• Title/Summary/Keyword: Usage motivation

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An Investigation of the Intake of the Health Improving Agents and Health Status by Male Workers in Chonnam Yeosu Industrial Area (전남 여수 산단에 근무하는 일부 남자근로자들의 주관적 건강상태 및 건강증진제 섭취 실태에 관한 연구)

  • Lee, Hae-Kyung;Jung, Bok-Mi
    • Korean Journal of Community Nutrition
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    • v.12 no.5
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    • pp.569-582
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    • 2007
  • This study was carried out to examine information regarding usage of health improving agents and health status of male workers in the Chonnam Yeosu industrial area. We obtained data by means of a questionnaire from 329 men. Of the subjects 44.7% were in their forties, high school education was 43.0%, married was 83.0% and $1,500{\sim}3,000$ thousand won in monthly income was 35.8%. Average height and weight of the subjects was $171.8{\pm}5.4 cm$ and $70.5{\pm}8.1 kg$. Average BMI was $23.8{\pm}2.2$. Drinking rate of respondents was 85.5%, the drinking rate of daily workers was significantly higher than rotation workers (p < 0.05). Rotation workers exercised more regularly than daily workers (p < 0.001). Subjective symptoms of the subjects always had eye problems (11.7%), shoulder aches (5.8%), ache in one's empty stomach (4.7%) in decreasing order. 21.4% of the subjects had a disease, and liver disease was the highest in the subjects; the second was cardio-vascular disease. Interval of health food intake was highly irregular (62.7% of respondents), and keeping healthy was the main motivation fur the usage of health foods. Health improving agents included oriental medicine, animal protein based restorative foods, nutrition supplements, health supplements, and natural foods. 33.3% of the subjects took health supplements, nutrition supplements (29.1%), oriental medicine (20.6%), natural foods (16.7%) and animal protein based restorative foods (3.9%), in respective order. Health improving agents were consumed higher in liver disease than other diseases. This study suggests that nutritional education and monitoring should be implemented for industrial workers to prevent life-habit diseases and to keep proper self-management of health status under special environments.

Factors affecting Smartphone Addiction among Elementary School Students (초등학생의 스마트폰 중독에 미치는 영향요인)

  • Ryu, Se In;Cho, In Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6180-6189
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    • 2015
  • The purpose of this study is to clarify the factors that affects smartphone addiction of elementary school students. The subjects were 263 students, from 4 elementary schools located in G-city. Data were collected from July, 2014 and analyzed using SPSS 19.0 program. The prevalence of addiction risk group and non-addicted group were 16.0% and 84.0%, respectively. The variables which had statistically significant differences with smart phone addiction of general characteristics are grade, living together family, economic status, school record, motivation for usage, advantage of usage and using time (p<.05). There was pure correlation between the smartphone addiction and impulsivity (r=.496, p<.001), daily stress (r=.471, p<.001). However, perceived parental attitude (r=-.375, p<.001) and self-esteem (r=-.444, p<.001) were inverse correlation with smartphone addiction. Higher using time, higher impulsivity and higher daily stress were all associated with increased of smartphone addiction level. These results suggest that more attentions should be given to early adolescents and could be effectively used as fundamental data to develop intervention programs, which can prevent the smartphone addiction.

An Analysis of Determinants Affecting Satisfaction of Usage of Live Commerce from the Perspective of User, Information Source and Platform (이용자, 정보원천 및 플랫폼 차원에서의 라이브 커머스 이용 만족도 영향 요인 고찰)

  • Lee, Sungjoon
    • The Journal of the Korea Contents Association
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    • v.21 no.3
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    • pp.576-589
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    • 2021
  • Live commerce as a new form of service that combines live streaming service with e-commerce is gaining a growing attention from many people with diffusion of a new trend of untact economy. In this context, this research examines what leads to user satisfaction of live commerce. In especial, this research conceptualized several determinants that might affect user satisfaction of live commerce from three dimensions of users, information sources and platforms. It also tested whether those factors had influences on user satisfaction of live commerce empirically. The sample in this study was responses of 218 people in their 20s and 30s who had experienced using live commerce. They were analyzed using a hierarchical regression analysis. The findings revealed that depression and innovativeness from the dimension of users, attractiveness of show host from that of information sources, and physical affordance and perceived interaction among users from that of platforms had significant influences on user satisfaction of live commerce.

