• Title/Summary/Keyword: management involvement

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A Study on the Relationship between Level of Digital Informatization and Satisfaction Level of Elderly People: Focusing on community, meeting, and community involvement activities (장노년층의 디지털정보화 수준과 사회활동 만족도 수준과의 관계에 대한 연구: 커뮤니티, 모임, 공동체에의 참여활동을 중심으로)

  • Lee, Hyangsoo;Lee, Seong-Hoon
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.1-7
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    • 2019
  • Our society is evolving into an aging society. The purpose of this study is to investigate how digital informatization capacity of elderly people, one of the so - called information - neglected people, affects social activities. To this end, we analyzed the relationship between digital informatization level and social activity satisfaction level of old elderly people based on the results of the digital information gap survey in 2017. As a result, it was found that there was a positive relationship between digital access and satisfaction level of social activities, such as whether elderly people have wired / wireless information devices and internet accessibility. Second, it was found that digital information capacity level such as PC usage ability and mobile digital device utilization ability had a positive (+) relationship with only social activities. Third, the level of satisfaction with social activities increased as the level of digital information utilization increased, such as whether they were using wired and mobile Internet. This suggests that the government needs a policy to resolve various information gaps that can enhance the level of digital informatization of elderly people.

A Study on The Effect of PM Consultant Leadership Capability on Consulting Repurchase Intention (PM컨설턴트 리더십역량이 컨설팅 재구매 의도에 미치는 영향에 관한 연구)

  • Lee, Yang-Woo;Hong, Woo-hyung;Kim, Sang-Bong
    • Journal of the Korea Convergence Society
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    • v.10 no.1
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    • pp.163-176
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    • 2019
  • The purpose of this study is to examine the impact of PM consultant leadership competence on consulting repurchase intention and the impact of SME CEO participation on consulting repurchase intention. The validity of the measurement model was secured through CFA (Confirmative Factor Analysis) for the questionnaire data, and consistency was secured through the same method convenience, and significant results were obtained. In other words, not only the ability of PM consultant in repurchase of consulting is important, but also confirms that repurchase intention differs according to the participation of manager. Therefore, the performance that manager feels depends on the degree of manager's interest in repurchase and plays an important role in repurchase. As a result, it is important for PM to report to manager and / or make the manager participate in consulting process so that manager can be interested. In this study, it is difficult to generalize the relationship between PM's leadership role and manager's involvement in the repurchase intention. However, it is meaningful that PM's competence as well as management's participation are very important, and that this study figured out which drection PM's leadership should focus on. The purpose of this study is to investigate the effect of the variables on the repurchase intention.

An Empirical Analysis of Influencing Factors on Success of Equity Crowdfunding: By Industry and Funding type (투자형 크라우드펀딩의 성공 영향 요인 실증분석: 업종과 유형별 분류를 중심으로)

  • Kim, Jong-Yun;Kim, Chul Soo
    • The Journal of Society for e-Business Studies
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    • v.24 no.3
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    • pp.35-51
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    • 2019
  • The two main goals of this study are to derive independent factors affecting the success rate of crowdfunding and to empirically analyze the variation of independent factors' effects on the success of crowdfunding by industry (Internet, culture/art, manufacturing/distribution), and funding type (stock type, bond type). To identify the success factors of crowdfunding for invigoration and strategic utilization, first, several variables were refined after interviews with experts and platform operators with investment experiences in numerous crowdfunding projects. Then, independent factors affecting project involvement were categorized as follows: a characteristic of project, participant activity, and enterprise. Also, the results derived from the influence of independent variables on crowdfunding after moderating effects were driven. Selected independent factors in this study are as follows: crowdfunding period, target amount, visual contents, minimum account money, number of comments, number of SNS followers, level of interest, financial Statement disclosure, investment attraction, venture company, intellectual property rights disclosure, and business operation period. Selected moderating factors in this study are as follows: industry (Internet, culture/art, manufacturing/distribution), and funding type (stock type, bond type). In conclusion, a discussion of the academical and practical implications and a suggestion of directions for further research are explained.

Senior' Use of Text Messages and SNS and Contact with Informal Social Network Members (노인의 문자메시지 및 SNS 활용역량과 비공식적 사회관계망과의 접촉에 관한 연구)

  • Jung, Chanwoo;Choi, Heejeong
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.401-414
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    • 2021
  • The purpose of this study was to examine the associations of Korean older adults' use of Social Network Service (SNS) and text messages with frequency of contact with 1) non-coresident adult children, 2) siblings and relatives, or 3) friends, neighbors, and acquaintances. Data were drawn from the 2017 Survey of Living Conditions and Welfare Needs of Korean Older Persons 65+ (N=8,392), and older adults were categorized into 4 groups depending on their familiarity with use of SNS and text messages. Ordinary Least Squares regression models were estimated for analyses. Results revealed that older users of both types of communication media reported frequent exchanges of calls, text messages, etc. with both family and friends. However, using SNS and text messages was consistently related to more face-to-face contact with non-family members. To conclude, older adults' familiarity with communication media could be key to exchanges of emotional and instrumental support with informal social network members and quality of life in the community. Overall, our results highlight the importance of information communication education targeting older adults for continued involvement with their informal social network members.

Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification (게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석)

  • Gu, Xue-ping;Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.315-325
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    • 2021
  • The value and importance of Gamification has intensified as the way Gamification is applied to social networking applications has added to users' interest and involvement to the product. Gamification entails the adoption of gaming techniques and modes of thinking in non-gaming domains to elicit user engagement. To this end, the paper draws on Gamification's analytical model, Octalysis, with the aim of identifying user loyalty of the three major Chinese social networking applications and extracting their characteristics. In this regard, the first task in the advancement of the study is to establish an understanding of the components and characteristics of Gamification within the context of available examples. Next, a questionnaire survey covering China's three dominant social applications, WeChat, QQ, and Xiaohongshu, is administered and their user loyalty is examined through Octalysis's eight analytical frameworks. By virtue of analysis, the results demonstrate that the three elements of game mechanics, Point, Badge, and Leadboard, which are external to the game, fail to sustain the user loyalty, but are merely a means to an end. Only by including a combination of social application features, contents and user needs can Gamification considerations be maximized to ensure that users are subjectively engaged with the product.

