• Title/Summary/Keyword: Online contents

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Impacts of Sociability on Perceived Information Quality of Customer Reviews for Online Shopping Sites

  • Lee, Yoonjae
    • International Journal of Contents
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    • v.14 no.2
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    • pp.16-23
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    • 2018
  • Although there have been studies regarding the influence of customer reviews on consumer decision making at online shopping sites, research on factors affecting the perceived customer review quality for online shopping sites is limited. This study posits that sociability, which is one of the environmental factors of an online shopping site, can affect the quality of customer reviews. Sociability is a key factor in building a collaborative environment online, but studies have been limited to applying sociability to customer reviews that are the result of a collaborative environment. This study expects that sociability affects the performance of online shopping sites through the perceived information quality of customer reviews, and customers' efficacy. More specifically this study investigates the structural relationship between sociability, self-efficacy, collective efficacy, and the perceived information quality of the reviews in an online shopping context, regarding the patronage intention of customers. This study was conducted using a survey of 361 college students. The structural equation model results indicate that user perception of sociability increases self-efficacy and collective efficacy. The improved efficacy enhances the perceived information quality of reviews for online shopping sites, which increases patronage intention of customers. This study found that online shopping sites require a platform for customers to engage in social interaction to enhance their customers' loyalty and lifetime value.

Online Practice Experience of Nursing Students in COVID-19 Situations (COVID-19 상황에서 간호대학생들의 온라인실습 경험)

  • Jang, Young-Eun;Han, Kuem-Sun
    • The Journal of the Korea Contents Association
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    • v.21 no.8
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    • pp.702-714
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    • 2021
  • Purpose: This study aims to understand the online practice experience of nursing students through virtual simulation in order to prepare basic data for online practice program development. Methods: This study is a descriptive study that applied a qualitative thematic analysis method to explore the online practice experiences of nursing students. It was targeted to 16 students in the department of nursing at a university. Results: As a result, 5 themes such as 'Feeling ambivalent about the online practice', 'Doubts about the effectiveness of online practice', 'Running into the limits of online practice', 'Feeling like a virtual simulation as an alternative', and 'Approaching true nursing' Conclusion: Virtual simulation is considered a very effective online practice program. However, since the lack of various scenarios and cases is pointed out as a limitation, it is necessary to develop and apply more diverse and systematic practice programs in future research.

The impact of contents and system characteristics on online game usage : Focused on MMORPG (온라인 게임(MMORPG)의 콘텐츠 특성 및 시스템 특성이 게임이용에 미치는 영향)

  • Cha, Meong-Whan;Kang, So-Ra;Kim, Yoo-Jung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.9
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    • pp.3249-3258
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    • 2010
  • The purpose of this study is to investigate the contents and system characteristics of online game and analyzed how these characteristics are related to the flow and online game usage. For this purpose, we identified character customization, storytelling traits, item properties as the contents characteristics of online game(MMORPG) and user interface and ease of community usage as the system characteristics of online game(MMORPG) based on previous researches and in-depth interviews from MMORPG users. The results of this paper revealed that character customization, storytelling traits and item properties positively influence the flow, however, game reality has not impact on the flow. In the system characteristics, only ease of community usage positively influence the flow at a significant level. Furthermore, it is proven that flow has an impact online game usage. Implications and directions for future research are discussed.

Investigation of Factors Affecting the Effects of Online Consumer Reviews (온라인 소비자 리뷰의 효과에 영향을 미치는 요인에 대한 고찰)

  • Lee, Ho Geun;Kwak, Hyun
    • Informatization Policy
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    • v.20 no.3
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    • pp.3-17
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    • 2013
  • As electronic marketplaces grow and a large number of consumers exchange their opinions on products and services on the Internet, many studies have been conducted in the area of online consumer reviews. This paper analyzes the research trend of the online consumer reviews by investigating those studies in an attempt to provide future research directions. Many researchers have focused on the effects of online reviews on consumer behaviors as well as the usefulness of the online reviews. In particular, review contents, characteristics of reviewers/consumers and features of products/services have been identified as influencing factors on the effects of the online consumer reviews. For the review contents, the number and the volume of the contents have increasing effects on the online reviews, while the direction (positive vs. negative) of the contents has resulted in conflicting effects of the review. The reputation and trustfulness of reviewers, consumers' prior knowledge on the products, consumers' product involvement, and types of the products were investigated as these factors influence the effectiveness of the online consumer reviews. Social media (such as Facebook and Twitter) nowadays play an important role to disseminate online reviews among consumers. Thus, it is necessary to study how social media influence the effects of online reviews on consumers. Since some firms abuse the online reviews for their own sakes, we recognize the necessity for empirical studies on the side effects of the online reviews.

