• Title/Summary/Keyword: Mobile App Use Intention

Search Result 67, Processing Time 0.027 seconds

Motivational Factors Affecting Intention to Use Mobile Health Apps: Focusing on Regulatory Focus Tendency and Privacy Calculus Theory (모바일 헬스 앱 사용의도 동기요인: 조절초점성향과 프라이버시계산이론을 중심으로)

  • So, Hyeon-jeong;Kwahk, Kee-Young
    • Knowledge Management Research
    • /
    • v.22 no.2
    • /
    • pp.33-53
    • /
    • 2021
  • Use of mobile apps being extended, privacy concern on the side of the users is increased while they are willing to provide the private information to use the apps. In this study, we tried to identify the motivating elements that influence the users' intention to use the apps, based on the tendency towards regulatory focus and the privacy calculus theory. To verify the study model, we collected data from 151 adults who use health apps throughout the country, and analyzed the data using the PLS-SEM method. According to the result of the study, it was turned out that tendency towards promotion focus had negative impact on privacy concern and privacy danger, and tendency towards prevention focus had positive impact on privacy concern. Privacy concern had negative impact on the intention to use the mobile apps, and privacy benefit and privacy knowledge had positive impact on the intention to use the mobile apps. Finally, the intention to use the mobile apps had positive impact on the intention to continue to use the mobile apps. In this study, we identified different impacts of two types of tendency towards regulatory focus on privacy concern, and identified different influences on the intention to use the mobile apps accordingly.

The Effect of Brand Experience on Use Intention of Continuous Brand App (브랜드 체험이 지속적인 브랜드 앱 사용의도에 미치는 영향)

  • Lee, Seong Ho;Jung, Kyung Sik
    • The Journal of the Korea Contents Association
    • /
    • v.15 no.5
    • /
    • pp.455-463
    • /
    • 2015
  • As recently increased penetration of smart phones, branded applications(the brand app) via mobile are growing rapidly. Since these brand apps are being used as means of corporate marketing and sales, many consumers have been using them. However, there are few studies about brand apps. And it is also necessary to study about continuous use of brand apps because they are easy and free to download and remove. In this study, we analyzed how a variety of brand experience have impact on the brand apps' continuous use. As a result of this study, sensory, affective, behavioral, and intellectual experience as a brand experience affected brand commitment positively, and then the brand commitment had a positive impact on the degree of brand loyalty and continuous use intention. Eventually the more brand loyalty, the more continuous use intention of brand apps. That is, consumers' experience about a variety of brand apps makes customers' brand commitment and loyalty increase and keep customers using the brand apps consistently. Therefore, if companies let the customers have various experience through brand apps, they will have good marketing performance.

The Effect of Hospital Mobile App Quality Factors on Users ' Continuous Use Intention: An Integrated Approach of Information Systems Success and Expectation-Confirmation Models (병원모바일앱 품질요인이 이용자의 지속이용의도에 미치는 영향: 정보시스템성공모형과 기대일치모형의 통합적 접근)

  • Min Soo Kim;Sang-Hyeak Yoon;Sae Bom Lee;Sung-Byung Yang
    • Journal of Service Research and Studies
    • /
    • v.13 no.1
    • /
    • pp.76-95
    • /
    • 2023
  • As information and communications technology-based "smart hospitals" and "digital healthcare" have become a hot topic in the healthcare field, hospital mobile apps are gaining attention; but, the utilization rate is low due to lack of publicity, unstable systems, and late updates. In this situation, systematic research is needed to increase the utilization rate of hospital mobile apps, but related research has been rare. Therefore, this study integrates the information systems success model (ISSM) from the technical perspective and the expectation-confirmation model (ECM) from the cognitive perspective to demonstrate the influence mechanism on the continuous use intention of hospital mobile apps. For this purpose, an online survey was conducted among 181 Korean adults who have used hospital mobile apps. The results of the structual equation modeling showed that most of the quality factors have significant effects on expectation confirmation, perceived usefulness, and satisfaction. Additionally, expectation confirmation significantly affects perceived usefulness and satisfaction, and both perceived usefulness and satisfaction significantly affect the continuous use intention of hospital mobile apps. This study is of importance in that it integrates the ISSM and ECM and applies them to the context of using hospital mobile apps, which are underutilized in the healthcare field, and provides practical implications for increasing the utilization rate of hospital mobile apps and operating effective and efficient services through the findings.

