• Title/Summary/Keyword: Positive Experience

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An Investigation of Factors Affecting Consumer Intention to Use Branded App : Focused on Technology Acceptance Model(TAM) (브랜드앱(Branded App)의 사용의도에 영향을 미치는 요인에 관한 연구 : 기술수용 모델(TAM)을 중심으로)

  • Jang, Sunghyun;Lee, Jungki
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.51-76
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    • 2014
  • As the smart phone devices gain popularity, companies no longer consider mobile application marketing as an auxiliary marketing tactic. The branded mobile application (branded app) becomes an important part of marketing strategies. This study is an attempt to investigate antecedents of the use intention of the branded app from the perspective of TAM (Technology Acceptance Model). This study takes a macro perspective in explaining the adoption process by incorporating a set of new, yet promising additional variables into the TAM model such as flow experience, benefits, innovation inclination, and customization features. Data were collected by using a survey research. A total of 270 responses were collected. Questionnaires from 25 individuals were removed from the data set due to the insincere responses, leaving the final sample size of 245. Findings support all but one hypotheses of the study. Both perceived utilitarian benefits and customization features of the branded app were found to have positive influences on the perceived usefulness of the branded app. Also, the innovation inclination and perceived entertainment of branded app users showed positive influences on the perceived ease of use of branded app. In addition, it was shown that the perceived usefulness about the use of the branded app influenced positively the flow experience and the users' attitudes toward branded app. Also, the ease of use perceived by branded app users had positive influences on the perceived usefulness and the user's attitude toward branded app. However, the ease of use of branded app did not have a significant influence on the flow experience among users. Moreover, the flow experience from the use of branded app users influenced positively the user's attitude toward branded app. Finally, the users' attitudes toward branded app had positive influences on their intention to use the branded app. Implications for practitioners and academicians are provided.

Effect of Verbal Abuse Experience, Coping Style and Resilience on Emotional Response and Stress During Clinical Practicum among Nursing Students (간호대학생의 폭력경험, 대처양식 및 회복탄력성이 정서반응과 임상실습스트레스에 미치는 효과)

  • Jeong, Yun-Hwa;Lee, Kyung-Hee
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.391-399
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    • 2016
  • This study aimed to investigate the effect of verbal abuse experience, coping style and resilience on emotional response and practical stress. 261 nursing students participated in this study. The Data were collected using self-report questionnaires from Dec. 1 to Dec. 20, 2014. We found a positive correlation among verbal abuse experience, emotional coping style and stress during clinical practicum; a positive correlation among problem coping style, emotional coping style and resilience; a positive correlation among emotional coping style, emotional response and stress; a negative correlation among resilience and emotional response; a positive correlation among emotional response and stress during clinical practicum. The highest impact factors affecting the emotional response was emotional coping style(${\beta}=.422$). The highest impact factors affecting stress during clinical practicum was verbal abuse experience(${\beta}=.283$). Future efforts should be focused to provide interpersonal relation training and communication skills training for a safe environment of nursing students.

Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity (패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향)

  • Lee, Eun-Jung;Jeon, Jihye
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.387-395
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    • 2022
  • This study empirically studied the effect of the characteristics of consumer experience in a virtual store in the metaverse of a fashion brand on consumers' perceived utility and self-congruence for the medium. As a result of the analysis, all three factors (reality, ubiquity, anonymity) of the fashion brand metaverse virtual reality store experience had a significant positive effect on the perceived avatar consistency. On the other hand, realism and ubiquity had a significant positive effect on perceived fun, but the effect of anonymity on perceived fun was not significant. On the other hand, perceived avatar identity was found to have a significant positive effect on perceived consumer-brand self-congruence. Finally, it was found that the perceived fun in the metaverse fashion brand virtual reality store had a statistically significant positive effect on perceived consumer-brand self-congruence.