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A Study on Online Youth Worship in the Untact Era (언택트 시대 온라인 청소년 예배 연구)

  • Kim, Sung-Joong
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.615-627
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    • 2021
  • With Covid-19, the era of Untact has arrived. Online is bound to develop because face-to-face has become difficult among the threats of the Corona virus. Even in this era, even worship services to God have been offered online. Teenagers, the generation most accustomed to online, seem to easily adapt to online worship. Online youth worship is expected to continue even in the post-corona era. If so, the theological reflection on whether online youth worship is possible is necessary. Through theological reflection, we need to secure theological justification for online youth worship, and strive to make it a better and more accurate online worship service. Online worship tailored to the eye level of youth and online worship that meets the spiritual needs of youth should be planned, prepared, and implemented. This paper presented the theological justification for online youth worship by looking at the definition of worship, elements of worship, places of worship, and history of worship. In addition, while examining the characteristics of adolescence, it suggested why online youth worship is important and necessary. Then, in order to plan online youth worship that is more advanced and more accurate than the online worship currently being conducted in each church, the reality of online youth worship was presented by examining the purposes, contents, and methods of online youth worship.

Effects of Online Information Characteristics of Food Service Franchise on Enjoyment, Anxiety, and Visit Intention (외식프랜차이즈 기업의 온라인 정보특성이 즐거움, 불안, 방문의도에 미치는 영향)

  • Kang, Byoung-Seoung;Woo, Sung-Keun;Lee, Shin-Hwa
    • The Korean Journal of Franchise Management
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    • v.10 no.1
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    • pp.7-17
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    • 2019
  • Purpose - Generally, the consumer's decision-making process for restaurant selection is simple and familiar. However, online information becomes important because the decision-making process of consumers becomes complicated in new restaurants and special situations. Because consumers can search for information online, information retrieval is now possible in selecting new restaurants. In particular, consumers often make decisions based on online information when making restaurant reservations. Research design, data, and methodology - All items were measured based on previous studies. The data were collected from customers who had visited the store by visiting the web page of the food service franchise within the last 3 months for the panel of the online survey institute. The questionnaires were surveyed from July 2 to July 11, 2018 for about 10 days. A mail and a message were sent to 2,000 people, and 310 people were asked to complete the questionnaire. Total of 303 data were used in the questionnaire, excluding 7 insufficient data. Results - The findings of this study are as follows: Consensus, vividness, and neutrality have positive effects on enjoyment. Consensus have positive effect on anxiety, but vividness and neutrality did not have significant effect on anxiety. Also, enjoyment has a positive influence on intention to visit, and anxiety has a negative influence on visit intention. Conclusions - First, franchise companies online advertising in a variety of ways, but they are mixed with other customers' WOM and offered to consumers. In this case, the information provided by the company may be distorted. Therefore, a restaurant franchise company needs to operate an official online channel to provide accurate information to its customers. Second, it is necessary to make contents so that other customers can participate in online channels of food service franchise companies. Third, food service franchise company should produce enough online contents to experience indirectly even if the customer does not visit the store directly. Fourth, food service franchise company needs to prepare a way for many customers to participate in many official contents.

