• 제목/요약/키워드: continuous intention of using

검색결과 273건 처리시간 0.023초

Factors Determining Intention to Continue Using E-HRM

  • NOERMAN, Teuku;ERLANDO, Angga;RIYANTO, Feri Dwi
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제8권2호
    • /
    • pp.1079-1089
    • /
    • 2021
  • The development of information technology has promoted organizational transformation through the utilization of an electronic information system. This research aimed to identify factors that influence continuous intention to use E-HRM. This empirical research applies the Technology Acceptance Model and Cognitive Model for identifying significantly impacted areas of continuous intention to use E-HRM in a highly dynamic environment. The data were collected using questionnaires delivered directly to respondents. The sample was 100 employees of ESQ Group selected through random sampling. The variables used were subjective norms (X1), perceived behavioral control (X2), perceived innovativeness (Y1), cognitive absorption (Y2), satisfaction (Y3), and continuous intention to use E-HRM (Y4). Statistical analysis using Structural Equation Modelling (SEM) with Smart PLS was applied. The results revealed that behavioral control (X2) did not influence the continuous intention to use E-HRM (Y4) and that cognitive absorption (Y2) and satisfaction (Y3) did not significantly influence continuous intention to use E-HRM (Y4). Subjective norms (X1) significantly influenced both perceived innovativeness (Y1) and continuous intention to use E-HRM (Y4), perceived behavioral control (X2) significantly influenced both perceived innovativeness (Y1) and cognitive absorption (Y2), and perceived innovativeness (Y1) significantly influenced both satisfaction (Y3) and continuous intention to use E-HRM (Y4).

What's for Dinner? Factors Contributing to the Continuous Usage of Food Delivery Apps (FDAs)

  • Ahmad A. Rabaa'i
    • Asia pacific journal of information systems
    • /
    • 제32권2호
    • /
    • pp.354-380
    • /
    • 2022
  • This study proposed a novel model to investigate influential factors affecting the intention to continue using increasingly popular food delivery apps (FDAs). The proposed theoretical model is developed and validated to extend traditional technology acceptance and adoption theories by identifying several determinant factors that capture the unique context of FDAs continuous usage. Hypotheses were tested using a partial least square structural equation modeling approach (PLS-SEM) on data collected from 331 actual FDAs users during the COVID-19 pandemic. The results reveal that convenience, perceived compatibility, delivery experience, and online reviews significantly influence the continuous usage of FDAs. The findings also confirm the importance of continuous intention on the actual use of FDAs. The research model of this study explains 65% of variance in continuous intention and 47% in actual use. The insights provided by this study suggest fruitful directions for future research. They can also help FDAs companies, developers and marketers with strategies and tips for further development and growth by ensuring users' continuous usage of these platforms.

서핑참여자의 참여동기가 몰입경험 및 지속적 참여의도에 미치는 영향 (The Effects of Surfing Participants' Participation Motivation on Flow Experience and Continuous Participation Intention)

  • 권재윤;남상백;박상규;강희엽
    • 수산해양교육연구
    • /
    • 제29권2호
    • /
    • pp.492-502
    • /
    • 2017
  • The purpose of this study was to verify the influences of surfing participants' participation motivation on flow experience and continuous participation intention. The study conducted a research survey through purposive sampling method after selecting 2 surfing center in Ganwon-do. 280 questionnaires distributed and 269 were selected as final valid sample by removing 11 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, participation motivation factors have positive effect on flow experience. Second, participation motivation factors have an influence on continuous participation intention. Third, flow experience have an influence on continuous participation intention. Fourth, leisure flow have an influence on continuous participation intention.

Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권4호
    • /
    • pp.51-60
    • /
    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.

The Study of Factors Influencing the Intention of Continuous Usage Using Augmented Reality Games: Comparative Analysis of Korean and Chinese Users

  • Namjae Cho;YanRui Wang;Jeong Hun Lim;Giseob Yu
    • Asia pacific journal of information systems
    • /
    • 제32권2호
    • /
    • pp.249-274
    • /
    • 2022
  • This study is to focuses on users' attitudes toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users significantly affected spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications for analyzing user perspective using immersion, a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
    • /
    • 제27권6호
    • /
    • pp.197-224
    • /
    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

Effects of the Components of Mobile Shopping Apps On Shopping Flow and Continuous Usage Intention

  • Sangwoon BYUN;Jai-Kil KO
    • 산경연구논집
    • /
    • 제14권12호
    • /
    • pp.11-21
    • /
    • 2023
  • Purpose: This study aims to investigate the impact of mobile shopping app components on shopping flow and the continuous usage intention of the shopping apps in the rapidly growing mobile market facilitated by advancements in the mobile environment. Research Methodology: A survey was conducted, targeting users aged 20 and older with experience in using mobile shopping apps. The responses of 456 participants were analyzed through frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, and structural equation modeling. Results: The study found that within the components of mobile shopping apps, enjoyment significantly impacted both shopping flow and the continuous usage intention of shopping apps. The diversity of product assortment had a significant effect only on shopping flow. The usefulness and ease of use influenced on the intention to continue using shopping apps. Conclusions: Based on the findings, it is recommended that shopping app operators try to identify essential components for stimulating user interest and engagement when developing or modifying apps. Additionally, a diverse range of products enhances the shopping experience and drives spontaneous purchases. Furthermore, providing an easy interface and minimizing the effort required, this experience can enhance user perception of its value and sustain consumers' continuous usage intention of the shopping app.