Research on impulse purchase of live e-commerce platform users based on ELM model in China

  • Yu, Ying;Liu, Ziyang
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.11
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    • pp.295-304
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    • 2022
  • The purpose of this study is to investigate the influencing factors and mechanism of the characteristics of the live broadcast e-commerce platform and the characteristics of the host on the impulse purchase intention of live broadcast viewers. Based on the ELM model, this study complements existing research content. This study adopts the form of questionnaire survey and conducts empirical analysis using SPSS, AMOS, Mplus and other analysis software for online live broadcast users. The results show that the characteristics of live broadcast platforms have a positive impact on consumers' flow experience and satisfaction; the personal characteristics of anchors have a positive impact on consumers' flow experience and satisfaction; consumers' flow experience and satisfaction have a positive impact on impulse Purchase intention has a positive impact, and flow experience and satisfaction have a mediating effect on the characteristics of the live broadcast platform and the personal characteristics of the host.

A Study on the Influence of Omni-Channel Brand Experience on Omni-Channel Brand Relationship Formation and Achievements (옴니채널 브랜드체험이 옴니채널 브랜드 관계형성 및 성과에 미치는 영향)

  • Ock, Jungwon;Yun, Daehong;Kang, Yeolwoo
    • Journal of Service Research and Studies
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    • v.8 no.3
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    • pp.97-114
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    • 2018
  • This study was intended to empirically examine the influence that the omni-channel brand experience would have on omni-channel brand relationship formation and achievements. All hypotheses were adopted, except for 1 hypothesis(Hypothesis 5), among 12 hypotheses. Specific results were as below: First, omni-channel brand experience had a positive(+) influence on brand trust(Hypothesis 1), brand identification(Hypothesis 2), and consumer-brand relationship(Hypothesis 3) as a whole. The brand trust had a positive(+) influence on brand identification(Hypothesis 4), but did not have statistically significant influence on consumer-brand relationship(Hypothesis 5). Meanwhile, brand identification had a positive(+) influence on consumer-brand relationship(Hypothesis 6). Second, consumer-brand relationship had a positive(+) influence on re-purchase intention(Hypothesis 7), word-of-mouth intention(Hypothesis 8), and brand extension acceptability(Hypothesis 9) as a whole. Finally, omni-channel brand showed the following relationship with and achievements. re-purchase intention had a positive(+) influence on both word-of-mouth intention(Hypothesis 10) and brand extension acceptability(Hypothesis 11) while word-of-mouth intention had a positive(+) influence on brand extension acceptability. The results of this study may provide theoretical and practical implications for marketing managers' understanding and strategy planning in connection with consumer experience and relationship formation promoted recently by omni-channel brands of distribution companies.

UX Analysis based on TR and UTAUT of Sports Smart Wearable Devices

  • Seol, Suhwang;Ko, Daesun;Yeo, Insung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4162-4179
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    • 2017
  • The main purpose of this research is to investigate relationships between the significant control factors on acceptance intention to User Experience (UX) sports smart wearable devices by applying Technology Readiness (TR) and Unified Theory of Technology (UTAUT). Research survey targeted on users of golf smart devices in Seoul. A total 534 questionnaires were collected and used for testing hypotheses. Methods to analyze the data included frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis, and structural equation modeling in accordance with the purpose of the study by using SPSS and AMOS. The results are as follows; First, positive TR had a significantly positive effect on social influence, effort expectancy, facilitating conditions, perceived enjoyment, performance expectancy. Second, negative TR had a significant negative effect on performance expectancy, social influence, facilitating conditions, perceived enjoyment. Third, TR had a no significantly effect on behavioral intention. Fourth, performance expectancy, perceived enjoyment and facilitating conditions had a significantly positive effect on behavioral intention. Fifth, behavioral intention had a significantly positive effect on use behavior. Thus it became crucial to identify the difference in acceptance intention models per each products are as follows. Positive TR of golf-related mobile application users has a positive effect on both technology acceptance belief and acceptance intention, whereas negative TR has no statistically significant effect on technology acceptance belief nor acceptance intention.