Effects of Country-of-Origin Dimensions on Product Evaluations: A Role of Motivational Focus (원산지 개념의 구성 차원이 소비자의 제품평가에 미치는 영향: 동기성향의 효과)

  • Shin, Sohyoun;Kim, Sanguk;Chaiy, Seoil
    • Asia Marketing Journal
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    • v.10 no.2
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    • pp.71-98
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    • 2008
  • Considerably many numbers of studies on country-of-origin(hereafter COO) effects have been presented in international business and marketing areas. Recent studies have been included the effects of COO of manufacture, parts, and design, as well as the effects of brand origin, reflected by the accelerating convergent manufacture circumstances and increasingly competitive environments. Moderating constructs such as knowledge of product category and involvement as individual variables, have been also introduced and researched in various angles. In addition, how the effects of COO occur as processes is also argued in previous studies. This research has attempted to explain business corporation's strategic decisions on choosing a domain of its product manufacturing for several critical reasons, for cost reduction or better image. We displayed two constructs of brand and manufacture in a positive and negative country image group to reconfirm the existence of the effects of COO. Additionally, the effects of respondents' regulatory fit between their motivational focus and the contents of product messages, have been declared. Furthermore the respondents' motivational focus moderates the main effect of COO on product evaluations in a positive 'made-in' combination, while, surprisingly, it does not statistically moderate in a negative, except attitude. Based on the results, implications and suggestions on how to plan and execute more effective marketing strategies regarding COO dimensions, especially COO of manufacture, are separately presented for each situations when it has already been determined and when it is to be.

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Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

A Study on the Learning Modes of Start-up Accelerating Program: Focusing on Korean Accelerators in the ICT Field Targeting Global Market (액셀러레이터 보육 프로그램이 제공하는 학습방식에 관한 연구: 글로벌 지향 ICT 분야 액셀러레이터를 중심으로)

  • Shin, Seung Yong;Lee, Jonghyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.1
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    • pp.31-46
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    • 2023
  • This study classified and confirmed the learning modes about start-ups that are based on the accelerator's program which was focusing on the Korean accelerators in the ICT field targeting global market. Eight accelerator practitioners were interviewed who were in charge of operating programs for accelerators, qualitatively analyzing method of the interview was conducted. The interview results to identify various learning modes that accelerators provide to startups through programs. In order to identify and classify learning modes, the researcher reviewed various prior documents and using categories of experience accumulation, observation, experimentation, trial and error, and improvisation as a priori code for the qualitative analysis. The interview results were analyzed through a subject analysis. As the result of the study, the learning modes offered by the accelerator's programs to startups were confirmed, with two subcategories identified for each of the five categories: experiential, learning from others, experimental, trial and error, and improvisation. Given the limited research on accelerator programs and their main function, the main function of accelerators, this study identified the types of learning modes that offered by the accelerator's programs to startups from the perspective of learning. This study provides important insights into the types of learning modes that offered by the accelerator programs, which can help to improve our understanding of how accelerators support organizational learning for startups. Additionally, this information can be useful for startups considering in participating in the accelerator programs, as it can help them making informed decisions about their involvement.

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Online Host and Its Impact on Live Streaming Commerce Performance: The Moderating Role of Product Type (온라인 호스트가 라이브 스트리밍 커머스 성과에 미치는 영향: 제품 유형의 조절 역할을 중심으로)

  • Xuanting Jin;Minghao Huang;Dongwon Lee
    • Information Systems Review
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    • v.25 no.1
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    • pp.213-231
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    • 2023
  • With the rapid development of live streaming commerce, online host as an information source plays a critical role in affecting live streaming performance. However, the impact of different product types on the relationship between online hosts and live streaming has been less studied. Based on the elaboration likelihood model (ELM) and information source theory, this study aims to empirically investigate what factors influence the sales of live streaming commerce and how product type moderates the relationship between them. The analysis of 11,422 live streaming commerce data collected for four months from October 10, 2021 to February 10, 2022 shows that, among the factors related to source credibility and attractiveness, multi-channel networks (MCN) and the number of followers positively affect the sales volume of live streaming commerce, whereas the reputation score harms the sales. Moreover, the moderating effect of the product type (i.e., ratio of involvement products) on the relationships is confirmed. The findings enrich the literature on live streaming commerce performance. The limitations and future research directions are also discussed.

Factors Influencing Satisfaction of Branded App and Purchasing Intention: Moderation Role of Product Involvement (브랜드 앱 만족도와 구매의도의 영향요인: 제품관여도의 조절효과)

  • Jin Xinhua;SooYeon Chung;Cheol Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.121-140
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    • 2016
  • Today, consumers are interested in branded apps as new marketing channels. Consumers do not have ready access to information that will enable them to judge the quality of a particular product or service before purchase, but they will gain such information with branded apps. As they need to be actively chosen and downloaded to users' smartphone by the users themselves, branded apps have greater marketing effectiveness and influence than traditional channels. Therefore, corporations that place emphasis on interactions with customers anticipate a new marketing effect with their branded apps. With previous research on smartphone applications as a background, this research finds key factors in branded apps that influence users' satisfaction. Additionally, the study centers on the relationship in which satisfaction in the branded app significantly influences the purchase intention for the branded product/service.