As the use of ICT became a part of daily social life, online community has emerged as a new type of social organization. Online community is a virtual space which enables many people to participate and contribute together to collective knowledge. Anonymity in online communities can encourage active social participation by people with various social constraints, however, anonymity can also lead to serious social pathology. As a result, it is necessary to study on what is fundamentally influencing human behavior and how people's behavior is controlled in anonymous online community. This study focuses on human identity and investigate the factors affecting human behavior control in anonymous online environment by examining various aspects of identity in online discussion community. This study empirically verifies the causal relationship between factors, including social & technical anonymities, various identity dimensions, intrinsic motivation to participate in the community, group norm conformity, and quality of discussion. It also analyzes the difference between groups by the level of anonymity, gender, age, community usage period, and discussion topic. Based on the findings, this research provides theoretical and practical implications for online community management strategies and a better culture on Internet discussion.
The purpose of this study is to analyze characteristics of rental housing management and service preference according to social relationship types. The data for the analysis was collected through questionnaire survey method from 12th, April to 4th, May, 2016 and 565 data were finally used. Data were statistically analyzed using SPSS WIN 18.0. The findings of this study are as follows: 1) the six factors on social relations of subjects are made up as 'interpersonal stress of the relationship', 'new relationship', 'neighbor relations', 'online relationship', 'family relations', and 'friendship'. 2) Along with this result, cluster analysis was carried out, and four social relation types are classified and named as the 'extroverted relationship type', 'passive relationship type', 'active relationship type' and 'introverted relationship type'. 3) Rental housing management and service was examined separately as 'housing management system', 'housing services', and 'community facilities'. Differences in preference were identified by type of social relationship. Housing services and community facilities showed a significant difference in almost all items. In the housing management system, most of the items did not show any significant difference according to social relationship types.
The development of information technology improves the globalization of the world economy. This change was able to expand the cyber space, and the online community known as the cyber community is made within the existing offline community. From the cyber community's activity, the concept of social network services created, and recently developed social computing. Social computing is the current situation and the next step in the online community. Currently, most CIOs are using social computing for workplace empowerment. As online transactions become more active, the strategy to increase customer loyalty in Internet shopping is an effective tool to increase profit for the company, and as a method to maintain competitive. With the growth of electronic commerce, through insurance of customer loyalty on the Internet, a company can establish a long-term relationship with customers, so for this, it is important to have reliable relationship with customers. Also, through advertisement and commercial information, the cognition of Internet shopping looks can be effective in retaining customers. In this study, it explores how social computing and trust and cognition of Internet shopping are effective in maintaining customer loyalty. As the result of study, the trust and cognition of Internet shopping are significantly effective on customer loyalty, but the sense of social computing. Still, social computing has not matured enough to be as effective in retaining customer loyalty. However, it does indicate that social computing has significantly increased the trust and cognition in Internet shopping. In this study, as the concepts of the social network service and social computing are applied in Internet shopping, which are actively discussed by scholars, it is expected that the basis of the study could improve and present the idea of social shopping.
Journal of Fisheries and Marine Sciences Education
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v.27
no.1
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pp.108-114
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2015
The purpose of this study is to find the relationships among communication competency, social network centrality(trust centrality and knowledge sharing centrality), discussion performance, and online boarding activity in the team based learning situation. For investigating this topic, 44 students are participated in the classes of educational technology. In order to find out the relationships among communication competency, social network centrality, discussion performance, and online boarding activity, compared t-test and path analysis are used. Followings are the results of the research: (a) Communication competency is improved significantly after team based learning. (b) Trust centrality effects significantly on the knowledge sharing centrality. (c) Knowledge sharing effects significantly on discussion performance. (d) Trust centrality effects on the online boarding activity in the team based learning.
Blog have become very popular with Internet users as one of the latest forms of online communication as well as knowledge sharing tools. However, blogs generate growing concerns regarding information privacy issues. This study, based on social exchange theory, presents results about bloggers' information sharing behavior. The 157 surveys are collected from a large university in the eastern U.S. The survey results indicate that trust which has four second order factors: economy based trust, trust in reciprocity, trust in other bloggers and trust in social interaction positively affects bloggers' information sharing behavior. However, online information privacy concerns have a negative impact on the relationship between trust and bloggers' information sharing behavior.
Despite current regulations requiring social distancing due to coronavirus disease 2019, problem-based learning (PBL) requires student interaction to achieve common goals and enhance critical thinking and deep learning abilities. Social presence in the online education environment reduces both perceptions of physical distance and psychological distance in interactions. This study aimed to compare PBL activities between in-person and videoconferencing classes, and to investigate social presence and learning satisfaction in a videoconferencing PBL environment. The PBL consisted of six modules for both the first and second years of Chonnam National University Medical School. As social distancing was strengthened, the second class of the fifth module in both years was converted to an online format and the fifth module was excluded. The first four PBL modules were conducted as in-person classes, but the last PBL module was administered via videoconferencing. After the final PBL module, 100 (81.3%) first-year medical students and 90 (79.6%) second-year students were asked to complete a self-administered questionnaire on social presence and learning satisfaction. There were no significant differences in the small group activities of tutorial sessions between in-person and videoconferencing classes. In the online videoconferencing class, students who had favorable attitudes toward the tutors' social role and interactions with peers showed high satisfaction with their learning. In conclusion, online videoconferencing allows students to simultaneously perceive their interactions with others and social presence, even at a distance. Tutors can enhance a sense of online community and collaborative learning as facilitators of online PBL.