Effect of Perceived Value of OTT Platform on Consumer's Technology Acceptance, Continuous Use Intention, and WOM

  • Byoung-Jo HWANG;Hee-Young CHO
    • 융합경영연구
    • /
    • 제11권5호
    • /
    • pp.29-44
    • /
    • 2023
  • Purpose: This study analyzed the effect of the perceived value of the OTT platform on consumers' technology acceptance, continuous use intention, and WOM using the Expanded TAM. Research design, data and methodology: A survey was conducted targeting OTT platform users in their 20s to 40s nationwide from August 10 to 16, 2022, and a total of 208 people were used in the final analysis. To verify the research model, frequency analysis, CFA, and SEM analysis were performed using SPSS and AMOS. Results: First, the perceived value of the OTT platform was found to have a positive effect on consumers' technology acceptance (perceived usefulness, perceived ease of use, and perceived enjoyment). Second, the perceived ease of use of OTT platform consumers was found to have a positive effect on perceived usefulness and perceived enjoyment. Third, it was found that the perceived usefulness and perceived enjoyment of OTT platform consumers had a positive effect on the continuous use intention, and WOM. Fourth, it was found that the continuous use intention the OTT platform had a positive effect on the WOM. Conclusions: Word of mouth and continuous use of existing customers are important for OTT platform companies to retain existing customers and secure new customers. Through the perceived value of the OTT platform, efforts should be made to provide various contents that consumers can enjoy along with usefulness and convenience of functions.

디지털 융복합 환경에서 WBI을 활용한 AT자격 프로그램 사용의도에 미치는 영향에 관한 연구 (A Study on the Influencing Usage Intention of AT Certification program using WBI in the Digital Convergence Environment)

  • 이신남
    • 디지털융복합연구
    • /
    • 제13권7호
    • /
    • pp.109-116
    • /
    • 2015
  • 본 연구의 목적은 디지털 융복합 환경에서 WBI를 활용한 AT자격 프로그램의 만족도와 지속적 사용의도에 미치는 영향 변수를 기대일치, 유용성 기대, 프로그램 인터페이스로 확장하여 검증하고자 하는 것이다. 실증분석에 활용된 도구는 AMOS 21.0과 SPSS 21.0 프로그램이다. 연구결과는 다음과 같다. 첫째, 유용성기대 및 프로그램 인터페이스가 기대일치에 긍정적 영향을 주는 것으로 나타났으며, 유용성기대가 프로그램 인터페이스보다 더 큰 영향을 미쳤다. 둘째, 기대일치는 만족도, 지속적 사용의도에 모두 긍정적인 영향을 미쳤으며 기대일치는 만족도보다 지속적 사용의도에 더 많은 영향력을 주는 것으로 나타났다. 셋째, 만족도는 지속적 사용의도에 대해 긍정적 영향을 주는 것으로 나타났다. 본 연구결과는 가설에서 제시한 경로를 토대로 기대일치가 유용성기대와 프로그램 인터페이스에 따라 영향을 받으며, 만족도와 지속적 사용의도에도 중요한 요인이라는 증거를 제시하였다고 생각한다.

스키수업 참여 대학생들의 스포츠 재미와 여가만족 및 지속적 참여의도와의 관계 (The Relationships among Sport Enjoyment, Leisure Satisfaction and Continuous Participation Intention in Ski Class)

  • 남상백;권재윤;김영준
    • 수산해양교육연구
    • /
    • 제29권3호
    • /
    • pp.655-664
    • /
    • 2017
  • The purpose of this study was to verify the relationships among sport enjoyment, leisure satisfaction, and continuous participation intention in ski class. The study conducted a research survey through purposive sampling method. 280 questionnaires distributed and 271 were selected as final valid sample by removing 9 questionnaires that have insufficient answers. Hypothesis test on collected data was conducted by using SPSS 20.0 and AMOS 18.0 programs. The results were as followings. First, sport enjoyment factors a significant effect on psychological satisfaction, environmental satisfaction. Second, sport enjoyment factors had effect on re-participation intention, word of mouth intention. Third, leisure satisfaction had effect on re-participation intention, word of mouth intention. In addition, it had effect on continuos participation intention as the partial mediation of the leisure satisfaction.