An Exploratory Study of Psychological Characteristics of Metaverse Users (메타버스 이용자의 심리 특성 탐색 연구)

  • Hyeonjeong Kim;HyunJung Kim;Beomsoo Kim;Hwan-Ho Noh
    • Knowledge Management Research
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    • v.24 no.4
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    • pp.63-85
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    • 2023
  • This study aims to identify the primary user group in the growing metaverse space based on the increased interest during the COVID-19 era. It also aims to explore the predictive factors for metaverse adoption. To predict online activities, the study examined user purposes, motivations, and relevant demographic factors as predictive variables through model analysis. The data from the Korean Media Panel Survey were used, and a two-stage analysis with the Heckman two-stage sample selection model was conducted to predict metaverse users. The analysis revealed that the key factors influencing metaverse adoption were offline activities, openness, OTT usage, and purchasing of paid content. Moreover, in the second stage model, openness, gender, and paid content purchases were identified as significant variables for increasing metaverse usage time. These results indicate that understanding metaverse users is essential in the context of the rising interest in online activities during the COVID-19 era and can provide valuable insights for metaverse platform-related companies and developers.

The Effect of Paid YouTube Channel Membership Motivation on Usage Satisfaction and Continuance Intention: Based on Consumption Value Theory (유료 유튜브 채널멤버십 이용동기가 이용만족과 지속이용의도에 미치는 영향: 소비가치이론을 기반으로)

  • Chengnan Jiang;Ji Yoon Kwon;Sung-Byung Yang
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.181-203
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    • 2023
  • YouTube exhibits a hybrid personality, incorporating traits of both over-the-top (OTT) and personal broadcasting platforms. However, limited research has investigated these hybrid characteristics, particularly in the context of paid YouTube channel memberships. Therefore, building upon consumption value theory and prior literature, this study examines the influence of consumption value factors associated with paid YouTube channel memberships on usage satisfaction and continuance intention. Specifically, the study identifies four perceived consumption value factors (functional, social, emotional, and epistemic values) within the paid YouTube channel membership context and assesses their impact on usage satisfaction and continuance intention. Additionally, the study explores the moderating role of conditional value (the experience of watching live streams on paid YouTube channels) in these relationships. Data was collected via an online survey from Korean adults who subscribed to multiple paid YouTube channel memberships, resulting in 274 responses. The proposed hypotheses were tested using structural equation modeling (SEM). The SEM results indicate that all four consumption value factors significantly influence usage satisfaction, with usage satisfaction in turn positively affecting continuance intention. Furthermore, the study reveals that conditional value moderates the relationships between functional/emotional values and usage satisfaction, as well as between usage satisfaction and continuance intention. This study is the first to focus on YouTube channel paid memberships, which encompass characteristics from both OTT and personal broadcasting platforms. It is anticipated that this research will offer insights to personal broadcasters and stakeholders regarding the motivational factors that impact user satisfaction and encourage subscriptions to channel memberships.

Korean Movie Users' Media Usages and Motivation in N-screen Ages: The Comparison Among Koreans, Japanese and Chinese ('N스크린 시대 한국영화콘텐츠 이용자의 이용매체 및 이용동기 차이 분석: 한·중·일 이용자 비교)

  • Park, Seung Woo
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.655-664
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    • 2013
  • The Korean film has not been on the board of Korean waves due to the limitation of the media accessibility. However, N-screen gives Korean films the chance of being on the board of Korean waves, especially in Asian country which have shared cultural codes. This study aims to demonstrate the possibility of Korean films in asia based on the analysis of Korean film viewers' motivation and media usage. For this purpose the 330 data were collected among Korean, Japanese and Chinese from Feb, 23rd through April, 5th in 2013. The results show the followings; 1) Korean viewers have the strong preference of cinema theater to other media such as PC, VCR/DVD player, tablet PC and mobile phones. Whereas, Japanese viewers prefer VCR or DVD players and Chinese viewers prefer PC and mobile phones. 2) In terms of viewing motivation, social utility is most important to Korean viewers while diversion to Japanese and Chinese viewers.