Journal of Information Technology Applications and Management
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v.21
no.3
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pp.35-52
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2014
This study aims to examine how the relationship with an information source affects people to perceive credibility of online information. We developed a conceptual framework that explained how people perceived information credibility when they were familiar with the information source and/or when the information source seemed credible. We then compared the models in two different contexts, namely, online review and social media sites, to examine differences. We surveyed 136 online social media users with their online shopping experiences. Among our eight hypotheses, three (H6: the personality similarity between an information provider and an information seeker enhances the perceived credibility of the former; H7: the credibility of an information provider produces a much stronger mediating effect in review sites than in social media sites; H8: the familiarity of an information seeker with an information provider produces a stronger mediating effect in social media sites than in review sites) are fully supported and four (H1: the credibility of an information provider has a positive influence on the perceived credibility of the online information; H2: the familiarity of an information seeker with an information provider has a positive influence on the perceived credibility of the online information; H3: the goal similarity between an information provider and an information seeker enhances the perceived familiarity of the latter with the former; H5: the personality similarity between an information provider and an information seeker enhances the perceived familiarity of the latter with the former) are partially supported. The hypothesis of H4: the goal similarity between an information provider and an information seeker enhances the perceived credibility of the former is rejected. The result confirms that credibility of information is strongly mediated by credibility of information source than familiarity with information source in online review sites and vice versa in social media sites.
This empirical study is on the factors that influence college students'intention of using online communities by focusing on the social influence, online community identification and attitude toward using online community, and the perceived usefulness. The results of this study are as follows. First, the most popular online community site is Cyworld, and was found to provide additional services like cafes, blogs, facebook, etc. Second, the social influence in the proposed model has been classified as a subjective norm, perceived usefulness of social influence has been identified as a significant variable, and online community identification of subjective norm was significant. Third, the model configuration in a path relationship between the variables, the indirect effect of online community identification and perceived usefulness affect usage intention of online communities was larger than a direct effect. Therefore, in order to increase the usage intention of online communities, online community identification and perceived usefulness, as well as by attitude toward using online community need to be considered as ways to improve were identified.
Purpose - The purpose of this paper is to investigate the effects of online game properties, social interaction, and player satisfaction on intention to online games in Chinese gamers. Research design, data, and methodology - This study is an empirical analysis assuming that properties of online games, social interaction and satisfaction will induce Chinese gamers' intention to play online games. We set the relationship between the six variables as follows. First, the properties of online games, exogenous variables, were identified by three factors: entertainment, security, participation and challenge. Second, we had input social interaction among gamers as another exogenous variables. Third, the gamer's satisfaction of online games was added to the research model as a mediating variable between exogenous variables and endogenous variables. Finally, gamer's intention to play influenced by satisfaction and social interaction was used as final endogenous variable. The data used for the empirical analysis were collected through questionnaires for Chinese under age 35 who enjoy the online games. The data used in the research were finally extracted from 195 questionnaires. The collected data were tested through the analysis of the measurement model (Step 1) and the analysis of the structural model (Step 2). The covariance structure equation model (SEM) was used for the analysis. The measurement model and structural model were evaluated by the maximum likelihood method. Results - The results of the empirical analysis are as follows. The satisfaction of online games were entertainment and security had a significant effect to satisfaction; but participation and challenge and social interaction had no significant effect on satisfaction. The social interaction among gamers and the satisfaction with online games have a significant influence on the intention to play online games. As a result, the attributes of the game were affecting the intention to play the game after satisfaction. Social interaction influenced the intention to play online games rather than satisfaction itself. Conclusions - This study provide some practical implications for the new companies who want to enter the online game industry and seek to competitiveness in China, and provide theoretical implications on the role of interaction among gamers in the study of online games.
Purpose: Brand community in higher education institutions comes up as an important topic to be discussed because the relationships among consumers can support the institutional brand and ultimately give meaning and vitality to the market-oriented strategy. This study aims to investigate how the literature on brand community in higher education have been distributed in research trends, theoretical frameworks, and methods. Research design, data and methodology: A total of 24 articles were organized from four reputable international databases. Content analysis were performed followed by synthesis toward potential directions and suggestions. Results: The researches in this area have increasingly focused on online interaction. Social identity theory and relationship theory were the two most prevalent theories used. Since the internet provides any social relationship with a specific relationship to form the brand community, its contextualization in higher education resulted in new concept implementation. Conclusions: The relationship within online participati on has impacted the market-oriented strategy of higher education in searching for ways toward a long-term and enduring bond among students, alumni, institutions and brands. As there is a plenteous prospect of data availability combined with big data analysis technology, the online participation will pique the interest of scholars to conduct further research on it.
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