Exploring the Analysis of Male and Female Shopper's Visual Attention to Online Shopping Information Contents: Emphasis on Human Brand Image (온라인 쇼핑정보에 대한 남성과 여성 간 시각 주의도 탐색 연구: 휴먼 브랜드 이미지를 중심으로)

  • Hwang, Yoon Min;Lee, Kun Chang
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.328-339
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    • 2019
  • Shopping information contents shown on online shopping sites represent online retailer's intention to draw potential consumers' visual attention. However, unfortunately, previous studies in literature show that most of the shopping information contents are naively designed just to appeal to consumers' visual attention without systematic and logical analysis of consumers' possible different visual reactions depending on gender. To fill in the research void like this, this study proposes eye-tracking approach to investigating the research issue of how gender affects consumers' visual attention towards human brand image contents on the online shopping sites. For the sake of conducting related eye-tracking experiments, we adopted two types of products - notebook computer as a utilitarian product, and perfume as a hedonic product. Results revealed that female consumers show higher visual attention to human brand image contents than male consumers. Besides, significant gender difference exists on the human brand image contents more highly when they are attached with a hedonic product like perfume, than a utilitarian product like notebook computer. From the eye-tracking-based experiment results like this, this study suggested theoretical backgrounds about gender differences towards online shopping information contents and related human brand image contents as well.

Design of a PPL System using Online Game (온라인 게임을 이용한 간접광고시스템 설계)

  • Jang, Su-Min;Cho, Yong-Jun;Kwak, Nae-Joung;Yoo, Kwan-Hee;Yoo, Jae-Soo
    • The Journal of the Korea Contents Association
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    • v.8 no.1
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    • pp.348-355
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    • 2008
  • With recent development of internet, a lot of people use online games through internet networks. Since people that utilize the online games increase, a special company and an advertisement company adopt the PPL(Product in Placement) on online game instead of the advertisement through TV or radio. This paper persents applications of the PPL on online games and problems which was occurred by them. We propose an advertisement system architecture which processes it efficiently. To prove that our proposed PPL system on online game is efficient, we process various questionnaires on PPL efficacy in online game and analyze them.

Visual Tactile Attributes in Online Product Presentations for Improving Purchase Intention

  • Suh, YouHyun;Kim, Songmi;Kim, Wonjoon
    • International Journal of Contents
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    • v.14 no.2
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    • pp.7-15
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    • 2018
  • Online shopping is increasing worldwide. Providing customers actual feeling of the product is essential in online shopping. Various technological aids can be used to support visual feeling. When delivering visual tangibility, it is important to study which attributes are significant in product presentations that best portray the actual tactileness. In this perspective, we suggest 'visual tactility' (VT) as a parameter for delivering tangibility in visual presentation. By measuring visual tactility in different product types, latent factors of visual tactility were identified and their influence on purchase intention was determined in this study. We defined material properties of touch such as surface texture, hardness, temperature, and weight as Visual Tactility (VT), the influential factor of tactility. We investigated the influence of VT on product purchase intention and analyzed tactileness within four online product presentations: single static picture, multi static pictures, zoom, and video. Our purpose was to investigate underlying effects of visual tactile attributes on touch and determine their influences according to online product presentation formats. Our results showed that visual tactility positively affected purchase intention and that each attribute differed in importance according to product type. Moreover, this study revealed a strong relation between online product presentation and VT attributes. These results provide a guide when selecting which presentation is optimal for delivering a product's tactility in online shopping situation.

A Case Study of Online Video Lecture : Focusing on 'Electromagnetism' Course at Junior College (온라인 동영상 수업 사례 : 전문대학 '전기자기학' 교과목을 중심으로)

  • Kim, Mi-ra
    • Journal of Engineering Education Research
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    • v.25 no.5
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    • pp.94-103
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    • 2022
  • In this study, we examined the cases of online video classes conducted under the COVID-19 situation for 46 first-year students majoring in electrical engineering at a 3-year college in Gyeongnam. The research was carried out according to the course development process so that classes could be conducted efficiently, focusing on electromagnetism(1) course in the second semester of the first year. The online class consisted of uploading PPT recorded videos and lecture materials to the LMS and giving assignments. The contents of the study were in the scope of examining learners' perceptions through online learning contents, assignment submission, mutual feedback between instructors and learners, university-level lecture evaluation, and free opinions on online video-based electromagnetism(1) classes. As a result of the study, it was confirmed that online lecture review and problem-solving are particularly important for understanding lecture materials, and also given the nature of engineering subjects that require plenty of mathematical expressions, the detailed and immediate feedback provided by instructor enhances learners' class satisfaction and understanding. Based on these, the direction of online classes to be developed after the COVID-19 pandemic and teaching and learning methods suitable for the characteristics of subjects were discussed.