• 제목/요약/키워드: Online Social Relation

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The influence of social self-efficacy on online game satisfaction (온라인 게이머의 사회적 효능감이 게임 이용 만족도에 미치는 영향)

  • Wi, Jon-H.;Oh, Na-Ra
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.13-22
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    • 2007
  • A study examined the causal effects of online social self-efficacy on online game life satisfaction. A total of 1,754 Korean online game users who play 'Goon-Zu' completed a questionnaire developed by the present researchers. The results were as follows. First, there was a significant positive correlation among online social self-efficacy, social support from online game community, online relation satisfaction, and achievement satisfaction in online games. Second, it was found that the partial mediation model explained the data better than the full mediation model.

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Instructional Planning in Online Universities in Korea: Considering Student Stressors and Demographic Variables

  • Kang, Sun-Woo;Chung, Young-Sun
    • International Journal of Contents
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    • v.8 no.1
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    • pp.1-9
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    • 2012
  • The present study explores how the stress of online learners is related to Korean cultural norms and social expectation and presents the criteria online education should aim at when designing instructional approaches. A sample of 176 students from a Korean online university participated in a study investigating the patterns in the academic and personal stressors they face. This study also examines stressor types in relation to sample characteristics, analyzed with a categorization method developed by extant researchers on the stress faced by U.S. college students. Unlike the findings of previous studies on college student stress, this study's results reveal that nontraditional Korean online students were faced with (1) taking on the multiple roles at work and home prescribed by cultural and social norms, and (2) challenges in regulating study habits and the learning environment as adult learners. The relevant implications for the design of online learning are discussed.

Knowledge Contribution through online Relationship in Social Network Site: Personal Relationship Theory Perspective (소셜 네트워크 사이트에서 온라인 관계를 통한 지식공헌: 개인관계이론 관점)

  • Chung, Namho;Han, Heejeong;Koo, Chulmo
    • Knowledge Management Research
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    • v.12 no.5
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    • pp.25-40
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    • 2011
  • Today, Internet users start off using heavily SNS(Social Network Site) such like, Facebook, Twitter. The reason of the growth of using SNS would be closely related to the various services of gaming, playing, entertainment items, sharing information etc., provided by the SNS, technically, the most important one out of the services provided would be behaving of sharing knowledge among people who connected and networked in the site. In sum, we assume that the users may communicate well each other and pay attention to build closely a social network using that kind of activities. However, nevertheless the new trends of communications and sharing knowledge become popular, researchers have just began the research issues in explaining why Internet user rush into SNS and enjoy the time in there. Therefore, we investigate on the reasons of posting knowledge voluntarily in the SNS and how others response to the posted information and actually affected by the behavior. We appled personal relation and social identity theory for this study, which personal relation in SNS may affect on social identity and make them produce knowledge generation. We found that social identity and involvement in SNS is closely related and influence knowledge creation and generation. This empirical study resulted in the importance of social relations in SNS, which leads to a sharing knowledge.

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The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

Cyber Social Interactions: Information Behavior in Between Social and Parasocial Interactions

  • Stock, Wolfgang G.;Fietkiewicz, Kaja J.;Scheibe, Katrin;Zimmer, Franziska
    • Journal of Information Science Theory and Practice
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    • v.10 no.3
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    • pp.15-23
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    • 2022
  • Participants in real-time online sessions, be it (business) meetings, virtual school lessons, or social live streams, all engage in cyber social interactions. Unlike parasocial interactions, cyber social interactions are characterized by reciprocity and temporal proximity. In contrast to social interactions, they lack spatial proximity and bodily contact. This is a fairly new concept in information science that rose from technological advances and unprecedented circumstances (e.g., the rise of digital economy and knowledge workers being able to work remotely or, more recently, global lockdowns and contact restrictions). As a result, the past ways of working and socializing were transformed by making them, in some cases predominantly, virtual. Regarding the example of social live streaming we exhibit the importance of cyber social interactions for information behavior research. This conceptual article is a plea for information science to engage more in human-human online relations and interactions.

Analysis of Message Usage Pattern and Relationship Formation Pattern of SNS Super Nodes (SNS 수퍼 노드의 메시지 사용 패턴 및 인맥 형성 패턴 분석)

  • An, Hyeong-Bae;Park, Jongmoon;Lee, Myung-Joon;Park, Yang-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.332-340
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    • 2013
  • As a means for users to interact online, Social Network Service focuses on facilitating the building of social relation. Also, Social Network Service(SNS) provides various functions for managing relationships and sharing information based on relationships. Analyzing behavioral characteristics and the process of relationship formation can help to identify the characteristics of the model for online human relationship. In this paper, we analyze usage pattern based on characteristics posted messages of influential users in Twitter. Also, classifying Facebook users into influential group and uninfluential group based on the number of their social relations, we analyze and compare characteristics of relationship formation patterns of the two classified groups. In addition, we present characteristics of human relation model in social network according to the pattern analysis.

