in terms of both tasks and social aspects with knowledge creation as task performance. Also, we investigate the moderating effect of media synchronicity on these relationships. This study contributes to the understanding of contemporary communications media usage and its performance in organizations. We collected and analyzed survey data of 248 company employees, using PLS. The results indicate that task urgency and social influence directly affect ICT usage, and even knowledge creation. Also the media synchronicity moderates the relationship between the characteristics of a given task and ICT usage and the relationship between ICT usage and knowledge creation. Theoretical and practical implications of these findings are also discussed in the paper.

The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

Task Characteristics and Utilization of Electronic Approval System : Media Richness Theory Perspective (업무특성과 전자결재시스템 활용간의 관계에 대한 탐색적 연구:매체 풍부성 이론 관점)

  • 김영걸;오승엽
    • Korean Management Science Review
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    • v.17 no.1
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    • pp.31-40
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    • 2000
  • With the rapidly changing external environment and the increasing internal process complexity more and more organizations are adopting the Electronic Approval System(EAS) for their competitiveness. This paper defines EAS as a core organizational communication medium investigates factors which influence EAS's use from a media rich-ness theory and shows sutiable EAS functions for equivocality resolution and uncertainty reduction. Results from the five EAS implementation sites show that most organizations use EAS only for tasks with low equivocality and low uncertainty. Additional functionalities such as video conferencing and database access were suggested for fu-ture EAS system to enhance their utilization for more cirtical and unstructed tasks.

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A Study on the User Acceptance Model of Smartphone (스마트폰의 사용자 수용 모형에 관한 연구)

  • Kwon, Yunsun;Lee, Hyoung-Yong
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.133-148
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    • 2013
  • As network technologies evolve and so-called smart technologies appear, applications of smartphones are being applied in widespread areas. In general, the adoption of smartphones is different from the adoption of information systems. Thus, we tried to find out factors which may affect the user acceptance behavior. However, there have been some academic studies that analyzed the factors that affect user acceptance of smartphones, and their relationships. Under this academic background, we develop a model to examine how smartphones are accepted by users based on technology acceptance model. The theoretical model is validated through an online survey of smartphone users from two universities in Seoul, Korea. The results reveal that the users will have positive attitude towards adopting the smartphone when they perceive that the usage of smartphones is useful. We also find that the perceived usefulness of the smartphone is affected by the perceived ease of use and the media richness. The results also suggest that the perceived ease of use is determined by the self-efficacy whereas the intention to use smartphones is determined bv the perceived usefulness, the self-efficacy, and the attitude toward smartphnes' usage. Theoretical and practical implications are discussed.

Factors Influencing New Media Subscription Based on Multigroup Analysis of IPTV and DCTV

  • Kang, Sang-Ug;Park, Seungbum;Lee, Sangwon
    • ETRI Journal
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    • v.36 no.6
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    • pp.1041-1050
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    • 2014
  • As the Internet Protocol TV (IPTV) service enters the broadcasting market, the competition intensifies. This paper explains the factors influencing new media subscription and their influential differences on IPTV and digital cable TV (DCTV). We use the information systems success model and gratification opportunity theory to develop our research model. We sample 621 people and collect their responses through web-based measuring software. Structural model analysis shows that the willingness to subscribe to a new broadcasting medium is influenced by three characteristics of the medium: media richness, interactivity, and video quality. Multigroup analysis reveals that motivation to use a medium partially differs between IPTV and DCTV. This research concludes that the IPTV service is not attractive enough to act as a substitute for the already existing DCTV. In addition, for the IPTV service to proliferate, its business model should be promoted with new and differentiated revenue structures and services. The managerial implications in this study help new media businesses set business goals and product functionality, and allocate resources for the continued diffusion of IPTV.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
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    • v.19 no.4
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

기업의 업무특성과 사회적 커뮤니케이션 미디어 사용 성과;사회적 영향과 친분관계의 조절효과를 중심으로

  • Gu, Cheol-Mo;Jeong, Jae-Eun;Jo, Geun-Sik
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.88-95
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    • 2007
  • 사회적 커뮤니케이션 미디어는 기업 조직의 사회적 네크워크를 활발히 사용되고 있다. 각 커뮤니케이션 정보시스템은 매우 유용하게 사용되고 있지만, 업무적 특성과 사회적 영향 요인에 대한 연구는 매우 적은 편이다. 또한 새로운 정보기술의 도입, 예를 들면, 메신저와 무선 화상통신과 같은 발전은 매체 풍부성 이론으로 아직까지 적용 검증되지 못하고 있다. 본 연구는 업무적 특성과 미디어 활용 그리고 업무성과에 대한 검증을 실시하였다. 분석방법은 서베이를 통하여 소중대기업에서 근무하고 있는 280명을 대상으로 하였고 회귀분석으로 분석결과를 도출하였다. 연구결과로는 업무 특성은 미디어 사용에 긍정적인 영향요인이며 사회적 영향과 친분관계는 두 관계를 조절하고 있음을 발견하였다. 또한 커뮤니케이션 미디어의 활용은 각 업무성과에 긍정적인 영향을 미치고 있음을 발견하였다.

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The Effects of Photo Decoration Cues on Online Consumers' Affective Responses in Distribution Science

  • SHIHUI, Huang;FENG, Zhou
    • Journal of Distribution Science
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    • v.19 no.12
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    • pp.71-81
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    • 2021
  • Purpose: This study to seek to answer two research questions in distribution science: what photo decoration cues in online grocery stores could be identified? Could photo decoration cues significantly effect on the affective perception and behavioral intention of consumers? Research design, data, and methodology: his study conducted a laboratory experiment with a 2×2×2 factorial design to validate the proposed research model and test our proposed hypotheses. Research design, data and methodology: Two stages experiments were adopted in this study, among 360 voluntaries who have had an experience of online grocery shopping, 331 valid data had been collected and analyzed using MANOVA and PLS-SEM algorism. Results: (1) both reflective surface and complementary goods layout lead to visual appeal and shopping enjoyment; (2) contrast color usage positively impacts on visual appeal while does not significantly affect shopping enjoyment; (3) consumers' affective responses positively impact attitudes toward product and store which in turn lead to purchase intention and store loyalty. Implications for research and practice are discussed. Conclusions: Using the media richness theory, visual rhetoric theory and visual design literature as the theoretical foundation, the study provides a solid foundation to comprehend the impact of photo design artifacts on consumers' affective responses when online consumers shopping online for fresh grocery.

A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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The Impact of Privacy Policy Layout on Users' Information Recognition (사용자 인지 제고를 위한 개인정보 보호정책 알림방식의 비교 연구)

  • Ko, Yumi;Choi, Jaewon;Kim, Beomsoo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.1
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    • pp.183-193
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    • 2014
  • Korean personal data(information) protection law requires privacy policies post on every website. According to recent survey results, users' interests on these policies are low due to these policies' low readability and accessibility. This study proposes a layout that effectively conveys online privacy policy contents, and assesses its impact on information understandability, vividness, and recognition of users. Studies on privacy policies and layouts, media richness theory, social presence theory, and usability are used to develop the new layered approach. Using experiments, three major layouts are evaluated by randomly selected online users. Research results shows that information understandability, vividness, and recognition of privacy policies in the revised-layered approach are higher than those of in the text-only or table-based layouts. This study implies that employing visual guides like icons on privacy policy layouts may increase users' interest in those policies.