• Title/Summary/Keyword: online-based relationship

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재방문의도에 영향을 미치는 쇼핑몰 웹사이트 품질평가요인에 관한 실증적 연구 (An Empirical Study on the Website Quality Factors Affecting Revisit Intent in Domestic Online Shopping Malls)

  • 홍일유;김동산
    • 경영과학
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    • 제23권1호
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    • pp.43-61
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    • 2006
  • This research is an empirical investigation into the dimensions determining the website quality of domestic online shopping malls. A research model that has been formed to find the website quality dimensions is based on DeLone and McLean's information system success model that we adapted to fit the B2C electronic commerce environment by incorporating existing research on IS service quality and website quality. The model incorporates three quality dimensions including the information quality, system quality and service quality, and an attempt was made to empirically examine the relationship between variables of these dimensions and the revisit intent. The results of the study revealed that five quality-related variables were found to importantly contribute to the user's intent to revisit a site : the information accuracy and relevancy, system reliability, ease of use, and on-line support. The paper concludes that the three quality dimensions can serve as a useful framework to evaluate the quality of online shopping mall websites in an attempt to improve the website revisit rate.

Factors Influencing the Knowledge Adoption of Mobile Game Developers in Online Communities: Focusing on the HSM and Data Quality Framework

  • Jong-Won Park;Changsok Yoo;Sung-Byung Yang
    • Asia pacific journal of information systems
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    • 제30권2호
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    • pp.420-438
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    • 2020
  • Recently, with the advance of the wireless Internet access via mobile devices, a myriad of game development companies have forayed into the mobile game market, leading to intense competition. To survive in this fierce competition, mobile game developers often try to get a grasp of the rapidly changing needs of their customers by operating their own official communities where game users freely leave their requests, suggestions, and ideas relevant to focal games. Based on the heuristic-systematic model (HSM) and the data quality (DQ) framework, this study derives key content, non-content, and hybrid cues that can be utilized when game developers accept suggested postings in these online communities. The results of hierarchical multiple regression analysis show that relevancy, timeliness, amount of writing, and the number of comments are positively associated with mobile game developers' knowledge adoption. In addition, title attractiveness mitigates the relationship between amount of writing/the number of comments and knowledge adoption.

온라인 커뮤니티 사용자의 행동 패턴을 고려한 동일 사용자의 닉네임 식별 기법 (A Method for Identifying Nicknames of a User based on User Behavior Patterns in an Online Community)

  • 박상현;박석
    • 정보과학회 논문지
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    • 제45권2호
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    • pp.165-174
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    • 2018
  • 온라인 커뮤니티란 SNS와 달리 사용자들이 닉네임을 통해 익명으로 관심사와 취미를 공유하는 가상 그룹 서비스이다. 그런데 이런 익명성을 악의적으로 활용하는 사용자들이 존재하고, 닉네임의 변경으로 인해 동일 사용자의 데이터가 서로 다른 닉네임에 존재하는 데이터 파편화 문제가 발생할 수 있다. 또한 온라인 커뮤니티에서는 닉네임을 변경하는 일이 빈번하므로 동일 사용자를 식별하는데 어려움을 겪는다. 따라서 본 논문에서는 이러한 문제를 해결하기 위해 온라인 커뮤니티 특성을 고려한 사용자의 행동 패턴 특징 벡터를 제시하며, 관계 패턴이라는 새로운 암시적 행동 패턴을 제안함과 동시에 랜덤 포레스트 분류기를 이용한 동일 사용자의 닉네임을 식별하는 기법을 제안한다. 또한 실제 온라인 커뮤니티 데이터를 수집해 제안한 행동패턴과 분류기를 이용해 동일 사용자를 유의미한 수준으로 식별할 수 있음을 실험적으로 보인다.

전자상거래 생방송에서 IWOM과 구매의도의 관계에서 상호작용의 매개역할 (The Mediating Role of Interaction in the Relationship between IWOM and Purchase Intention E-commerce Live Broadcast)

  • 추장운;김치용
    • 한국멀티미디어학회논문지
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    • 제25권2호
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    • pp.382-389
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    • 2022
  • In China, E-commerce live broadcast has emerged as the most popular and innovative online shopping form for today's consumers, and its "real-time interactive" feature can compensate for the communication delays of general online shopping. Based on the author's previous research it has been demonstrated that, in the E-commerce live broadcast environment, Internet Word of Mouth (IWOM) has become an important reference for consumers when making purchases. In this paper, we reconstructed the "IWOM-Purchase Intentions" model and use interaction (Auchor-Audience and Audience-Audience) as a mediating variable to empirically investigate the impact of IWOM on purchase intentions in E-commerce live broadcast. The data were collected through a questionnaire survey of individuals who had experience in E-commerce live broadcast and 250 valid data were obtained and analyzed by SPSS21.0. The results show that: the interaction (Auchor-Audience) acts as a mediator between IWOM (strength of relationship; word-of-mouth quality and word-of-mouth timeliness) and purchase intention; And the interaction (Audience-Audience) acts as a mediator between word-of-mouth timeliness on purchase intention, but has no significant mediation on the impact on the strength of relationship and word-of-mouth quality to purchase intention. On this basis, recommendations are made for the implementation of IWOM marketing strategies for E-commerce live broadcast platforms and anchors.