Influence of Motivation·Opportunity·Ability Factors on Knowledge Sharing and the Moderating Effect of System Use Voluntariness - Focused on the Defense Knowledge Sharing System - (동기·기회·능력요인이 지식제공 행위에 미치는 영향과 시스템 사용 자발성의 조절효과 - 국방 지식공유시스템을 중심으로 -)

  • Kim, Byoung-Su;Baek, Seung-Nyoung
    • Management & Information Systems Review
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    • v.35 no.1
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    • pp.23-50
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    • 2016
  • The purpose of this study is to investigate the determinants of employees' knowledge contribution to 'Easysam', the Defense Knowledge Sharing System(DKSS), and provide managers and system designers with implications for enhancing the usage of the DKSS. Although the system seems to be helpful for employees to conduct their tasks by sharing and applying knowledge from the system, use of the system is confined to restricted employees and little empirical, systematic research has been done for this area. Therefore, using the motivation opportunity ability theory of behavior, this study hypothesizes that motivation factors(enjoy helping, reward confirmation), opportunity factor(system accessibility), and ability factor(self-rated expertise, tenure in the field) increase the level of employees' knowledge contribution to the DKSS. This research also includes hypotheses which address the effect of system use voluntariness, a moderator, on the relationship between predictors described above and knowledge provision. Survey results show that the effect of enjoy helping, reward confirmation, self-rated expertise and system accessibility is significant on employees knowledge provision. However, tenure in the field has no influence on its contribution of knowledge to the system. Theoretical and practical implications are provided.

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A Study of Collective Knowledge Production Mechanisms of the three Great SNS (3대 SNS에서의 집단적 지식생산 메커니즘 연구)

  • Hong, Sam-Yull;Oh, Jae-Chul
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.7
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    • pp.1075-1081
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    • 2013
  • Twitter, Facebook, and KakaoStory are the major SNS in Korea. Social knowledge production is being produced by those services from numerous collaboration and co-participation in those SNS. Wikipedia or Naver JishikIN service was regarded as the representative product of collective knowledge production during the wired internet era. However now at the wireless internet era centered with smart phones, various forms of collective knowledge production would be achieved by connecting to SNS in real-time. In this thesis, the survey data of collective knowledge production for users of three SNS have been compared and analyzed. The difference of the collective knowledge production mechanism among Twitter, Facebook and KakaoStory has been studied and compared through three variables: the motivation of collective knowledge production, the preference of collective knowledge production model, and collective knowledge production cultural perception. As a result of the analysis of the discriminant factors for three SNS user groups, it turns out that the diversity-toward usage motivation, personal contribution motivation, and collective knowledge production tendency perception are the most influential variables. This thesis is of significance in that it unites the value of social science such as social capital and collective knowledge production from the viewpoint of computer science and opens the new chapter of collective knowledge production with the real-time SNS of wireless internet from the wired internet.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

An Implementation of Intelligent Word Relay Game Considering Characteristics of Real World Langunge (언어생활을 반영한 지능적 끝말잇기 프로그램 구현)

  • Lim, Heui-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.1
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    • pp.122-128
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    • 2008
  • An word relay game contributes to rehabilitation and treatment of language disorders such as aphasia. As a computer is better than human in memorizing very large vocabularies, the computer has much advantage over people in word relay game. Such the game result in decrease the motivation of players and patients in treatment of language disorders. To make people to continue word relay and to be effective to remedy language disorders, the game need to be intelligent and familar with a person. This paper proposes an implementation of intelligent Korean word relay game, which considers characteristics of Korean word usage patterns. The gaem is intelligent in constructing vocabulary database and choosing an answer considering the level of player.