• Title/Summary/Keyword: Use of Motivations

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Motivations for Cellular Phone Uses and Parent-Children Communication by Gender among Middle School Students (중학생의 휴대전화 이용 동기 및 성별에 따른 부모와의 의사소통 수준)

  • Cheon, Hye-Jung;Lee, Jung-Eun
    • Journal of Families and Better Life
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    • v.24 no.5 s.83
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    • pp.101-112
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    • 2006
  • This study examined factors related to the motivation for the uses of cellular phones and the relationship between motivation for cellular phone use and parent-child communication among middle school students. A total of 223 questionnaires were submitted and analyzed. The characteristics of motive structure of the middle school students were found as recreation, time management, information-seeking, reassurance and fashion/showing off. Among those motivations, these middle school students examined here were found to use cellular phones in similar ways to how conventional telephone is used such as work/instrumental reasons and socializing/entertaining. The motivations showed a significant association with the level of parent-child communication. Information-seeking and time management motivation were positively related with an open communication level while fashion/showing off and recreation were negatively related with an open communication level.

A study on the effect of motivations for using smart media on using application (스마트 미디어 이용동기가 애플리케이션의 이용에 미치는 영향에 대한 연구)

  • Choi, Min-Jae
    • Korean journal of communication and information
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    • v.61
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    • pp.52-73
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    • 2013
  • The purpose of this study is to investigate the effect of motivations for using smatphones and tablet PCs on using applications. For this purpose, this study took a survey targeted for smartphone and tablet PC users. The results suggested that the motivations were consisted of four dimensions ; informations, communication, specific functions and relaxation. In terms of motivations, smartphone users preferred to use specific functions and tablet PC users preferred to use them for relaxation. The motivations for using applications were depended on types of applications. Smartphone users preferred communication applications to information or entertainment ones but tablet PC users preferred entertainment and information applications to communication ones. The results also suggested that motivations for using smartphone and tablet PC had strong impact on using applications in part. The motivations for using smartphone and tablet PC worked as a strong factor for using applications. Especially, the motivations of using smartphone had a strong positive relationship with using applications.

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Effect of Motivations and Attitudes toward Nutrition Information on College Students' Use Intentions of Menu Labeling at University Dining Services (대학급식 영양정보 표시에 대한 태도 및 이용동기가 이용의도에 미치는 영향)

  • Ham, Sunny;Kim, Youngshin;Jeong, Yunhui;Park, Shinhye;Joe, Meeyoung
    • Journal of the Korean Dietetic Association
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    • v.23 no.1
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    • pp.94-105
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    • 2017
  • A menu labeling initiative is a lawful regulation with an aim to promote public health by providing customers the right to make informed menu choices. As college years are a critical period in which students form dietary habits, which are sustained throughout their lives, provision of nutritional information at the university dining services is important to students' health and life. Due to the lack of research on menu labeling at university dining services, the purpose of this study was to examine college students' attitudes and motivations toward menu labeling at university dining services, as well as their use intentions toward nutrition information at university dining services. Data were collected from a self-administered survey distributed to 484 college students who had experienced university dining services. Motivations of university students toward menu labeling were categorized into 'knowledge pursuit' and 'health pursuit'. Students' attitudes toward menu labeling had a positive effect on their intention to use menu labeling at university dining services. The findings of the study indicated that female students, or those who frequently used nutrition information, tended to have higher attitudes, motivations, and use intentions toward nutrition information. The study results suggest that facilitation of healthy eating environments at university dining services by offering nutrition information, and nutrition and health education is necessary.

Relationship between Motivations and Performances on the Internet Use: A Multinational Comparative Study-University Students in Canada, the U.S., and S. Korea (인터넷 사용 동기와 성과의 관계 분석: 한국, 미국, 캐나다 3 개국 대학생 비교 연구)

  • John, Yong-Jean
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.69-76
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    • 2011
  • With a concentration on online university student behavior in highly-wired countries of Canada, the US, and South Korea, this study is aimed at identifying and comparing students' perception to the Internet use, willingness to use, and performance from its use. The cross-national comparison unveiled that students in each country did not have a compatible pattern of relationship among perception, intention, and performance. This study also examines the impact of levels of Internet use motivations on users' attitude, intentions to use, and performance. The results of the study help understand the factors affecting the Internet use in three countries and identify the differences in willingness to use and performance from cultural heterogeneity. Implications of the study, limitations, and further research directions are also discussed.