Consumer Aggression in Online Distribution of the Game; Motivation of Negative Consumer Behaviors

  • Eikjoe KIM;Jongwoo LEE
    • 유통과학연구
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    • 제22권8호
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    • pp.125-135
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    • 2024
  • Purpose: This paper aims to reveal similarities and differences in behaviors in negative consumer-brand relationships. Thus, we focused on consumer motivation which includes intensity and direction of behaviors. The motivation for negative customer behavior has been discussed in the context of brand hate, but there is only limited research that has tried to measure it using quantitative methods. We are trying to measure customers' motivation in negative consumer-brand relationships and reveal the relationship between in-field customers' negative behaviors. Research design, data, and methodology: We adopt Reactive-Proactive aggression to measure the motivation of customers' behaviors in a negative consumer-brand relationship. Also, to reveal the relationship between in-field behavior and customer aggression, we survey Korean game communities to reactive-proactive aggression and behaviors, whether they participate, in each observed behavior during the serial negative consumer movements that occurred in the Korean game industry. As a methodology, we run multinomial logistic regression. Results: We observed 9 behaviors in this case, and we found that reactive-proactive aggression is related to participation and motivation of these behaviors. Conclusions: We suggest the potential of reactive-proactive aggression as motivation for customers' complex negative behaviors. Based on this potential, we hope reactive-proactive aggression could be used to reveal similarities and differences in behaviors in negative consumer-brand relationships.

The Role of IT Usage in Mediating the Relationship between Knowledge Sharing and Academics Performance

  • Naief G Azyabi
    • Asia pacific journal of information systems
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    • 제28권3호
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    • pp.167-182
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    • 2018
  • The purpose of this study is to investigate the relationship between knowledge sharing and academic performance in the context of quality-assurance related work. It furthermore aims to explore the role of information technology in mediating this relationship. Quantitative method was applied to collect data from the participants using an online-based questionnaire. Convenience sampling technique was used. The responses were collected from 140 participants in a university from Saudi Arabia. The study found a strong positive relationship between knowledge sharing and individual performance. It was also found out that information technology partially mediates the relationship between knowledge sharing and individual performance. The research unearths the significant contribution made by information technology in mediating the relationship between individual-level knowledge sharing and the individual performance. This helps to understand the positive impacts on individual work performance in institutions of higher education that would be derived if individuals use various forms of IT to share knowledge. The focus of the research is the individual performance as the pertinent contribution towards positive outcomes in institutional performance.

간호대학생의 미디어리터러시와 학습민첩성의 관계에서 셀프리더십의 매개효과: 코로나19 팬데믹 시기 온라인수업 경험자 중심 (The mediating effect of self-leadership on the media literacy and learning agility of nursing students based on the experiences of online classes during the COVID-19 pandemic)

  • 김영선;이현주
    • 한국간호교육학회지
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    • 제27권4호
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    • pp.359-368
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    • 2021
  • Purpose: The purpose of this study was to investigate the mediating effect of self-leadership on the relationship between media literacy and learning agility in nursing students based on their experiences in online classes during the Coronavirus Disease-19 pandemic. Methods: A descriptive survey was conducted among 165 nursing students from four universities in Busan. Data were collected from June 2 to 13, 2021, and was analyzed using a t-test, one-way ANOVA, Pearson's correlation coefficients, and stepwise multiple regression with SPSS/WIN 26.0. Results: Significant relationships were found between learning agility and media literacy (r=.62, p<.001), between learning agility and self-leadership (r=.58, p<.001), and between media literacy and self-leadership (r=.53, p<.001). Additionally, self-leadership had a partial mediating effect on the relationship between media literacy and learning agility (Z=4.30, p<.001); its explanatory power was 46.0%. Conclusion: These results indicate that interventions to increase the level of media literacy, along with self-leadership, are necessary to improve the level of learning agility of nursing students who will be essential human resources in a rapidly changing healthcare field.

인터넷 쇼핑몰의 상황별 패션 코디 서비스에 관한 연구 - 20대 남성을 중심으로 - (A Study of Situation based Coordinate Service in Internet Fashion Shopping Malls - Focused on Men in Their 20s -)

  • 조민정;박동준;정현숙
    • 복식문화연구
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    • 제17권2호
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    • pp.255-269
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    • 2009
  • The purpose of this study was to understand the internet fashion shopping behavior of men in their 20s, and to develop the internet shopping website with situation-based clothing coordination services for male comsumer in their 20s. The study was implemented through a normative descriptive survey method using a questionnaire. The survey was conducted in April and May 2006, and the sample group consisted of 280 men in their 20s from Busan and the provinces of Gyeongnam and Gyeongbuk. The data was analyzed by following statistical methods: frequency analysis, one-way-ANOV A, and Scheffe's test. The results are as follow: first, regarding internet the usage trend of male consumers in their 20s, it was shown that they usually spent more than 15 minutes and less than 30 minutes for internet shopping the price range from their experiences of clothing purchases was relatively high for they bought jackets or suits was relatively high. Second, an analysis on men's pattern of clothing purchase showed that many respondents purchase single items such as shirts or pants online. Third, in terms of their experiences of online purchase of coordinated clothes, 69% said "none." Yet, they showed positive assessment to a question whether they are willing to purchase clothes by using a situation-based coordination service or a 1:1 online coordination services. Fourth, the relationship between consumers' reactions to online situation-based clothing coordination services and respondents' demographic characteristics showed statistically significant different results in terms of occupation.

