• Title/Summary/Keyword: Usage motivation

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Determinants of SNS Use Time Depending on SNS Motive in Youth Workers (청년층 직장인의 SNS 이용동기에 따른 사용시간의 결정요인에 대한 연구)

  • Ok, Chiho;Park, Yong Wan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.147-158
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    • 2017
  • The purpose of this study is to investigate the determinants of the SNS usage time depending on SNS motive of the youth workers. Although previous studies revealed that there are many motivations for SNS usage, it is not known which factors determine usage time of each SNS motive. In this study, we constructed the unbalanced panel data of the Korean Education & Employment Panel data. Among three different SNS motives such as information exchange, social networking, and fun pursuit, gender, physical health, extraversion, and conscientiousness affected the usage of SNS when the motivation was information exchange. When it was personal connection, the size of organization, education, physical health, subjective happiness, job satisfaction, neuroticism, and agreeableness did. When it was fun & interest, foreign company, status of children, subjective happiness, and job satisfaction did. Based on the findings, we discussed theoretical and practical implications.

The Effect of Motivation for Using Mobile Social Network Games on the Game Attitude, Continuous Use Intention and Intention to Recommend the Game (모바일 소셜 네트워크 게임 이용 동기가 게임태도와 지속적 이용의도 및 추천의도에 미치는 영향)

  • Youm, Dong-sup
    • Journal of Digital Convergence
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    • v.15 no.1
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    • pp.453-459
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    • 2017
  • This study was conducted to review the usage behavior of mobile social network games that are attracting attention as a new growth engine in the game market. To that end, a survey was conducted on 250 male and female university students. The result of the study showed that first, the relationship formation motivation and seeking fun during leisure times in association with mobile social network games had a positive effect on game attitudes. Second, the relationship formation motivation had a positive effect on the continuous use intention. Third, the relationship formation motivation and the fun-seeking motivation had a positive effect on word-of-mouth recommendation, while the relationship formation motivation and advertisement recommendation motivation had a positive effect on the intention to recommendation online formats. Fourth, the attitude towards mobile social network games had a positive effect on the continuous use intention. Lastly, the attitude towards mobile social network games had a positive effect on only the intention to recommendation through word-of-mouth. This study is expected to provide useful and basic data for the development of quality game content that will cater to users' needs.

On the Influence of Branded-app Usage and Motivation on Brand Attitudes, Satisfaction and Intention to Repeat Usage (브랜드앱 이용동기가 브랜드 태도와 만족도 및 지속적 사용의도에 미치는 영향에 관한 연구)

  • Park, Keun-Young;Lee, Chull Young;Kim, Jin-Hee
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.157-163
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    • 2016
  • With the rapid expansion of smart-phone based brand app and its marketing implementations, the marketers stake much resources in the success of brand apps so that they are able to reinforce the user satisfaction and intention for repeat use. The purpose of this paper is to understand the characteristics underlying the brand applications and to analyze the usage and attitudes of the users. Self-administered survey on the research variables for respondents of 20-49 age group was conducted and the results as follow. The results are as follows the consumers are more satisfied with its usefulness, entertainment, and design attributes of the brand app. They tend to keep using a brand app that contains useful contents and great entertainment elements. Marketers thus need to reflect those elements when developing and distributing a brand app in order to meet the needs of their customers. The study results would help marketing firms find new competitive edges by providing basic insight for new competition strategies for brand app development.

Mobile Phone and Extension of Human Communication (이동전화와 인간 커뮤니케이션의 확장)

  • Song, Chong-Hyun
    • Korean journal of communication and information
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    • v.27
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    • pp.183-212
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    • 2004
  • Mobile phone media have extended the terrain of human communication. Starting from the notion of McLuhan, this study suggests that the extension of human communication is a concept of multiple dimension, such as 'extension of function' and 'extension of ego' Mobile phone speed the pare and efficiency of life, but also allow more flexibility at business and professional levels as well as family and personal life. On the other hand, mobile phone is also conceived as a personality kit, that is as a symbol of user's identity. So we ran classify the mobile phone users as a typology of motivation. Group I, entitled 'hyper-coordination', has high instrumental and high expressive motivation. Group II(='instrumental') is high instrumental but low expressive. Group III(='expressive') is low instrumental and high expressive, and Group IV(='minimal') is low in both instrumentality and expressiveness of mobile phone use. Then would the hyper-coordination group have different usage pattern with the other groups? A sample of 482 university students completed survey questionnaire. , which states hyper-coordination group would most frequently make calls and text, and have largest extensity and variety of usage, is supported statistically. states that hyper-coordination group would have larger and deeper social network than the other groups. This hypothesis is also supported with statistics.

