• Title/Summary/Keyword: Perceived interactivity

Search Result 140, Processing Time 0.022 seconds

Buyer-User differences in relationships among antecedents and e-learning attending intention (이러닝 수강의도와 선행요인간 관계에서 사용자-구매자 차이)

  • Kim, Sang-Jo
    • Management & Information Systems Review
    • /
    • v.32 no.3
    • /
    • pp.173-188
    • /
    • 2013
  • I guess that e-learning buying behaviors have some selection criteria which are interactivity, contents quality, perceived usefulness, and corporate reputation. And I propose that the effects of selection criteria on adaptation intention are moderated by buyer-user status. To accomplish research purpose, I conducted a field survey with a self-administered questionnaire in both user-buyer and analysed the causal relations among the variables by regression analysis. Findings are these. In all of the customer, interactivity, perceived usefulness, and corporate reputation had positive effects on re-attending intention to another e-learning class. In case of users(students), interactivity, contents quality, and perceived usefulness had positive effects, but buyer(parents) showed both perceived usefulness and corporate reputation had positive effects on re-attending intention.

  • PDF

A Study on the Effects of Interactivity of Convergence Media (통신방송 융합 미디어의 상호작용성 효과에 관한 연구)

  • Han, Eun-Jeong;Mun, Hyeong-Nam
    • Proceedings of the Korea Inteligent Information System Society Conference
    • /
    • 2007.05a
    • /
    • pp.208-217
    • /
    • 2007
  • The media industry influenced by digital convergence is developing in the direction which the media consumers change their passive attitudes for positive participation on the base of the interactivity of convergence media of telecommunication and broadcasting. And content is progressing toward on-demand service which is customer-oriented and open. In light of these findings, interactivity is the most important feature which is able to shift the paradigm of the media industry and critical success factors which should be considered in order to plan the media strategy. This study is aimed at shedding light on the effects of interactivity factors, which are main factors of ubiquitous environment, on consumer's acceptance intention and describing the role of perceived interactivity and awareness of media substitution in the process of formation of acceptance intention..

  • PDF

Effects of SNS Users' Perceived Interactivity on Using Reluctant Intention Using Modified Prototype/willingness Model (수정된 원형/행동경향 모형을 통한 SNS이용자들의 상호작용성이 이용저하에 미치는 영향)

  • Park, Soo-Hong;Cho, Hee-Young;Yang, Hoe-Chang
    • International Commerce and Information Review
    • /
    • v.16 no.3
    • /
    • pp.3-23
    • /
    • 2014
  • This study focused on causes of use reluctant intention because closed SNS was more active than open SNS was despite tremendous growth of SNS to have negative influence upon not only SNS contents suppliers but also marketing business using SNS. The survey were conducted a total of 205 participants with adult over colleague student, 197 copies that excluded questionnaire with unfaithful answer were used in the analysis, and we used path analysis of structural equation modeling. The results of modified path model showed that interactivity was influenced by value, and then affecting "trust ${\rightarrow}$ satisfaction ${\rightarrow}$ using reluctant intention" path and "satisfaction ${\rightarrow}$ using reluctant intention" path. These result reflected that interactivity have a double-edged sword and value is very important standard to make a positive of negative role of interactivity. These results suggested that interactivity was found to have influence upon not only behavioral willingness that took actions depending upon either improvisation or situation but also behavioral intention path that thought and took actions in reasonable way. The interactivity had double-edged sword to help develop SNS and to produce negative results.

  • PDF

The Effect of VR Fashion Shopping Channel Characteristics and Consumer's Involvement in Channel Acceptance -Focusing on the Vividness, Interactivity and Fashion Involvement- (VR 패션쇼핑채널 특성과 소비자 관여가 채널수용에 미치는 영향 -생동감과 상호작용성, 패션관여도를 중심으로-)