Relevant Analysis on User Choice Tendency of Intelligent Tourism Platform under the Background of Text mining

  • Liu, Zi-Yang;Liao, Kai;Guo, Zi-Han
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.119-125
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    • 2019
  • The purpose of this study is to find out the relevant factors of the choice tendency of tourism users to Intelligent Tourism platform through big data analysis, which will help enterprises to make accurate positioning and improvement according to user information feedback in the tourism market in the future, so as to gain the favor of users' choice and achieve long-term market competitiveness. This study takes the Intelligent Tourism platform as the independent variable and the user choice tendency as the dependent variable, and explores the related factors between the Intelligent Tourism platform and the user choice tendency. This study make use of text mining and R language text analysis, and uses SPSS and AMOS statistical analysis tools to carry out empirical analysis. According to the analysis results, the conclusions are as follows: service quality has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with tourism trust; Tourism Trust has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with user experience; user experience has a significant positive correlation with user choice tendency Positive correlation effect.

Effects of Metaverse Experience Factors(4Es) on Perceived Value and Intention to Continue Use

  • Ji-Hee Jung;Jae-Ik Shin
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.187-194
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    • 2023
  • Recently, a lot of discussions are underway in the field of introducing new technologies about the rapidly growing metaverse. However, the degree of acceptance of metaverse users at the beginning of the introduction is different from expectations, so research should be conducted for the continuous use of current real users and service success. In this study, we would like to investigate the relationship between four experience factors according to Metaverse's experiential economy theory, and perceived value and intention to continue use. A survey was conducted on metaverse real-life veterans, and 177 questionnaires were finally analyzed. The collected data were empirically analyzed using SPSS 25.0 and AMOS 21.0. As a result; First, it was found that all the experience factors of the metaverse had a positive effect on the perceived value. Second, all of the experience factors of metaverse were found to have a positive effect on the intention to continue use. Third, perceived value was found to have a positive effect on the intention to continue use. Based on the analysis results, the implications and limitations of this study were presented. Based on the analysis results, metaverse should provide and develop various experience factors differentiated from reality to users. In addition, providing an experience environment and value that metaverse users can perceive will increase users' intention to continue using it.

A Study on the Influence of Personal Characteristics on DIY Experience and Intention to Continue (개인적 특성이 DIY체험과 지속의도에 미치는 영향에 관한 연구)

  • Jeong, Yun-Hee
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.75-83
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    • 2021
  • Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.

A Study on the Relationship between Service Quality (HISTOQAUL) and Experience Flow, Tourism Satisfaction and Loyalty in Cultural Heritage Tourism (문화유산 관광에서 서비스품질(HISTOQAUL)과 체험 몰입·관광 만족·충성도 간의 관계에 관한 연구)

  • Ji, Dae-Wook;Park, Jong-Woo
    • Journal of Korean Society for Quality Management
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    • v.46 no.3
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    • pp.607-624
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    • 2018
  • Purpose: The purpose of this study is to present the success of cultural tourism service as visitor loyalty to service and to present the cultural attribute evaluation attribute (HISTOQUAL), experiential flow and tourism satisfaction as determinants effecting loyalty through literature review. Based on this, this study aims to suggest academic and practical implications for revitalizing cultural tourism services and enhancing competitiveness. Methods: This study collects data from visitors to cultural heritage tourist sites and analyzes them empirically. This study conducted a small preliminary sample survey to improve the reliability and validity of the measurement tool, and revised and supplemented the measurement tool on the basis of it. The data collected in this study were analyzed using SPSS 22.0 and the hypothesis was verified through the analysis. Results: The results of this study are as follows; First, the service quality of cultural heritage tourism has a positive effect on the experience flow. Second, the service quality of cultural heritage tourism partially effects tourism satisfaction. Third, it was shown that the experience flow of tourists have a positive effect on tourism satisfaction. Fourth, the experience flow of tourists and tourism satisfaction have a positive effect on loyalty to tourist destination. Conclusion: According to this study, it is the meaning of this study that the cultural tourism service is understood as a attractive factor and based on this, the strategic direction for the activation of cultural tourism service is suggested.