• Title/Summary/Keyword: Perceived interactivity

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A Study on the Effects of Perceived Interactivity with Inter-Organizational System on the Organization Loyalty (조직간 정보시스템에서 지각한 상호작용성이 조직애호도에 미치는 영향)

  • Choi, Bokyeon;Kim, Dongtae
    • Asia pacific journal of information systems
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    • v.23 no.1
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    • pp.45-63
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    • 2013
  • The purpose of this research is on the identification of the effects of perceived interactivity formed by the electronic collaborative referral system on the organizational loyalty. Two channels through which the effects proceeded were investigated. One is the "system channel" which consists of "interactivity of the inter-organizational system ${\rightarrow}$ intention of using the system ${\rightarrow}$ organization loyalty" (hypothesis 1, 2), that is the channel which anticipates that a better understanding on the interactivity of the inter-organizational system makes the intention of the using the system strong, and this strong intention results the higher organization loyalty. The other is "organization channel" which consists of "interactivity of the inter-organizational system ${\rightarrow}$ perceived interactivity on the counterpart ${\rightarrow}$ perceived relation benefits with the counterpart ${\rightarrow}$ organization loyalty" (hypothesis 3, 4, 5). The channel means that as the perceived interactivity of users on the inter-organizational system becomes greater, the perceived interactivity with the counterpart is increasing. And this makes the users feel that more benefits can be obtained by the relationship with system providing organization, and finally makes the organization loyalty that is the intention to maintain the relationship greater. The corroborative evidence data confirm the two channels are obtained by questing on the electronic referral system of Samsung Medical Center to the doctors of the first and second collaborated hospitals or clinics, and by analyzing statistically. The verification result for the "system channel" showed that as the perception on the interactivity of inter-organizational system was increasing, the intention for consistent using increased(support hypothesis 1), and then the organization loyalty that is the relationship maintaining indication by using the referral system also increased(support hypothesis 2). And the confirmation result for the "organization channel" indicated that the perceptive interactivity on the counterpart increased as the understanding on the interactivity of inter-organizational system increased(support hypothesis 3), consecutively, with the intuitive relation benefits increase with the counterpart(support hypothesis 4) the organization loyalty means the intention to maintain the relationship was confirmed to increase(support hypothesis 5). These results demonstrate that when the perceived interactivity in using many systems at the collaboration between organizations is increasing, the positive image on the systems creates the consistent system using intention, and the positive image increases the wants for preserving the relationship with counter organization. In addition, the perceived interactivity of inter-organizational system users affects directly on the perceived interactivity of the counter organization, so the important role of inter-organizational system in promoting the interactivity between cooperative counterparts was recognized. And the perceived interactivity on the counter organization become greater, the influence on the perceived benefits from cooperation is positive. Therefore, the perceived interactivity by using inter-organizational system was confirmed as a prerequisite for the continuous relationship.

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Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • The Journal of Industrial Distribution & Business
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    • v.12 no.10
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    • pp.43-57
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    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.

Effects of mobile fashion shopping characteristics, perceived interactivity, and perceived usefulness on purchase intention (모바일 패션 쇼핑 특성과 지각된 상호작용성, 지각된 유용성이 구매의도에 미치는 영향)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
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    • v.23 no.2
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    • pp.228-241
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    • 2015
  • The purpose of this study was to verify the effect of mobile fashion shopping characteristics and perceived interactivity on perceived usefulness, and the effect of perceived usefulness on purchase attitude and purchase intention based on TAM (Technology Acceptance Model). We conducted the survey targeting smartphone users in their 20s~30s living in Seoul and metropolitan area. Among 483 data collected, we used 452 samples except 31 unreliable respondents for the analysis. To analyze the structural equation model, we did factor analysis, reliability analysis, and structural equation model analysis using SPSS 18.0 and AMOS 16.0. The results were as follows: We confirmed 5 mobile fashion shopping characteristics (enjoyment, credibility, instant connectivity, security, and personalization) and 3 perceived interactivity factors (control, responsiveness and two-way communication, and contextual offer) as results of confirmative factor analysis. Mobile fashion shopping characteristics and perceived interactivity had positive effects on perceived usefulness. Mobile fashion shopping characteristics affected perceived interactivity and also had indirect effect on perceived usefulness via perceived interactivity. In other words, mobile fashion shopping characteristics had direct and indirect effect on perceived usefulness. Perceived usefulness influenced purchase attitude and purchase attitude influenced purchase intention. Perceived usefulness had direct effect on purchase intention and the indirect effect through purchase attitude was significant.