  • Hur, Hee Jin;Jang, Ju Yeun;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.43 no.5
    • /
    • pp.725-741
    • /
    • 2019
  • Virtual Reality (VR) represents a key technology for future shopping platforms. This study examined the effect of vividness and interactivity, the two technological characteristics of VR, and fashion involvement, a consumer characteristic, on a consumer's intent to use VR stores under the framework of the Technology Acceptance Model (TAM). The study explained consumers' belief in a new technology and the process underlying the use behavior. The survey was conducted on 200 people between the ages of 20s and 30s via an online survey firm. Data are analyzed using confirmatory factor analysis and structural equation modeling. The results showed that a greater level of perceived vividness had a positive effect on ease of use and playfulness, while perceived interactivity had a significant impact on usefulness and playfulness. The findings also indicated that consumers with a high degree of fashion involvement tend to perceive a higher level of playfulness through VR shopping. Regarding the effects of consumer beliefs, perceived ease of use had a positive influence on usefulness perception. A higher level of perceived usefulness and playfulness meant a higher consumer intention to adopt a VR shopping platform.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.357-362
    • /
    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

The Effect of Users' Motivations and Interactivity on Online Word of Mouth

  • PARK, Seolwoo
    • The Journal of Asian Finance, Economics and Business
    • /
    • v.7 no.10
    • /
    • pp.855-863
    • /
    • 2020
  • The purpose of this study is to investigate the impacts of two different kinds of interactivity, such as user-to-user and user-to-media interaction, on the relationship between SNS motivation and online word of mouth (WOM). An online survey was conducted with SNS users in Korea. Using the convenience-sampling method, 300 surveys were collected and 295 were used in the actual analysis after excluding data with careless responses or missing values. Hypotheses were tested using Structure Equation Model (SEM) and path analysis by using AMOS22. The results indicate that four different SNS motivations (self-expression, relational, fun, and browsing motivation) have a partially significant positive effect on perceived user-to-user and user-to-media interaction in SNS. Although both user-to-user interactivity and user-to-media interactivity were found to have a significant effect on online word of mouth, by comparing the standardized regression coefficients in these relationships, it was found that user-to-user interactivity has a greater effect on online WOM than user-to-media interactivity. These results show that the motivated SNS users want to express their desire to communicate with other users in contrast than their desire to learn media functions when motivated SNS users reveal their personalities, knowledge, and abilities. Theoretical and managerial implications are discussed.

The Effect of SNS Advertisement Characteristics on Advertisement Attitude and WOM through Users' Psychological Factors (SNS 광고특성이 이용자의 심리적 요인을 통해 광고태도 및 구전의도에 미치는 영향)

  • Yoon, Jae-Hyun;Kim, Han-Ku
    • The Journal of Information Systems
    • /
    • v.27 no.2
    • /
    • pp.29-52
    • /
    • 2018
  • Purpose As the number of SNS users increases, the importance of SNS advertisement is also increasing. Thus, the purpose of this study is to analyze the effect of factors on effectiveness of SNS advertising, and expand research on users' attitude and behavior intention toward SNS advertising. Design/methodology/approach This study was designed to examine the structural relationships among SNS service attribute, users' cognitive characters, psychological factors, users' attitude and behavior intention toward SNS advertising. Concretely, SNS service attribute was presented as online interactivity, and users' cognitive characters were presented as perceived relevance and perceived intrusiveness. In addition, psychological factors were presented as presence experience and message credibility, users' attitude toward SNS advertising was presented as advertisement attitude and users' behavior intention was presented as WOM. Findings The results showed that online interactivity has a positive effect on presence experience and message credibility, but perceived intrusiveness has a negative effect on presence experience and message credibility. Perceived relevance has a positive effect on presence experience, but does not have significant effect on message credibility. Presence experience and message credibility have positive effects on advertisement attitude and WOM, and advertisement attitude also has a positive effect on WOM. Based on the results from this study, academic and practical implications can be drawn. First, the study extended the scope of research about SNS advertising through focusing on SNS service attribute and SNS users' cognitive characters and identified the relationship between presence experience, message credibility, advertisement attitude and WOM. Second, the results of this research can provide practical guidelines to develop effective advertising strategies for companies which promoting SNS as a marketing tool.

