• Title/Summary/Keyword: online-based relationship

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The Relationship between Offline Trust and Online Transaction in Internet Banking (인터넷 뱅킹에서 오프라인 신뢰와 온라인 거래의 관계)

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.29-47
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    • 2007
  • Owing to the rapid growth of using the Internet, not only click-and-mortar companies but also brick-and-mortar ones have been expanding their distribution channels into online, Moreover, since online channels are more attractive than offline ones in control and maintenance, switching customers into online ones is emerged as one of very important managerial issues in a view of reduction of cost as well as expansion of services. However, the switched customers should be faced by uncertainties which could not have been experienced in offline. Specifically, in online channels, buyers and sellers are separated temporally and spacially and there are always so many kinds of threat for security as well as not enough systems and conventions for them yet. Therefore, trust has been considered as one of the most critical mechanisms for resolution of such uncertainties in online transactions. However, it is not easy to build and maintain the relationships in online since most of them are virtual and indirect generally. Therefore, in order to switch offline customers into online ones, it is very important to make strategies based on identification of the relationship between online transaction and offline trust which has been built in offline business. Generally offline trust, which has been built independent of online, could not include trust for online-dependent activities such as payment security during or after transactions, while most of online trust include it. Therefore, a customer with high offline trust does not always perceive high security and assure safe transactions. Accordingly, while online trust, where technical capabilities for online security is one of main bases, includes control trust implicitly or explicitly, offline trust does not. However. in spite of such clear discrimination and independence between offline trust and perceived security, there can be the significant dependency between these two beliefs. The customers with high offline trust believe that the company would do some activities for online security for customers' safe transactions since it has been believed of doing well for customers' trust. Theoretically, users' perception of security is interpreted as a kind of control trus, which is trust for company's technical control capacities in order to resolve technical uncertainties in online. Therefore, the relationship between two beliefs can be considered as transference from offline trust to another type trust. that is, control trust. The objective of this study is to analyze the effect of offline trust on online transaction uses mediated by perceived security. For this purpose, we suggest a research model based on technology acceptance model (TAM). Reuse intention is adopted as a dependent variable and TAM is modified by adding perceived risk (PR) as well as two beliefs of using Internet banking, perceived usefulness (PU) and perceived ease of use (PEOU). Moreover, perceive security (PS) is adopted as an external variable for PR and PU, while offline trust (OT) is an antecedent of PS. For an empirical test, sampling from 108 visitors to the banks in Daegu, Korea, we analyze our model by partial least square (PLS) approach. In result, our model is shown to explain 51.4% of the variance in reuse intention and all hypothesis are supported statistically. A theoretical implication of this study is to identify a role of PS between offline trust and reuse intention of using online transaction services. According to our result, PS can be considered as a mediation variable for bridging between two different concepts: trust that explains social aspects of customers and companies, and TAM that explains customers' reuse intention.

A Study on the Intention and Behavior of Sharing Information in Online World: Focusing on Moderating Effect of Information Importance (온라인상에서 정보공유 의도 및 행동에 미치는 영향에 관한 연구 - 정보 중요성의 조절효과를 중심으로 -)

  • Kim, Gu
    • Informatization Policy
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    • v.20 no.1
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    • pp.22-41
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    • 2013
  • The purpose of this paper is to examine the effect of interpersonal face-to-face offline on identification-based trust and reciprocity norm in online world, and the effect of identification-based trust and reciprocity norm on the intention and behavior of sharing information in online world. To understand the moderating role, the importance of information was established as a moderating variable, and an empirical analysis was conducted, focusing on the undergraduate. The results of this study are as follows. It was found that interpersonal face-to-face in offline world affects identification-based trust and reciprocity norm in online positively. A reciprocity norm of identification-based trust and reciprocity norm in online world affected by interpersonal face-to-face in offline world has a positive effect on the intention and behavior of sharing information in online, but showed that identification-based trust does not affect them significantly. And reciprocity norm has significant relationship with information sharing behavior through the intention to share information. It was found to be a partial moderating effect of importance of information on the relationship among the reciprocity norm and the intention and behavior of sharing information.

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A Study of the factors affecting the satisfaction of online classes

  • Eunyoung, Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.8-12
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    • 2023
  • With the recent expansion of online lectures, studies on their effectiveness and their influencing factors have increased. This study examines the factors affecting the satisfaction of online classes, considering the utilization and importance of online lectures, which have greatly increased in recent years. Based on the review of previous studies, this study identified learning presence, self-efficacy, and learning immersion as factors affecting the satisfaction of online classes, and suggested hypotheses that explain the relationship between these factors, and empirically reviewed the hypotheses. As a result of the study, it was found that learning presence and self-efficacy had a positive effect on learning immersion, and learning immersion had a positive effect on learning satisfaction. Based on the research results, some practical implications for improving the satisfaction of online classes were suggested.

Relationship between Product Characteristics and Customer Purchase Intention in Cross-Border Online Shopping: Focus on Chinese Consumers

  • FU, Yi;KIM, Jae-Hyeon;CHO, Sung-Eui
    • The Journal of Economics, Marketing and Management
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    • v.10 no.6
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    • pp.47-57
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    • 2022
  • Purpose: This study explored the relationship between product characteristics and customer purchase intention in cross-border online shopping. Research design, data, and methodology: Through literature review, the research model of product characteristics and consumers' purchase intention is constructed, and trust is taken as a medium variable. Based on the survey data of Chinese consumers, empirical analysis and hypothesis verification are conducted. This study used SPSS version 21 to confirm the reliability and validity of the research model. To confirm the media effect of the model in this study, the Sobel Test was used. Results: The results of hypothesis identification of this research model showed that 8 of the 11 hypotheses were adopted and 3 were rejected. Results confirmed the relationship between product characteristics (specification, diversity, reputation, novelty, quality) and customer purchase intention. Conclusions: The result from this study had particular theoretical significance for improving the research on cross-border online shopping systems to improve the safety and satisfaction of customers in cross-border online shopping.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