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이전사업경험, 제품속성 및 온라인 고객평가가 제품 매출성과에 미치는 영향: 중국 온라인 쇼핑몰내 TV제품 중심으로 (Prior Industry Experience, Product Attributes and Online Customer Review on New Product Sales: TV Products on Chinese Online Shopping)

  • 까오밍원;박상문
    • 기술혁신연구
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    • 제24권1호
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    • pp.85-111
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    • 2016
  • 본 연구에서는 온라인 쇼핑몰 상황에서 이전사업경험, 제품속성과 온라인 고객의견이 신제품 매출성과에 미친 영향을 살펴보았다. 인터넷 쇼핑몰에서 제품 성과에 대한 연구들은 선진국 온라인 쇼핑몰을 중심으로 고객들의 구전효과에 초점을 두고 연구를 진행해 왔으며 상대적으로 기업특성이나 제품속성에 대한 연구는 미흡하였다. 본 연구에서는 중국 인터넷 쇼핑몰에서 판매중인 총 407개 TV모델들을 대상으로 기업특성, 제품속성 및 온라인 고객의견이 제품 매출성과에 미친 영향을 살펴보았다. 기업특성에서는 이전TV제조업체들의 제품이 신규 진입기업들의 제품들보다 매출성과가 높았다. 제품속성에서는 경쟁제품 대비 초기 가격수준이 낮을수록 성과가 높으며 가격할인율이 높은 경우에는 오히려 매출성과가 낮았다. 전반적인 제품의 기술경쟁력 수준이 높을수록 판매성과가 높으며 신기능의 특성에 따라 매출성과에 미친 효과는 다르게 나타났다. 제품별 온라인 고객평가 의견수가 많을수록 해당 제품의 매출성과는 높은 것으로 나타난 반면, 온라인 고객평가 점수는 매출성과에 유의한 영향관계나 나타나지 않았다. 본 연구에서는 온라인 쇼핑몰 상황에서 신제품 매출성과 향상을 위한 이론적 실무적 의의를 제시하고 향후 연구과제들을 제시하였다.

지능형 온라인 핸드메이드 서비스 도입을 위한 구매자 의사결정모형에 관한 연구 (A Study on the Buyer's Decision Making Models for Introducing Intelligent Online Handmade Services)

  • 박종원;양성병
    • 지능정보연구
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    • 제22권1호
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    • pp.119-138
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    • 2016
  • 산업혁명 이후 기계로 만든 공산품이 시장의 대부분을 차지하고 있지만, 최근에는 장인의 노력, 품질에 대한 믿음, 제품의 희소성, 제품을 사용함으로써 얻는 자부심 등을 이유로 많은 소비자들이 같은 범주의 공산품보다 더 비싼 가격을 주고 핸드메이드 제품을 구매하고 있다. Etsy.com은 세계 최대 온라인 핸드메이드 플랫폼으로 2015년 4월 기업공개에서 2조원이 넘는 자금을 조달하면서 온라인 핸드메이드 플랫폼의 잠재력을 증명하였다. 그러나 실제 온라인 플랫폼 환경에서 이루어진 지능형 서비스 관련 선행연구들을 살펴보면 대부분 공산품만을 대상으로 하고 있어, 핸드메이드 제품에 대한 학술적 접근이 충분히 이뤄지지 않고 있음을 알 수 있다. 이에, 본 연구에서는 신호 이론과 온라인 플랫폼에서의 구매자-판매자 관계 특성에 대한 선행연구를 바탕으로 온라인 핸드메이드 플랫폼에 적용 가능한 핵심 특성요인인 입점 상점 특성(명성, 규모)과 입점 상점 관계특성(정보공유, 관계기간)을 도출한 후, Etsy.com 웹사이트에서 웹 하베스팅 방법으로 수집된 데이터를 이용하여 실증 분석하였다. 분석 결과, 입점 상점 특성 가운데 명성과 규모, 그리고 입점 상점 관계특성 가운데 정보공유는 입점 상점의 총 판매량에 유의한 영향을 주는 것으로 확인되었다. 또한, 입점 상점 특성 중 명성, 그리고 입점 상점 관계특성 중 관계기간은 입점 상점의 가격 프리미엄에 유의한 영향을 주는 것으로 나타났다. 본 연구의 결과로 온라인 핸드메이드 플랫폼에서 지능형 서비스 도입 및 운영을 위한 효과적인 관리 기준을 제시하고, 나아가 입점 상점이 핸드메이드 제품에 대한 판매량 증진 및 가격 프리미엄 극대화를 위한 실질적 전략 마련에 도움이 될 수 있기를 기대한다.