• Title/Summary/Keyword: Social Impact of the Internet

Search Result 222, Processing Time 0.034 seconds

The Pattern of Portal News Use among Portal Users and Their Recognition of Portal as a Press (포털 이용자들의 포털 뉴스이용패턴 및 포털의 언론역할에 관한 인식)

  • Lee, Chang-Ho;Lee, Ho-Young
    • Korean journal of communication and information
    • /
    • v.46
    • /
    • pp.177-211
    • /
    • 2009
  • The purpose of this study is to investigate how portal users recognize the role and function of the portal as a press. Furthermore, this study aims to analyze the pattern of portal news use among portal users and their recognition about replies to news. For this, we conducted online survey of 1,036 people aged from 15 to 45, who used portal site at least once a week. As a result, most users(70.8%) agreed that portal news played a role as a press with other media. In addition, six out of ten agreed that portal news set the agenda of society. These results suggest that portal users think highly of the social impact and responsibility of portal in society. However, about 40 percent of respondents said that they did not trust in information shown in replies to news and many replies to news were written by albeit. Six out of ten thought that replies to news were written by intention. Therefore, to manage the quality of replies to news is necessary to secure the credibility of portal news. As respondents use portal news often, they tend to think that portals are convenient to use and their social impact is very large, at the same time considering their sensation and commercialization. On the other hand, as portal users use the internet often, they tend to think that portals are convenient to use and their social impact is immense. However, there was no significant relationship between income and portal users' recognition of portals as the press.

  • PDF

The Impact of Psychological Factors, Game Efficacy and Game Motivation and on Adolescent's Game Leadership : Focus on MOBA Genre Players (심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로)

  • Lee, Seung Je;Jeong, Eui Jun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.9 no.6
    • /
    • pp.341-352
    • /
    • 2019
  • Recently, e-sports has been receiving social attention. Game leadership is a necessary skill to perform effective game tasks, and it is very important to e-sports game and improve teamwork. As a result, there is a need to identify psychosocial factor that promote game leadership. This study tried to examine how game motivation, game efficacy, and psychological factors(self-control, social intelligence, self-esteem) reported to have an important effect on leadership have relation with game leadership to MOBA genre users who were known to consider role of game leadership as important factor. We used data from 196 adolescents using MOBA games for surveys. As a result of analysis, internet game time, game efficacy, and social intelligence had a positive relationship with game leadership. And game motivation(social, exploration and escape) also had a positive effect on game leadership. But self-control, self-esteem and some game motivations(acquisition, achievement) was not significant.

Financial Performance of M&A: Focusing on E-commerce Companies in China (M&A 기업성과: 중국 전자상거래 기업을 중심으로)

  • Zhang, Cong;Jin, Shanyue
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.119-126
    • /
    • 2022
  • With the rise and rapid development of the "Internet+" economic model, the internet is deeply integrated with the social economy and penetrates every corner of life. Compared with expanding the scale of business operations through internal investment and capital accumulation, e-commerce companies are more inclined to directly gain control of other companies through efficient merger and acquisition (M&A). The purpose of this study is to analyze changes in financial performance before and after M&A of Alibaba, China's largest e-commerce company in the Internet era. To present the impact of M&A events on Alibaba's stock price and shareholder wealth more intuitively, this study selected the market model in the event study method to measure abnormal returns. The results show that an M&A event led to a reduction in Alibaba's shareholder wealth in the short term. This study presents the theoretical basis for the M&A performance of e-commerce companies.

A Comparative Study on the Social Awareness of Metaverse in Korea and China: Using Big Data Analysis (한국과 중국의 메타버스에 관한 사회적 인식의 비교연구: 빅데이터 분석의 활용 )

  • Ki-youn Kim
    • Journal of Internet Computing and Services
    • /
    • v.24 no.1
    • /
    • pp.71-86
    • /
    • 2023
  • The purpose of this exploratory study is to compare the differences in public perceptual characteristics of Korean and Chinese societies regarding the metaverse using big data analysis. Due to the environmental impact of the COVID-19 pandemic, technological progress, and the expansion of new consumer bases such as generation Z and Alpha, the world's interest in the metaverse is drawing attention, and related academic studies have been also in full swing from 2021. In particular, Korea and China have emerged as major leading countries in the metaverse industry. It is a timely research question to discover the difference in social awareness using big data accumulated in both countries at a time when the amount of mentions on the metaverse has skyrocketed. The analysis technique identifies the importance of key words by analyzing word frequency, N-gram, and TF-IDF of clean data through text mining analysis, and analyzes the density and centrality of semantic networks to determine the strength of connection between words and their semantic relevance. Python 3.9 Anaconda data science platform 3 and Textom 6 versions were used, and UCINET 6.759 analysis and visualization were performed for semantic network analysis and structural CONCOR analysis. As a result, four blocks, each of which are similar word groups, were driven. These blocks represent different perspectives that reflect the types of social perceptions of the metaverse in both countries. Studies on the metaverse are increasing, but studies on comparative research approaches between countries from a cross-cultural aspect have not yet been conducted. At this point, as a preceding study, this study will be able to provide theoretical grounds and meaningful insights to future studies.

