• 제목/요약/키워드: positive real

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정보서비스품질이 고객로열티에 미치는 영향에 관한 연구: 고객관계관리 관점 (The Effect of Information Service Quality on Customer Loyalty: A Customer Relationship Management Perspective)

  • 김형수;김승하;김영걸
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.1-23
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    • 2008
  • As managing customer relationship gets more important, companies are strengthening information service using multi-channels to their customers as a part of their customer relationship management (CRM) initiatives. It means companies are now accepting such information services not as simple information -delivering tools, but as strategic initiatives for acquiring and maintaining customer loyalty. In this paper, we attempt to validate whether or not such various information services would impact on organizational performance in terms of CRM strategy. More specifically, our research objective is to answer the next three questions: first, how to construct the instruments to measure not information quality but information service quality?; second, which attributes of information service quality can influence corporate image and customer loyalty?; finally, does each information service type have unique characteristics compared with others in terms of influencing corporate image and customer loyalty? With respect to providing answers to those questions, the previous studies had been limited in that those studies failed to consider the variety of types of information service or restricted the quality of information service to information quality. An appropriate research model answering the above questions should consider the fact that most companies are utilizing multi channels for their information services, and include the recent strategic information service such as customer online community. Moreover, since corporate information service could be regarded as a type of products or services delivered to customer, it is necessary to adopt the criteria for assessing customer's perceived value when to measure the quality of information service. Therefore, considering both multi-channels and multi-traits may enable us to tell the detailed causal routes showing which quality attributes of which information service would affect corporate image and customer loyalty. As information service channels, we include not only homepage and DM (direct mail), which are the most frequently applied information service channels, but also online community, which is getting more strategic importance in recent years. With respect to information service quality, we abstract information quality, convenience of information service, and timeliness of information service through a wide range of relevant literature reviews. As our dependant variables, we consider corporate image and customer loyalty that both of them are the critical determinants of organizational performance, and also attempt to grasp the relationship between the two constructs. We conducted a huge online survey at the homepage of one of representative dairy companies in Korea, and gathered 367 valid samples from 407 customers. The reliability and validity of our measurements were tested by using Cronbach's alpha coefficient and principal factor analysis respectively, and seven hypotheses were tested through performing correlation test and multiple regression analysis. The results from data analysis demonstrated that timeliness and convenience of homepage have positive effects on both corporate image and customer loyalty. In terms of DM, its' information quality was represented to influence both corporate image and customer loyalty, but we found its' convenience have a positive effect only on corporate image. With respect to online community, we found its timeliness contribute significantly both to corporate image and customer loyalty. Finally, as we expected, corporate image was revealed to provide a great influence to customer loyalty. This paper provides several academic and practical implications. Firstly, we think our research reinforces CRM literatures by developing the instruments for measuring information service quality. The previous relevant studies have mainly depended on the measurements of information quality or service quality which were developed independently. Secondly, the fact that we conducted our research in a real situation may enable academics and practitioners to understand the effects of information services more clearly. Finally, since our study involved three different types of information service which are most frequently applied in recent years, the results from our study might provide operational guidelines to the companies that are delivering their customers information by multi-channel. In other words, since we found that, in terms of customer loyalty, the key areas would be different from each other according to the types of information services, our analysis would help to make decisions such as selecting strengthening points or allocating resources by information service channels.

정맥주사와 채혈시 학령전기 아동과 어머니가 인지하는 동통 (A study of pain perception related to IV therapy in hospitalized preschool children and their mothers)

