• Title/Summary/Keyword: Online Journal

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An Exploratory Investigation Of Player Loyalty To Online Games (온라인게임 충성도에 미치는 영향요인에 관한 연구)

  • 조남재;백승익;류경문
    • Journal of the Korean Operations Research and Management Science Society
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    • v.26 no.2
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    • pp.85-97
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    • 2001
  • Online games have become the focus of entertainment and multimedia industries as the developments in computer technologies are accelerated and the use of the Internet diffuses broadly. In spite of such growth of online games, academic discussions regarding online games are relatively limited. This research examines several factors that affect player loyalty to online games. In this research, the loyalty is classified into two categories, the behavioral loyalty measured by the intensity, volume, and frequency of use, and the cognitive loyalty measured by the degree of immersion in online games. In this research, an integrated model to explain and predict player loyalty to online games in proposed. Two studies are conducted to test to research model. Throughout analyzing 334 respondents, the first study finds that the impulsive personality of individual players significantly affects both behavioral loyalty and cognitive loyalty. Additionally, it finds that, whereas the behavioral loyalty is influenced by the convenience of online game playing, the cognitive loyalty is influenced by the motive of game playing and the playfulness of games. The second study finds that the behavioral loyalty differs across demographic differences of players (age and occupation), preferred online games of players, and online game playing locations, but the cognitive loyalty differs across only age differences of players. This research has opened a forum for social awareness about the online game culture, provided information to guide online game producers to prepare customer-oriented online games, and created a foundation for academic research on online game industry.

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A Structured Analysis Model of Customer Loyalty in Online Games (고객 충성도(Customer Loyalty)에 영향을 미치는 온라인 게임의 중요 요소에 대한 LISREL 모델 분석)

  • Choi, Dong-Seong;Park, Sung-June;Kim, Jin-Woo
    • Asia pacific journal of information systems
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    • v.11 no.3
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    • pp.1-21
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    • 2001
  • In recent years, the market for online computer games has become an important part in the entertainment industry. New online games have been introduced every month and the numbers of game players who are playing online games have grown rapidly. However, only a few online games have been successful in making a good profit among many online games. Why are most players playing only a few online games repeatedly? To answer the question, this research focuses on the customer loyalty and their optimal experience(flow) in playing specific online games. This research hypothesizes that customer loyalty for specific online game can be increased by customers' optimal experience(flow) in playing it, and they would feel optimal experience because of mechanic and social interaction in online games. In order to validate the hypothesis, this research analyzes online survey data of players of various online games. According to this survey results, players' optimal experience is affected by their mechanic interaction between a player and an online game system, and their social interaction with other players who participated in the online game. And their optimal experience during playing the online game affects the degree of customer loyalty to the game. This paper ends with conclusions of the survey results and study limits.

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大学生在线学习效果的多维度比较研究

  • Lijuan Huang;Xiaoyan Xu
    • Journal of East Asia Management
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    • v.4 no.2
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    • pp.39-62
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    • 2023
  • Online and offline mixed teaching mode has become an important way to promote the connotative development of higher education. Under the background that offline teaching has become mature, in order to further promote the development of online education, and promote the implementation of the mixed teaching mode, to mix and to provide basis for the construction of the mixed teaching mode, this study takes the online learning effect as the evaluation basis, adopts the online questionnaire survey to conduct statistical analysis of the online learning behavior of 2213 college students, and discusses the differentiation phenomenon of online learning groups from the micro, meso and macro perspectives. It is found that there are significant differences in the online learning effect of college students in terms of the type of learning platform, whether the school implements the online offline mixed teaching mode, education background, grade (bachelor's degree), and region. Colleges and universities should strengthen the promotion of online and offline mixed teaching mode; The online learning platform should improve the platform function and strengthen the functional differentiation design of learning resources for students. Education departments pay attention to the learning effect of online learners in different regions, and bridge the gap in regional education.

A Study on Effects of Online Environmental Factors on Online Rumor Behavior (온라인 루머 행동에 대한 온라인 환경 요인의 영향 연구)

  • Kim, Han-Min
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.45-52
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    • 2020
  • Online rumor creates psychological stress and image loss for victims. Prior studies related to online rumor did not consider the online environmental factor, despite the fact that online rumor occurs in the online space. Therefore, this study tried to investigate the influence of online characteristics on online rumor. This study considered perceived anonymity, lack of social presence, and perceived dissemination as online characteristics. We established and demonstrated a research model in which online characteristics affect online rumor behavior through attitude toward online rumor. This study obtained the sample of 201 social network users based on the survey and verified the research model using PLS tool. The results provided that perceived anonymity and perceived dissemination influenced online rumor behavior through attitude toward online rumor. On the other hand, lack of social presence was not significant. The findings of this study provide the fact that an individual's online rumor behavior can be caused by online characteristics. This study suggests that we pay attention to the role of perceived anonymity and perceived dissemination for online rumor behavior.