A Study on the Security Problems of Smart TV and Consumer's Purchase Intention (스마트TV의 보안 문제와 소비자의 구매의도에 관한 연구)

  • Cho, Sung-Phil;Lee, Gi-Hyouk
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.18 no.7
    • /
    • pp.382-393
    • /
    • 2017
  • Smart TV sareequipped with an operating system and combined with internet functionality. They can use various apps and contents, and provide personalized and interactive services. However, the Internet connectivity of smart TVs has several security vulnerabilities that can cause significant personal and social harm. Therefore, it is necessary to develop a smart TV with a higher level of security than is currently available. In this study, we analyze consumers' purchase intention for smart TVs with security reinforcement by applying the UTAUT2 model. The results are as follows. Firstly, it was found that performance expectancy, social influence, facilitating conditions and price value, as important variables under the existing UTAUT2 model, have significant effects on purchase intention. Secondly, effort expectancy did not have a positive impact on purchase intention. Thirdly, there was a moderating effect of gender on social influence. According to the results of this study, social influence has the most powerful effect on the purchase intention of smart TVs with security reinforcement. Therefore, in order to improve the purchase intention of smart TVs, it is necessary to expand the publicity activities designed to promote the necessity and importance of reinforcing the security of smart TVs and make them easier to use.

Extraction of System-Wide Sybil-Resistant Trust Value embedded in Online Social Network Graph (온라인 소셜 네트워크 그래프에 내포된 시스템-차원 시빌-저항 신뢰도 추출)

  • Kim, Kyungbaek
    • KIPS Transactions on Computer and Communication Systems
    • /
    • v.2 no.12
    • /
    • pp.533-540
    • /
    • 2013
  • Anonymity is the one of main reasons for substantial improvement of Internet. It encourages various users to express their opinion freely and helps Internet based distributed systems vitalize. But, anonymity can cause unexpected threats because personal information of an online user is hidden. Especially, distributed systems are threatened by Sybil attack, where one malicious user creates and manages multiple fake online identities. To prevent Sybil attack, the traditional solutions include increasing the complexity of identity generation and mapping online identities to real-world identities. But, even though the high complexity of identity generation increases the generation cost of Sybil identities, eventually they are generated and there is no further way to suppress their activity. Also, the mapping between online identities and real identities may cause high possibility of losing anonymity. Recently, some methods using online social network to prevent Sybil attack are researched. In this paper, a new method is proposed for extracting a user's system-wide Sybil-resistant trust value by using the properties embedded in online social network graphs. The proposed method can be categorized into 3 types based on sampling and decision strategies. By using graphs sampled from Facebook, the performance of the 3 types of the proposed method is evaluated. Moreover, the impact of Sybil attack on nodes with different characteristics is evaluated in order to understand the behavior of Sybil attack.

Intention to Participate Crowdfunding based on Trust and Perceived Risk: An Exploratory Study with Comparison between Korea and Austria (이용자의 신뢰와 위험인지에 따른 크라우드펀딩(Crowdfunding) 참여의도: 한국과 오스트리아 탐색적 비교 연구)

  • JiHyun Lee;SangAh Park;DongBack Seo
    • Information Systems Review
    • /
    • v.22 no.1
    • /
    • pp.125-146
    • /
    • 2020
  • With the penetration of the Internet and e-commerce, a 'crowdfunding' has emerged as a new way of financing. Crowdfunding has the advantage for a person to able to a simple way to finance her/his an innovative product or service from crowd. However, the success rate for crowdfunding projects is less than half. In this study, we introduce social exchange theory to explore the impact of trust and perceived psychological risk on the intention to participate in a crowdfunding website. Different from previous studies that have focused on a crowdfunding creator, we consider two different perspectives of a project creator and a project supporter. In addition, we compare perceptions of crowdfunding in different cultural contexts by conducting survey in two different countries Korea and Austria. Result shows that trust in recommendation and trust in website have different impacts on the intention to participate from two different perspectives. It also shows that perception of the quality and transparency of information provided by crowdfunding website has greater impact on trust in Korea than that in Austria. In case of perception of psychological risk, it has a negative impact on Austria's intention to create or support a project. On the other hand, it has relatively small impact on the intention to support and does not affect the intention to create a project in Korea.