  • 임지영
    • 대한간호학회지
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    • 제22권1호
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    • pp.49-67
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    • 1992
  • Most hospitalized children will experience physical pain as well as psychological distress. Preschool children's pain perception related to painful procedures can increase due to elevated anxiety and fear because they do not have understanding logical of their disease and hospitalization. In particular, they are distressed about needle - related procedures which are feared because they are seen to be a cause of bodily damage. This descriptive study attempted to identify pain perception levels in preschool children and their mothers. A self-reporting measurement and behavioral observation were used to collect the data. A total of 25 hospitalized preschool children and their mothers were investigated and data were collected about 60 painful procedures. Data collection was carried out by the researcher and two trained investigators from November first to December tenth. Three insruments were used to collect the data : Faces Pain Rating Scale(FPRS) developed by Beyer was used to measure the degree of preschool children's pain perception about painful procedures. The Visual Analogue Scale(VAS) devised by Huskisson was used to assess the degree of mothers' pain perception about their children's painful procedures. A Pain Behavioral Checklist based on the Procedure Behavior Check List by LeBaron and Zelter and modified by the researcher was used to observe behaviors of preschool children, their mothers, and nurses when the painful procedures took place. The data were analyzed by an SPSS program, and were tested using real numbers, percentages, Pearson correlation coefficient, t-test, and ANOVA. The results of this study are as follows : 1. Of all the painful procedures, the mean score for the FPRS for the preschool children's pain perception was 4.02 points, and the mean score for the VAS of mothers' pain perception was 10.92 points. 2. A Positive correlation which was statistically significant was found between the pain perception of preschool children and their mothers (r=.53, p<.01). that is, the higher the children's pain perception was, the higher their mothers' pain perception was. 3. The characteristics of the painful procedures related with children's pain perception as follows : The type of painful procedure was found to be statistically significant (F=23.44, p<.01), Among the three procedures Ⅳ starting was found to be perceived as the most painful procedures to the children. The greater the number of times that the procedure had been done, the higher the pain perception was (F=4.44, p<.01), and the longer the duration of the procedure, the higher the pain perception wa(r=.30, p<.05). Pain perception in the treatment room was higher than in the children's room(t=6.30, <.01), pain perception in the mother's presence was the higher than when the mother was not present (t=2.91, p<.01). 4. The characteristics of the painful procedures related with the mothers' pain perception as follows : The type of painful procedure was found to be statistically significant(F=6.01, p<.01). Among the three procedures Ⅳ sampling was found to be perceived as the most painful procedures to the mothers. The greater the number of times that the procedure had been done, the higher the pain perception was (F=5.95, p<.01), and the longer the duration of the procedure, the higher the pain perception was (r=.31, p<.05). Pain perception in the treatment room was higher than in the children's room (t=3.51, p<.01), but pain perception in the mother's presence showed statistically significant no difference. 5. Of all of the 19 children's behaviors during the painful procedures, the most frequent behaviors observed Were as follows in order of frequency “crying”, “screamirig”, “facial grimacing”, “physical resistance”, Of all of the nine methers' behaviors, the most frequent by observed in “console children”, “hold children”, “applaud children”, Of all of the 11 nurses' behaviors during the painful procedures, the mast frequent in order were “smiling”, “physical restraint”, “console children”, “praise children”. 6. A positive correlation between children's and mothers' pain perception and children's behaviors was found to be statistically significant (r=.65, p<.01, r=67, p<.01). Also the relationship between children's and mothers' pain percertion, and mothers' behavior was found to be statistically significant (r=.57, p<. 01, 4=.60, p<.01). The relationship between children's pain perception and nurses' behaviors was also found to be statistically significant (r=.46, p<.01), but there was difference between mothers' pain perception and nurses' behaviors.

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모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로 (Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories)

  • 박상규;이동원
    • 지능정보연구
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    • 제22권4호
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    • pp.157-176
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    • 2016
  • 스마트폰, 태블릿PC와 같은 모바일 기기의 확산과 더불어 앱의 보급도 크게 늘어나면서 우리 일상의 다양한 분야에서 활용되고 있다. 게임, 생활, 엔터테인먼트, 정보, 전자상거래 등 다양한 종류의 수많은 앱이 생겨나고 있으나, 그들 중 대부분이 사용자의 구매 선택조차 받지 못하고 있으며, 구매가 이루어진 이후에도 많은 수는 오랫동안 사용되지 않고 외면당하고 있다. 사용자가 앱을 선택하고 사용하는 데에 영향을 미치는 요인을 찾는 연구는 사용자에게 적합한 앱을 선별적으로 추천하는 데에 활용됨으로써 마케팅 효과를 높일 수 있다는 점에서 앱 개발자나 배포자 및 사용자 모두에게 기여하는 실무적 가치가 크다고 할 수 있을 것이다. 이런 관점에서, 본 연구는 앱의 사용에 영향을 미치는 요인이 앱 유형별로 어떻게 달라지는지를 파악하려는 목적에서 수행되었다. 앱 사용에 영향을 미치는 요인으로서 사용자의 인구통계학적 특성뿐만 아니라 사용자가 앱을 구매하고 사용한 경험, 구매 시 참고한 앱에 대한 객관적 평가인 별점, 마케팅의 수단으로서 상품의 소개 화면에 노출되는 배지(Badge)의 영향을 살펴보았다. 사용자의 앱 선택에 영향을 미치는 요인에 대한 기존 연구들은 대부분 설문에 대한 응답 결과를 분석에 사용함으로써 사용기록이 정확히 반영하지 못하는 한계점을 갖는 반면, 본 연구는 특정한 기간 동안 사용자의 실제 사용기록 전체를 측정하고 수집하여, 이 데이터를 기반으로 분석을 실시했다는 점에서 큰 의의를 갖는다고 할 수 있다. 사용자가 자신의 모바일 기기에 설치된 다양한 앱을 설치해놓고 이들 중 자신의 필요에 적합한 것을 선택하여 사용하게 되는데, 이 선택에 영향을 미치는 요인이 카테고리 별로 다를 것이라는 점을 고려하여, 다변량 프로빗 모형을 활용하여 분석을 실시하였다. 분석결과로 앱 사용에 영향을 미치는 요인이 앱 카테고리 별로 달라지는 것과 앱 카테고리 선택 간의 상관관계를 제시하였으며, 사용자의 앱사용 목적에 따라 쾌락성(Hedonic)과 실용성(Utilitarian)으로 구분지어 설명하였다.