Perceptions of Students Going to Online School: A Case Study of an American Online School

  • YOUN, Soonkyoung
    • Educational Technology International
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    • v.9 no.1
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    • pp.25-47
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    • 2008
  • The purpose of this study is to investigate online school students' understanding of going to online school and their recognitions of the differences between online schools and brick and mortar schools/homeschool. A qualitative research was conducted with an 8th grade teacher and sixteen 8th grade students at an American online school. The findings of this study can be an important first step toward an in-depth understanding of online school learning environments.

An Empirical Study on the Investment and Return of Online Trading Services (온라인 증권 거래 서비스를 위한 기업 투자와 성과에 관한 실증연구)

  • Shim, Seonyoung;Chung, Woo Jin
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.251-276
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    • 2009
  • Maintaining online services of high quality has become a crucial factor for brokerages to gain competitive advantages. Because of the attributes of the product uniformity of online trading, online brokerages have grown significantly with IT development, since the early 2000s. Now, as the online trading business gets mature, the profitability of the IT investment and the quality of IT-based services became questioned. This study examines the issues of IT investment and its contribution by analyzing the relationship between the quality of online service and IT investment. In addition, it also investigates the relationship of the quality of online services and profitability of brokerage. Our results show that IT investment draws cubic-style, curvilinear relationship with the service quality of online trading and only high quality services can lead to the increase of profitability.

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A Study on the effect of perceived online shopping mall attribute on trust, commitment, purchasing intention

  • Kim, Hyun-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.123-132
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    • 2018
  • This study presents perceived reputation, perceived quality, perceived assurance of online shopping malls as the attributes factors of online shopping malls and identifies the impact of perceived online shopping mall attributes on trust, involvement and purchasing intention. Also we analyzed whether trust on online shopping mall affect involvement and purchasing intention, and whether involvement on online shopping mall affect purchasing intention. The results show that perceived quality, perceived assurance of online shopping malls influence positively on trust, but perceived reputation does not. Second, perceived reputation, perceived quality, perceived assurance of online shopping malls doesn't influence positively on involvement. Third, perceived quality, perceived assurance of online shopping malls influence positively on purchasing intention, but perceived reputation does not. Forth, trust on online shopping mall influence positively on involvement and purchasing intention. Fifth, involvement on online shopping mall influence positively on purchasing intention.

Digital Immigrants' Goal Structures in Online Learning

  • Lee, Jung Hoon;Nam, Jin Young;Jung, Yoon Hyuk
    • The Journal of Information Systems
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    • v.30 no.2
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    • pp.127-146
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    • 2021
  • Research Purpose Advances in digital technology have facilitated the widespread adoption of online learning, which has become a substantial way of learning. Although digital immigrants have become a main group of users of learning online, there is a lack of understanding of their online learning. This study aims to explore digital immigrants' adoption of online learning from the goal-pursuit perspective to gain insight into how they use online learning. Research Method A laddering interview was conducted with 22 Korean adults to elicit their goals in online learning. Then, a means-end chain analysis was used to derive their hierarchical goal structure. Findings The results reveal digital immigrants' goal structure of online learning, consisting of four attributes of online learning (e.g., accessibility, diversity, up-to-dateness, and repeatability) and six goals (e.g., self-esteem, enjoyment, recognition, productivity, gaining insights, and positive relations). This study contributes to the literature by providing a rich picture of their use of online learning.

I Can't Believe Online: A Study on How Negative Reviews Move Online Shoppers to the Offline Channel

  • Kim, Hyo-jeong;Han, Sang man
    • Asia Marketing Journal
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    • v.24 no.1
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    • pp.13-28
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    • 2022
  • Despite the benefits of online shopping, we easily observe consumer behaviour when making purchases through offline channels. Why do they choose to go offline by taking the effort to go there? As a factor influencing decision-making, this study assumes that distrust of online shopping increases webrooming intentions that online consumers move to offline channels. Consumers check online reviews as well as seller information to increase their purchasing confidence. There are few studies on the effect of negative online reviews on consumers' purchasing decisions. Contrary to the pessimistic results of previous studies, the results of this study explain the mechanism by which consumers who saw negative online reviews feel distrust of online shopping and go to offline stores. It provides implications for understanding the migration phenomenon of online shoppers to offline channels and what strategies should be prepared to retain and attract customers to each channel.

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.19-41
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    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.