The Effects of Gaming Motivations on Gaming Behaviors: A Self-Determination Theory Approach (게임사용 동기가 게임행동에 미치는 영향 : 자기결정성이론을 중심으로)

  • Lee, Yeonggeul;Jung, Hee Young;Kim, Ju-Ill
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.91-99
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    • 2018
  • A growing body of research has focused on the negative effects of Internet gaming. This issue has become an increased public health concern in Korea. However, little is known regarding the positive effect of Internet gaming and its etiology. This study examined the effects of gaming motivations on gaming behaviors based on self-determination theory. Specifically, we investigated the associations of intrinsic and extrinsic gaming motivations with adaptive and maladaptive game uses. A cross-sectional data collected from a sample of 3,000 young adults using 2016 Korean Video Gaming Survey was analyzed. Measurement model analysis and structural equation modeling were conducted as primary analyses. The findings highlight the different effects of intrinsic and extrinsic motivations on gaming behaviors, such as adaptive and maladaptive game uses. Intrinsic motivations, such as experience-seeking and achievement-seeking, were associated with adaptive game use. Meanwhile, extrinsic motivations, such as sensation-seeking and monetary reward-seeking, were associated with maladaptive game use. The findings provide a better understanding of video gaming in light of both adaptive and maladaptive game uses. The implications for practice and policy were discussed.

The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

The Effects of Shoppers' Motivation on Self-Service Technology Use Intention: Moderating Effects of the Presence of Employee

  • HA, Yongsoo
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.489-497
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    • 2020
  • The introduction of self-service technologies (SSTs) in retail stores aims to provide customers with a more satisfying shopping experience. Many retailers are increasingly turning toward the adoption of self-service technologies in providing services directly to customers. Given that previous SST research has focused mainly on the impact of the introduction of SST on customer responses, the present study explored the impact of the presence of employees in the relationship between SST and customer responses. Based on the two ground theories, motivation-based theories of behavior and social impact theory, this study tested the relationships between shopping motivations, SST use intention, and retailer attitude. Moderating effects of the presence of employees on the three relationships were also tested. Data were collected using an online survey and analyzed through structural equations modeling. Test results showed that both hedonic and utilitarian shopping motivations effect on SST use intentions, and SST use intentions effect on retailer attitude, subsequently. Although the presence of employee did not moderate the relationship between shopping motivations and SST use intentions, the employee presence moderated the relationship between SST use intentions and retailer attitude. The impact of SST use intentions on retailer attitude was higher in the high presence of employee group than in the low group.

Understanding Motivations and Engagement Outcomes of Social Media Television Coviewing

  • Wu, Di;Kim, Eunice Eun-Sil
    • International journal of advanced smart convergence
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    • v.10 no.4
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    • pp.1-13
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    • 2021
  • In today's media environment, TV programmers and advertisers must strive ever harder to attract the attention of audiences. Yet what may be even more crucial is engaging audiences in conversations on social media and nourishing stronger relationships. To provide insights into how to improve audience experiences through social media television coviewing (STVC) behaviors, this study investigates audience motivations for using social networking sites (SNSs) while watching sports program (i.e., social media television coviewing-STVC) and examines relationships between identified motivations and key audience engagement outcomes. The results reveal four motivations for STVC behaviors: sports-related interaction seeking, information seeking, convenience seeking, and socializing. Further, results reveal that sports-related interaction seeking, information seeking, and socializing motivations are significant predictors of satisfaction, investment, and commitment to the program. Audience engagement outcomes are not predicted, however, by convenience seeking or by variables pertaining to SNS-use regarding STVC behaviors.

An Empirical Analysis of the Relationships among Perceived Feedback, Motivation, and Use for Contribution in Knowledge Management Systems (지식관리시스템에서 지각된 피드백, 동기, 지식기여 간의 관계에 대한 실증분석)

  • Kang, Hee-Taek;Oh, Han-Mo
    • Journal of the Korean Operations Research and Management Science Society
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    • v.37 no.1
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    • pp.73-88
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    • 2012
  • This study examines the role of perceived feedback and motivations on the use for contribution in Knowledge Management Systems (KMS). An individual expects responses from others when he or she posts the knowledge or questions of soliciting knowledge in KMS. If an individual posts a message and there are many responses, motivation to use KMS will develop. Prior research has considered feedback a potential factor that would affect an individual's motivation, such as self-efficacy, but there is few prior works that have tested empirically on how feedback can influence an individual's motivations as well as the use for contribution in KMS. Perceived feedback can be categorized into feedback on posted knowledge and feedback on knowledge request postings. The results of the study show that motivations such as organizational reward, knowledge self-efficacy, and enjoyment of helping, except for social reward, are associated with the use for contribution. Our results also show that among perceived feedback, feedback on posted knowledge affects motivation and use for contribution while feedback on knowledge request postings directly influences the use for contribution.

The Exploratory Study of College Students'Motivation for the College Facebook Based on Factor Analysis (대학 페이스북에 대한 재학생 이용동기의 탐색적 연구)

  • Jo, Sam Sup
    • The Journal of the Korea Contents Association
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    • v.18 no.10
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    • pp.111-120
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    • 2018
  • The rapid use of Facebook among colleges, the present study was to explore the motivations of college owned Facebook among college students. The factor analysis The factor analysis showed that the college students perceived that the intimacy, update of college information, sharing daily lives, use of time, seeking useful information are important motivations when they use college Facebook. The extracted factors such as emotional intimacy, information update and sharing daily lives also play significant variables to affect Facebook effectiveness such as "like" and "sharing others." The results suggest that Facebook managers need to use college Facebook as a social medium not by one way communication medium to the college students.