Study On Factors Affecting Intention to Use AR Tourism Application (AR관광 어플리케이션 사용의도에 영향을 미치는 요인에 관한 연구)

  • Ryu, Junghye
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.135-148
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    • 2018
  • The purpose of this study is to investigate the effect of perceived interactivity on intention to use augmented reality tourism application in mobile environment. The analysis results revealed that perceived interactivity has a positive (+) effect on perceived usefulness and ease, perceived ease has a significant effect on perceived usefulness, perceived usefulness and perceived ease are related to perceived ease of use (+) Effect on the growth rate. This study attempted to expand the theoretical aspects from an integrated point of view as the existing interactions studies have been studied with an intolerant perspective in the online or mobile environment. The results of this study can be summarized as follows: First, the constructivist factors of perceived interactivity are derived through a comprehensive study of previous studies, and the second-order and reflective constructs are measured to confirm that the perceived interactivity consists of five sub-dimensions. Through such verification, the structure of perceived interactivity was systemized by clarifying the relationship between the factors. In addition, the four components of the perceived interactivity derived from the present study have differentiated effects on the TAM, respectively.

The Effects of Perceived Interactivity on Information Acceptance in Mobile Health Information Service (모바일 건강정보서비스에서 지각된 상호작용성이 정보수용에 미치는 영향)

  • Park, Tae-Yeon;Nam, Jae-Woo
    • Journal of the Korean Society for information Management
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    • v.34 no.3
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    • pp.151-177
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    • 2017
  • This study is to investigate the effects of personal characteristics and perceived interactivity on acceptance of mobile health information service by applying Technology Acceptance Model (TAM). Also it examine whether the perceived interactivity, which is a key variable in the previous research studying the intention of PC-based health information service, works on the mobile environment equally. As a result of the analysis, the relationship between the health hypochondria of personal characteristics and perceived interactivity is negative, and the health concern and perceived interactivity is positive. Also, personal characteristics influence perceived usefulness and perceived ease of use of mobile health information service through perceived interactivity. Therefore, the perceived interactivity in the health information service of web and mobile environment is an important variable to mediate or directly affect other variables.

The Effect of the Perceived Interactivity, Trust, and Flow by on the Purchase Intention of the Fashion Merchandise between Different Internet Shopping Mall Types (인터넷 쇼핑몰 유형에 따른 지각된 상호작용성, 신뢰, Flow가 패션상품 구매의도에 미치는 영향)

  • Na, Youn-Kue;Suh, Hyun-Suk
    • Fashion & Textile Research Journal
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    • v.11 no.5
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    • pp.720-731
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    • 2009
  • The current study investigates the customer's perceived interactivity, perceived trust, and flow of the Internet shopping-mall. The TAM(Technology Acceptance Model) was applied to see the effect on the individual's attitude toward the shopping-mall via purchase intention. To fulfill the study objectives, a total of 806 questionnaires were distributed to the customers with first-hand experience with fashion merchandise in Internet shopping-mall. The judgement sampling method was employed on sample population ages from 20's to 40's over one month period. The result showed the following. First, the perceived interactivity had an effect on perceived trust, usefulness, Flow in all shopping mall types. but there was no effect in the relationship between the two-way Interactivity and the perceived usefulness in the Specialty Internet Shopping-mall model. Second, perceived trust and Flow had an effect on perceived usefulness in all shopping mall types. Third, perceived trust, usefulness and Flow had an effect on the attitude toward shopping-mall in all shopping mall types. Forth, perceived trust, usefulness, Flow and attitude toward shopping-mall had an effect on purchase intention of fashion merchandise in all shopping mall types.