Effects of Digital Textbook's Interactivity on the Learning Attitude : With a focus on the Tablet PC-based Digital Textbooks of Social Studies and Science (디지털교과서의 상호작용성이 학습태도에 미치는 영향 : 태블릿PC 기반의 사회와 과학 디지털교과서를 중심으로)

  • Yoon, Su-Kyung;Kim, Myeong-Ji;Choi, Jun-Ho
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.2
    • /
    • pp.205-222
    • /
    • 2014
  • This study analyzed the effects of interactivity on the learning attitude in the tablet PC-based digital textbook environment. Most of digital textbook studies focused on comparison of learning effect between digital textbook and paper textbook. This study, instead, focused on the interaction between students and digital textbook, and examined the hypothesis that, in the digital textbook-based learning environment, interactivity factors affect learning attitude. The results showed that active control, two-way communication, and synchronicity have significant effects on the learning attitude. Those findings indicate that it's necessary to effectively realize interactivity in the process of developing digital textbooks. Also, important implication is not the fixed interactivity but how students perceive the digital textbook and make use of it. Therefore, for the interactive digital textbook, perceived user control, two-way communication, and synchronicity should be realized properly.

Effect of Individual Characteristics and Perceived Interactivity in Home-network Context on Service Satisfaction, Attitude, and Intention to Use:Focusing on the Flow Theory (홈네트워크환경에서 개인적 특성과 지각된 상호작용성이 서비스 만족, 태도, 사용의도에 미치는 영향:몰입이론을 중심으로)

  • Sung, Ki-Moon;Shin, Gee-Na;Ahn, Joong-Ho
    • The Journal of Society for e-Business Studies
    • /
    • v.14 no.2
    • /
    • pp.71-94
    • /
    • 2009
  • The purpose of this study is to identify the effects of interactivity, computer playfulness, and computer anxiety on service satisfaction, attitude, and user intention based on the flow theory in order to understand factors improving effects of home-network system. Especially, Computer anxiety which is one of individual characteristics in negative aspect as well as computer playfulness was added to the research model to perform empirical research for grasping effects on attitude variables such as service satisfaction. The analysis resulted that the perceived interactivity and the computer playfulness had a positive relationship with service satisfaction, but on the contrary it was identified that the computer anxiety gave a negative effect on the service satisfaction. These results are evidences to explain high correlation of the perceived interactivity, the computer playfulness, and the computer anxiety with the service satisfaction. Besides, it was found that there was a meaningful relationship among the three attitude variables such as satisfaction, attitude, and intention to use. This research suggested an integrative research model using home-network technology where user satisfaction and use factors were included, expanded research area of the traditional interactivity, and presented a consistent result to support the relationship among the service satisfaction, the attitude, and the intention to use. In additions, practical issues were also provided by presenting user's criteria for selecting various services including electronic commerce and its using elements continuously.

  • PDF

The Influence of a Mobile Platform for Food Delivery Services on Perceived Ease of Use and Customer Satisfaction (모바일 배달 전문 플랫폼의 서비스 특성이 지각된 용이성과 고객 만족도에 미치는 영향)

  • Kim, Gyu-sik;Choi, Jae-boong
    • Journal of Information Technology Services
    • /
    • v.18 no.5
    • /
    • pp.119-132
    • /
    • 2019
  • This study aims to analyze how specific features of a mobile platform such as economic feasibility, interactivity, safety, and design are correlated with perceived ease of use and customer satisfaction, targeting those who purchase delivery food on a mobile platform dedicated to delivery services. A survey was conducted on customers who had bought delivery food on a mobile platform and the data collection was conducted from August 19, 2019 to September 18, 2019, using 300 mobile platform service users. A total of 300 copies were retrieved. 249 valid samples of 300 copies were analyzed with SPSS 23.0 and AMOS 23, and In addition, programs including SPSS and AMOS were used for the analysis of frequency, confirmatory factor, reliability and validity, correlation and structural equation model. Major findings of such analysis are as follows. First, design characteristic of a mobil platform had relevant impacts on perceived ease of use. However, economic feasibility, interactivity, and safety did not significantly affect perceived ease of use. Second, perceived ease of use had a significantly influenced on the extent of customer satisfaction. Hence, from practical and academical point of views based on the results of this analysis, this study is expected to provide directions and some practical and useful implications for a mobile platform for food delivery services.