A Study on the Formation and Impact of Online Friendship Desire in SNS Gifting (SNS 선물하기에서 친교욕구의 형성 및 그 영향력 연구)

  • Lee, Ju-Young;Lee, So-Hyun;Kim, Hee-Woong
    • Knowledge Management Research
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    • v.15 no.2
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    • pp.107-128
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    • 2014
  • From old times, companies have created profits by developing business models utilizing their friendship with customers, so the relationships can be connected to the activity giving a gift. This activity of giving a gift is developed as the service of giving gifts via social network services (SNS) as the use of SNS and smart phones is recently increased in relation to that, this study set the online friendship desire and the SNS gift convenience as the intrinsic motive and the extrinsic motive of the SNS gift behavior, respectively. This study identified how the interactivity's sub factors influenced on the online friendship desire/SNS gift convenience by reorganizing the interactivity's sub factors in the mobile context. As the results of this study, it was found that the connectedness, the synchronicity and playfulness positively influenced on the online friendship desire for the SNS gift convenience, the only connectedness positively influenced on it. And it was identified that the SNS gift convenience and the online friendship desire positively influenced on the SNS gift intention. This study is academically meaningful in that it conducted an empirical research by focusing on the friendship desire in relation to the SNS gift. Besides, through the results of this study, the online friendship desire and the SNS gift convenience will have to be considered as providing any SNS gift service, and that is expected to create knowledge for SNS business model to companies.

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A Study on Social Network of Library Information User (도서관 정보 수요자를 위한 소셜 네트워크 서비스 도입에 관한 연구)

  • Cho, Jane
    • Journal of Korean Library and Information Science Society
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    • v.39 no.2
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    • pp.169-186
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    • 2008
  • Social Network has been known as friendship basis human relation service in online network. But a broad sense of Social Network can be explained as a mechanism which makes web evolve to information-ecosystem by human relation and network data which has been generated by the mass of people's cooperation and interchange. Social Network has been expanding their domain from friendship basis relation service to broad social relationship focus of matter of concern. It has been applied to diverse domain. Library community begins to take an interest in Social Network concept to apply user's interchange for information. This paper considers the concept of Social network and it's appliance to a library service. For the more, suggest basic element for vitalizing library user's Social network.

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The Effect of Social Network Service on Social Capital (소셜 네트워크 서비스가 사회적 자본에 미치는 영향)

  • Kim, Jong-Ki;Kim, Jin-Sung;Lei, Zheng-Jie
    • The Journal of Information Systems
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    • v.21 no.3
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    • pp.163-186
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    • 2012
  • With the development of Internet and transition to information society, social capital is expanding to online from the traditional offline context. Especially with the widespread of social network service(SNS) the number of SNS users is increasing sharply and the importance of online social capital has been more and more significant. Most studies on social capital focused on organizational aspects but few studies have payed attention to personal aspect. Empirical studies on the relation between SNS and social capital were seldom conducted in previous studies. Based on the theory of social capital this study targets on the relationship formed through SNS and analyzes on how the relationship affects the perceived social capital. In this study 'self-presentation', 'playfulness' and 'critical mass' are posited as the antecedent factors of 'SNS usage'. This study proposes a research model to examine the effect of 'SNS usage' on 'relationship reinforcement', 'relationship building' and 'perceived social capital'. According to the results of empirical analysis, 'self-presentation', 'playfulness' and 'critical mass' can generate significant positive influence on 'SNS usage'. It also confirms not only the effect of 'relationship reinforcement' and 'relationship building' formed through SNS on 'perceived social capital' but also relationship between the social capital formation and SNS usage. The outcome obtained in this study can be applied in developing SNS services.

Customer Engagement with Digital Social Responsibility in Social Media: A Case Study of COVID-19 Situation in Thailand

  • PURIWAT, Wilert;TRIPOPSAKUL, Suchart
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.2
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    • pp.475-483
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    • 2021
  • COVID-19 pandemic has affected the lives of people and has forced businesses to develop different ways of doing businesses. Several businesses have implemented social responsibility activities. With social distancing keeping many people at home, online and digital platforms have become one of the most important mechanisms for businesses undertakings and implementing those social responsibility initiatives and activities - digital social responsibility (DSR). The purpose of this study is to examine the relationships of electronic word-of-mouth (eWOM) intentions and customer engagement with DSR in social media with attitude toward DSR as the antecedent during COVID-19 social distancing situation in Thailand. The study employs a quantitative research method where sampling method is followed by convenience sampling technique, and study data is collected through survey questionnaire with social media users who have experiences with firms' online social responsibility initiatives. Based the samples of 123 respondents, Structural Equation Modelling (SEM) has been used for analysis. The results show that attitudes toward DSR in social media significantly influence electronic word-of-mouth (eWOM) intentions and have a significant effect on customer engagement with DSR in social media. The mediation analysis also revealed that eWOM intention partially mediated the relation between attitudes toward DSR in social media and customer engagement.