The Relationship between Online Trust and Distrust in Business: Testing Mutual Causality from a Cognitive-Affective Personality System Theory

  • Lee, Jung;Pee, L.G.
    • Asia pacific journal of information systems
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    • v.25 no.3
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    • pp.500-518
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    • 2015
  • The present research aims to identify the relationship between trust and distrust in an online business environment. To clarify the concepts, cognitive-affective personality system theory was introduced, through which five types of psychological units were proposed. In developing the research model based on the theory, technical effectiveness of the system and content truthfulness of the website were selected as two key stimuli for the coding process of online users. Trust and distrust were selected as mediating factors that generate consequent behaviors. Finally, purchase intention served as a final dependent variable. Assuming that trust and distrust emerge in psychologically different stages, this study hypothesized the mutual causal relationship between trust and distrust, indicating that the relationship will be determined by their contextual emphasis on each dimension. To validate, a survey was conducted with 307 online shopping mall users. Results show that stimuli were more significantly associated with trust. Trust is therefore a more cognitive construct than distrust, and the path from trust to distrust is stronger than that from distrust to trust. This finding implies that the cognitive aspect of trust is stronger than that of distrust. Distrust is rather more affectively emerging than trust.

Inconsistency of Online Self-presentation across SNS Platforms and Its Impact on Impression Formation

  • Vyshemirskaya, Olga;Na, Eunkyung
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.2
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    • pp.127-135
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    • 2021
  • The goal of this study was to explore the use of multiple SNS platforms and determine whether the number of used platforms affects one's online self-presentations across the said platforms and if there is any difference in one's online and offline self-presentations based on how many SNS platforms are used. This work studied online self-presentations, compared the on/offline ones and tried to find out if the inconsistencies of one's own (observer's) self-presentations both online (across platforms) and on/offline affected the observer's impression formation (likability, trustworthiness and hypocrisy) of others. The study also aimed to find out if the impression of the others' inconsistency both online and offline would differ based on the level of intimacy between the observer and the discussant. Three levels of intimacy were studied in order to do this: friends, acquaintances and strangers (online-only friends). The results showed that the more platforms people used the more inconsistent their online self-presentations got. Even though the results of the study showed barely significant relationship between the number of SNS accounts and one's online and offline self-presentation, and partial connection between observer's inconsistent self-presentations and impression formation of others, interestingly enough, the results managed to find significant differences between the impressions based on the level of intimacy between the observer and the discussants.

Play or Work?: Generativity in Online Games

  • Lee, BoKyung;Jeon, Seong Min
    • 한국벤처창업학회:학술대회논문집
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    • 2017.08a
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    • pp.37-47
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    • 2017
  • The digital multi-sided platform has led the growth of industries. Accelerating this growth, generativity allowed innovation based on boundary-less modularity. Online games are a rich source of research but most of the research is dedicated in examining only the online game itself. However, there is a growing need to understand online games in an ecosystem level for a new phase of evolution is starting based on generativity. With generativity, online game users now make new graphics and quest that can be added and shared to the already existing game environment. The ecosystem is moving towards finding an amicable multi-sided distribution platform for these user generated game contents. Preliminary data suggest the possibility of actual connection between generativity and users' game engagement. Interviews and surveys will be prepared to find out the details of the possible relationship and how the ecosystem will shape accordingly.

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Relationship between Business Context and the Selection of Online Communication Media: Niche Theory Approach (조직 내 의사소통 환경과 온라인 커뮤니케이션 매체 선택간의 관계)

  • Oh Seung-Hee;Cho Nam-Jae;Park Sang-Hyeok
    • Journal of Information Technology Applications and Management
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    • v.13 no.3
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    • pp.129-143
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    • 2006
  • Diversity of available communication media has increased as the use of Internet and mobile technology increased rapidly. The traditional media tend to transform their roles and functionality. This change brings about the expansion of the span of media to be selected by users. In this study, we examined the characteristics of emerging communication media use based on Niche Theory. Online communication media in this study include Internet messenger, mobile phone, and e-mail. We also analyzed the relationship between the nature of task and the selection of communication media, that is, the effects of communication contexts(formal vs. informal, notification vs. request, superior vs. inferior) where by the communication partners are involved. The result of this study, mobile phone had the highest niche competitive superiority in all communication contexts, and internet messenger and e-mail made difference according to communication contexts. Also, we can notify internet messenger and e-mail have a mutual substitutive relationship by analysis of niche overlap.

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An Exploratory Study for Investigating Relationship between Players′ Intention to Play, Flow and Interactivity in On-line Games (온라인 게임의 향후 이용의도, 플로우, 상호작용성에 관한 실증적 연구)

  • 엄명용;김태웅
    • Journal of Technology Innovation
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    • v.12 no.1
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    • pp.241-269
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea. The popularity of online games can be attributed to the availability of broadband network and the presence of numerous PC Bangs and around the country, which have pushed online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors influence online game players' behavioral intentions to play continuously n this area. It appears that in this extremely attractive and growing services segment, academics, as well as practitioners, would benefit from investigating the relationships among the players' intentions to play, flow, and the impacts of several other key game-related constructs n consumer behavioral intentions. Several types of interaction in on-line games and their relationship with the flow construct are investigated, and the resulting conceptual model is proposed. Based on data collected from online questionnaire survey, the validity of the simultaneous equation model has been tested and interesting conclusions have been developed concerning the relationships between the players' behavioral intentions to play, flow, and interactions. Other interesting results concerning game development strategy are also provided.

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