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A Comparative Study on e-Learning Satisfaction between Korea and China (한국과 중국의 이러닝 만족도에 관한 비교연구)

  • Bae, Jae-Hong;Shin, Ho-Young
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.369-377
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    • 2020
  • The purpose of this study is to find out the effect of e-learning quality and learner's usage motivation on e-learning satisfaction in Korea and China. In addition, by comparing and analyzing the factors influencing the satisfaction of learners between the two countries, this study aims to suggest the effective use of e-learning. This study surveyed Korean university students at Y and K universities in Gyeongsangbuk-do and Chinese university students at A university in Henan, China. As a result, for Korean university students, it is showed that learning time, learning space, learning process, usefulness, e-learning information quality, and service quality affect e-learning satisfaction. For Chinese university students, learning time, learning process and e-learning system quality, information quality, and service quality were found to affect e-learning satisfaction. Among them, service quality was an important factor influencing e-learning satisfaction in both countries, but the average score of each factor was very low. In the future, we discussed ways to improve service quality.

A Study on the selecting behavior of restaurant by segmental group based on foodservice motivation (외식동기에 기초한 세분집단별 외식점 선택행동에 관한 연구)

  • Kim, Young-Hee
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.159-168
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    • 2022
  • This study was conducted to classify segmental group based on the factors of foodservice motivation and then conducted a survey for one month from July 15 to August 14, 2021 to analyze the influence of demographic characteristics, usage behavior, and motivation on eating out choice behavior. A total of 310 copies were used for empirical analysis. The result is as follows. First, males showed higher task type than females, and females showed higher number of change type, gastronomic type, and fit type. Second, in demographic characteristics, all groups showed strong motivation for foodservice in married people aged 31-40 and 41-50. Third, in the restaurant selecting behavior difference between the segmental groups according to the motivation for foodservice the most preferred menu was korean food for fit type, gourmet type, duty type and western food was the highest in the change type. Fourth, in the ordering method of difference in restaurant selecting behavior among segmental groups, all four groups showed higher order type than unlimited type or buffets type. The limitations of this study are limited to the food field and analysis should be done, but the results of the study on specific food items have not been obtained. Therefore, it is hoped that the future research will be conducted by designating specific food fields.

A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation (게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로)

  • Lee, Ja-Eun;Kim, Dongwhan
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.173-186
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    • 2022
  • The purpose of this study is to investigate the influence of gamification strategies on improving participation and motivation of shared electric scooter users. To this end, this study derived the user type through the first research question of how the shared electric scooter usage behavior and pulse are, and derived user tasks and scenarios. The second research question, a shared electric kickboard app with gamification, was tested by users to see if it helps increase user participation and form motivation. As a result of the analysis, it was found that users were induced to be considerate of other users by using a combination of the motivational, relational, and self-expression strategies of gamification. Second, it was found that the use of motivation, achievement and reward, and reward visualization strategy elements promotes user's voluntary behavior. Third, through relationship, achievement, and reward strategies, users participated to create a positive culture of shared electric scooters, drawing immediate feedback, indicating that convenience has increased. In conclusion, it was found that the user helped to play a positive role in voluntary participation and motivation through the use of the shared electric kickboard service with gamification.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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Investigating the Effect of Value Characteristics of SNS Users on SNS Usage Motivation, Social Capital, and Usage Behavior (SNS 이용자의 가치체계의 특징이 SNS 이용동기, 사회적 자본, 이용행위 등에 미치는 영향 분석)

  • Cho, Hyong-Oh
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.351-362
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    • 2018
  • This study investigated how Schwartz' value system(1992) would interfere with SNS users' motivations and behavioral responses. The study result shows that values are characterized in terms of openness, mutual reciprocity, self enhancement, normative compliance, and security. Each of them exerted differential impact on SNS usage motives, social capital, ad response, and word-of-mouth, among others. The five values were used as an input for segmenting SNS users and clustering method produced four value segments; experience seeker, interdependent sympathizer, self enhancer, and norm-bound. Each value group not only influenced SNS perceptions and behavioral responses differently, but also showed a systematic relationship with SNS service types. The study findings demonstrate that Schwartz's value system provides a very useful theoretical basis for understanding the psychological mechanism underlying SNS usage.

An Analysis of Weekend Farm Usage in Seoul (주말농장 이용 실태 분석 - 서울시내를 중심으로 -)

  • 이은희;김용아
    • Journal of the Korean Institute of Landscape Architecture
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    • v.26 no.1
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    • pp.83-95
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    • 1998
  • Interest in weekend farming has been increasing recently among city-dwellers although it is still only in the beginning stages. Weekend farming has been increasing recently among city-dwellers although it is still only in the beginning stages. Weekend farms provide people with new activities and also help to preserve green areas within the city. It is necessary to understand what weekend farm users think and what problems they encounter in order to increase the use of these farms. For this reason, we studied 16 weekend farms in Seoul managed by the Rural Guidance Office and the Agricultural Cooperative. We distributed 24 questionnaires by hand and these were later returned by mail. The questionnaire asked weekend farmers about their motivation for using the farms, about their motivation for using the farms, frequency of use, level of satisfaction, current state of housing and the sort of plants they cultivated, among other things. We found that most of them live in apartments and have little access to green areas,. Weekend farm users were generally satisfied. However, they had a lack of gardening knowledge and reported that facilities such as toilets and water service were unsatisfactory. Political support is needed from the government in order to improve weekend farms. There needs to be a wider range of farm sizes and an increase in the uses of the farms. If these improvements occur, investment in and the development of weekend farming will increase and weekend farms will take root in Korea.

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