A Study on the User's Sustainable Intention of Mobile Tourism : Focused on Chinese Tourists Visiting Korea (모바일 관광 애플리케이션 사용자의 지속적 사용의도에 미치는 영향 : 방한 중국관광을 중심으로)

  • Long, Shang Guan-Jin;Park, Uk-Yeol;Lee, Jong-Ho
    • The Journal of Industrial Distribution & Business
    • /
    • v.9 no.5
    • /
    • pp.47-62
    • /
    • 2018
  • Purpose - Based on preceding studies, this thesis focuses on the finding of the definition and category of mobile tourism application and deriving out its characteristics. And after looking for how they make influences on continuous intention to use, we make empirical study with TAM model. Research design, data, and methodology - There are many Chinese tourist who visit Korea with user's constant intention to use of tourism application. This study is to find out the definition and category of mobile tourism application through research of preceding study and to fomulate the research model and hypothesis that how tourism application attributes (convenience, interaction, accessibility, local basis, security) affect constant intention to use of mobile tourism application. In order to verify a hypothesis, we conducted a survey for Chinese users of tourism application. In empirical study, we analyzed a structure model for frequency analysis, reliability analysis, exploratory factor analysis, validity analysis through IBM SPSS Statistics 21.0 and IBM SPSS AMOS 21.0 Results - Among tourism applications, convenience, interaction, accessibility and local basis have positive effects on both perceived usefulness and perceived easiness respectively. But security does not. Also perceived easiness has a positive effect on perceived usefulness. Finally, perceived usefulness and perceived easiness have positive effect on constant intent to use. Conclusions - Tourism application enterprises should put emphasis on design such as menu or function in order to simplify the operation of new services for new customers. Therefore, comfortable user interface and development of useful function can improve tourism application. Consequently, it leads to the promotion of tourism application. Also, when users perceive tourism application as a useful media which is easy, comfortable and useful content, the degree of constant intention to use becomes increased. It is important to provide plentiful and useful contents for customers and to develop user interface such as easy operation because these factors have positive effects on constant demand and use of tourism application.

A Study on the Effect of SNS Quality Factors on the User Satisfaction and Continuous Usage Intention of Live App (SNS 품질요인이 라이브 앱 사용자의 만족도와 지속적인 사용의도에 미치는 영향에 관한 연구)

  • Zhong, Qiu;Park, Jae-Yong
    • Management & Information Systems Review
    • /
    • v.38 no.3
    • /
    • pp.97-112
    • /
    • 2019
  • Currently, in China, mobile live broadcasts are more popular compared to online live broadcasts. Accordingly, this research focused on Wanghong, SNS's flagship live broadcasting app. In other words, Wanghong refers to an internet celebrity who acts online on social network services (SNS) influencing many other people. This study specifically focused on one social network service and conducted a study on live app users. The study first analyzed the quality factors of an SNS to users using China's live app. Secondly, the research investigated in finding out the impact of quality on the satisfaction of live app users and how this affects the live app user's satisfaction on their intention of continuous use. Studies have shown that information quality, system quality, and social quality among SNS quality have a positive influence on live app user satisfaction. However, the quality of service and the quality of emotion was rejected by the hypothesis. Throughout this study, we hope to create an app that allows users to share more satisfying mobile images, thereby establishing various episodes holding beautiful places of their life on a real-time basis. It is hoped that live broadcasting businesses will spread a significant impact around the world. Finally, in the future, research on the study of collective comparison between Korea and China on SNS is believed to be meaningful.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
    • /
    • v.22 no.2
    • /
    • pp.219-228
    • /
    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

Investigating the Recommendation Intention of Customers on the Mobile App and KIOSK: Focused on the Mediating Effect of Untact Service Image (모바일 앱 및 키오스크 사용자의 추천의도에 관한 연구 ; 비대면서비스 이미지의 매개효과를 중심으로)