A Study on the Effect of SNS Quality Factors on the User Satisfaction and Continuous Usage Intention of Live App (SNS 품질요인이 라이브 앱 사용자의 만족도와 지속적인 사용의도에 미치는 영향에 관한 연구)

  • Zhong, Qiu;Park, Jae-Yong
    • Management & Information Systems Review
    • /
    • v.38 no.3
    • /
    • pp.97-112
    • /
    • 2019
  • Currently, in China, mobile live broadcasts are more popular compared to online live broadcasts. Accordingly, this research focused on Wanghong, SNS's flagship live broadcasting app. In other words, Wanghong refers to an internet celebrity who acts online on social network services (SNS) influencing many other people. This study specifically focused on one social network service and conducted a study on live app users. The study first analyzed the quality factors of an SNS to users using China's live app. Secondly, the research investigated in finding out the impact of quality on the satisfaction of live app users and how this affects the live app user's satisfaction on their intention of continuous use. Studies have shown that information quality, system quality, and social quality among SNS quality have a positive influence on live app user satisfaction. However, the quality of service and the quality of emotion was rejected by the hypothesis. Throughout this study, we hope to create an app that allows users to share more satisfying mobile images, thereby establishing various episodes holding beautiful places of their life on a real-time basis. It is hoped that live broadcasting businesses will spread a significant impact around the world. Finally, in the future, research on the study of collective comparison between Korea and China on SNS is believed to be meaningful.

A Study of virtual experiential marketing factors in the Internet shopping mall (Focused on the Schmitt's experiential marketing factors) (인터넷쇼핑몰 가상체험마케팅 요소에 관한 연구 (Schmitt 체험마케팅 요소를 중심으로))

  • Youn, Soung-Jung
    • Journal of Digital Convergence
    • /
    • v.10 no.9
    • /
    • pp.151-158
    • /
    • 2012
  • This study aims to suggest ways of experiential marketing management plan that the virtual tour service in the internet shopping mall is as a agents and the role of the physical interface of the internet virtual experience. It is a empirical analysis to analyze the relationship among Schmitt's five experiential Marketing elements. By the result, the rankings for high impact experiential marketing feedback relationship of cognitive creativity, composition, relationship between social intimacy, behavioral lifestyle, providing a sense of the acoustic auditory effect, a sense of dimensional visual effects in order. This result means that the intimacy and creativity, giving feedback that the opinion of consumers actively prefer internet shopping mall. In addition, it means more visual rather than auditory experience to provide marketing services and provide the lifestyle behaviors that the customer want in the Internet shopping mall. It is needs to make virtual experiential marketing relationships, strengthen the recognition specificity of these results because of experiential marketing relationship's ultimate purpose is to make the relationship between brand and customer service satisfaction of the Internet shopping mall through strengthening the relationship.

Teens and College Students' Purchasing Decision Factors of Denim Jeans In the United States

  • Hwang Shin, Su-Jeong;Fowler, Deborah;Lee, Jinhee
    • Fashion & Textile Research Journal
    • /
    • v.15 no.6
    • /
    • pp.971-976
    • /
    • 2013
  • This study provides insight into current social media influences and purchasing power of the young generation in that the size of both of these demographic groups will impact the apparel companies and retail market for the predictable future Denim apparel companies are aware of the discretionary spending power of the Y and Z Generations. The characteristics of current teens are so similar to college-age individuals in that they have grown up with digital technology and they prefer to communicate via social networking sites. Retailers have utilized these social media platforms in order to capture the attention of the generations. Traditionally marketing campaigns have differentiated between teens and the college-age population. However, the teens actually have larger spending power and more discretionary income. A survey consisted of 32 questions pertaining to Internet media influences, influence of people, and decision factors on decisionmaking related to purchasing selection. A random sampling of 163 females responded to a set of questionnaires. Teens, like college students desire to make their own decisions when they select and purchase denim jeans. Overall 40% of them wanted to make their own decisions when purchasing their jeans, however, a significant number are influenced by their friend's opinions (34%) and the opinions of family members (15%). However, celebrities (10%) had the least influence on their decisions. Teens, like colleges students make decisions based on the same decision factors: fit (63%), cost (23%), brand (10%) and color (2%). The most important factor in determining preference was "fit".