A Study on Structural Relationship Among Perceived Interactivity and User Related Variables in Health Information Websites (건강정보 웹사이트에서 지각된 상호작용성과 이용자 변수간의 구조적 관계 연구)

  • Nam, Jaewoo;Park, Taeyoun
    • Journal of the Korean Society for information Management
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    • v.31 no.4
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    • pp.103-131
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    • 2014
  • This study analyzed the effect of perceived interactivity in health information websites on users. First, this study analyzed the effect of users' individual characteristics on the perceived interactivity. As a result, hypochondriasis had a negative relationship with perceived interactivity, and health literacy had a positive relationship with it. On the other hand, although the perceived interactivity had a positive effect on users' attitudes toward health information websites and expected outcomes, it did not have an effect on continuous usage intention. However, their attitudes and perceived outcomes had a positive influence on continuous usage intention and at the same time mediated the perceived interactivity. Eventually, the perceived interactivity had an effect on continuous usage intention of health information websites by the medium of other positively related variables.

The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention (지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향)

  • Lee, Sung-Ho;Ahn, Joong-Ho;Jahng, Jung-Joo
    • Asia pacific journal of information systems
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    • v.16 no.3
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    • pp.205-227
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    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

Effects of perceived interactivity on purchase intention of mobile fashion shopping malls (지각된 상호작용성이 모바일 패션 쇼핑몰 구매의도에 미치는 영향)

  • Kim, Minjung;Shin, Suyun
    • The Research Journal of the Costume Culture
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    • v.21 no.6
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    • pp.891-906
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    • 2013
  • In this study, we identified the factors of perceived interactivity and verified the path model of effects of these factors on mobile fashion shopping purchase intention through perceived usefulness and perceived ease of use. To develop the conceptual model, we consulted the related precedent studies and searched various kinds of literatures. To verify the conceptual model, we conducted the survey targeting smartphone users in their 20s~30s and analyzed the structural equation model using AMOS 16.0. The results were as follows. Control, responsiveness and two-way communication, and contextual offer were identified as the factors of perceived interactivity. Perceived interactivity and perceived ease of use had positive effect on perceived usefulness. Perceived usefulness affected attitude toward purchase, and attitude toward purchase influenced positively on purchase intention. Perceived usefulness affected purchase intention directly as well as indirectly through attitude toward purchase. Based on the results, we proposed the marketing strategies for mobile fashion shopping businesses.

UGC as a New Digital Promotion in the Metaverse Context

  • Huimin XU
    • The Journal of Industrial Distribution & Business
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    • v.14 no.10
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    • pp.11-22
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    • 2023
  • Purpose: This study aims to investigate how brand-related user-generated content (UGC) influences consumers' brand attitude and behavioral intention in the context of the Metaverse, and the mediating role of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. Research design, data and methodology: The study was conducted using a survey with 239 questionnaires from frequent social media users in China and hypothesis testing through AMOS 26.0 structural equation modeling. Results: The findings suggest that (1) brand-related UGC positively influences brand attitude and behavioral intention through virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising. (2) The study identified the fully-mediated effects of virtual brand experience, perceived information usefulness, perceived interactivity, and attitude toward advertising in the impact of brand-related UGC on brand attitude and behavioral intention. (3) The mediating pathway with the most significant impact on behavioral intention was the virtual brand experience and attitude toward the advertising, followed by the effect of the virtual brand experience, perceived information usefulness, and perceived interactivity on brand attitude. Conclusions: This study presents UGC as a new type of digital promotion that can positively impact the effectiveness of brand advertising in the Metaverse.