  • Park Jongsoon;Kim Chang-Sik
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.19 no.2
    • /
    • pp.177-186
    • /
    • 2023
  • This study investigates customers' perceptions of untack services in the hospitality and foodservice industries based on the Technology Acceptance Model (TAM). The study first identifies Perceived Ease of Use, Perceived Usefulness, and Image as antecedents of customers' Behavioral Intention and Recommendation Intention. Second, the structural relationships among them are established and tested. The study adopts a self-administered survey method, uses SmartPLS 4.0, and applies a two-stage approach. After testing the reliability and validity of customers' 429 data on hospitality and foodservice, hypotheses were tested. The results showed that Perceived Ease of Use significantly affects Perceived Usefulness and Image. Perceived Usefulness significantly also affects Image and Behavioral Intention. The Image of untact services also significantly affects Behavioral Intention and Recommendation Intention. And Behavioral Intention significantly affects Recommendation Intention. Finally, the mediation effects are also all significant. The study's findings suggest that researchers and practitioners should consider the management of Image and Recommendation Intention in the untact service environment.

Impact of the Characteristics of Docent Mobile Apps on User Satisfaction and Intention to Re-use (박물관 도슨트 모바일앱의 특성이 사용자의 만족도와 재사용 의도에 미치는 영향)

  • Jung, Da-Wn;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.1
    • /
    • pp.329-341
    • /
    • 2016
  • With the introduction of smart phones in the late 2000's, the audio guides of museums have been gradually replaced by the mobile apps of smart phones. Although many studies have been already conducted about the mobile apps in the fields of tourism or finance, it is hard to find empirical research on the mobile docent apps. This study aimed to investigate the influence of the various factors of mobile docent apps on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Technology Acceptance Model (TAM), a research model was constructed that consists of information timeliness, information service quality, ubiquitous access, and interactivity, along with the variables of TAM such as perceived ease of use, and perceived usefulness. A survey was conducted at Rodin museum in the United States where all the information about exhibitions is provided over a smart docent app. 210 surveys were collected, and 204 valid ones were used for analysis. The analysis using structural equation modeling revealed that information timeliness, information service quality, and interactivity have significant influence on perceived ease of use; ubiquitous access and interactivity showed significant impact on perceived usefulness. The perceived ease of use and usefulness then had significant impact on satisfaction and intention to re-use.

Psychological Factors Influencing Continuous Use of Mobile Healthcare Applications (모바일 헬스케어 앱의 지속사용의도에 미치는 심리적 요인의 영향 연구)

  • Lee, Lee-Sac;Lee, Sang-Hyun;Jeong, Jae-Seon;Noh, Ki-Young
    • Journal of Digital Convergence
    • /
    • v.15 no.7
    • /
    • pp.445-456
    • /
    • 2017
  • Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.

Research on the Uses and Gratifications of Tiktok (Douyin short video)

  • Yaqi, Zhou;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
    • /
    • v.17 no.1
    • /
    • pp.37-53
    • /
    • 2021
  • With the advent of the 5G era, smart phones and communications network technology have progressed, and mobile short video of people's life can be made, Of the new tools of communication, at present, China's social short video industry has shown rapid development, and the most representative of the short video app is Douyin (international version: Tiktok). Under the background of Uses and Gratifications Theory, this study discusse the relationship between Douyin users' preference degree, use motivation, use satisfaction and attention intention. This study divides the content of Douyin video into 10 categories, selects the form of an online questionnaire survey, uses SPSS software to conduct quantitative analysis of 202 questionnaires after screening, and finally draws the following conclusions: (1) The content preference degree of Douyin short video (the high group and low group) is different in users' use motivation, users' satisfaction degree and users' attention intention. ALL results are within the range of statistical significance.(2) Douyin users' video content preference degree has a positive impact on users' use motivation, users' satisfaction degree, and users' attention intention. (3) Douyin users' motivation has a positive impact on users' satisfaction and user' attention intention. (4) Douyin users' satisfaction degree has a positive impact on users' attention intention. Based on the research results, we suggest that Douyin platform pushes videos according to users' preferences. In addition, as the preference degree has an impact on users' motivation, satisfaction degree and attention intention of using the platform, it is important that the platform's focus should to pay attention to the preference degree of users. Collecting users' preferences at the early stage of users' entering the platform is a good way to learn from, and doing a good job of big data collection and management in the later operation.