도시와 농촌 초등학생의 성의식 및 성가치관에 관한 비교 연구 (A comparative study on sex-consciousness and sexual values between urban and rural elementary schoolers)

  • 노미영;박영수
    • 한국학교ㆍ지역보건교육학회지
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    • 제6권
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    • pp.17-34
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    • 2005
  • The purpose of this study was to examine the sex-consciousness and sexual values of school children by geographic region. It's specifically attempted to make a comparative analysis of sex-consciousness and sexual values between urban and rural elementary schoolers to help provide efficient sex education for them to build the right sexual values. The subjects in this study were 400 elementary schoolers in their sixth year of elementary schools located in Danyang-gun and Chungju city, north Chungcheong province. After a survey was conducted, answer sheets from 387 students that were analyzable were analyzed. For data handling, SPSS program was employed, and t-test was utilized to see if there's any differences between the urban and rural elementary school youngsters in sex consciousness and sexual values. And $x^2$ test was used to make a comparative analysis of their view of sex education. The findings of the study were as follows : First, regarding sex-consciousness, they had general knowledge on sex. Especially, they were highly aware of sexual violence and the generation of baby, but many of them didn't know about where and how egg cells were produced. This indicated that systematic education should be offered in various ways. Concerning geographic gap, there was a significant difference in sexual knowledge between the urban and rural students. As to sexual attitude, they took a relatively positive attitude toward display of affection or sex-related talk on TV or in movies, as they viewed it as natural. This finding implied that the elementary schoolers were recipient toward sex and took an active attitude toward sexual expressions. Concerning geographic gap, there was no difference between the rural and urban students. As for sexual practices, the largest group of the students had a liking for the opposite sex, which showed that their needs for sex were unveiled in the course of having some trouble due to the other sex rather than through firsthand experiences or activities. As to geographic gap, there was a significant difference between the urban and rural students in that regard. Besides, the urban students put their sex-consciousness in practice more often than the rural students did. After they are educated to build the right sexual values, systematic sex-education programs should also be offered for them to be exposed to sustained sex education and to team how to apply their sex-consciousness to real life. Second, as for sexual values, the school children had relatively positive and equalitarian sexual values. Regarding geographic gap, there were significant gaps between the two groups' view of the opposite sex, sexual roles and chastity. Concerning view of the opposite sex, they attached more importance to the inner aspects of the opposite sex than his or her look, and they wanted to date in a natural manner. Regarding sexual roles, they were relatively well cognizant of gender equity and the importance of male and female roles. As to view of chastity, they looked upon sex as natural, not as what's ugly or ashamed of. Third, concerning their outlook on sex education, approximately more than half the students felt the needs for sex education, and there was a significant difference between the urban and rural students. They wanted to receive education about the prevention of sexual violence and physical changes during puberty the most, and there was a significant gap between the urban and rural students in this aspect. As to the time for sex education, they thought that students should start to be exposed to sex education in their fifth or sixth year. This finding signified that fifth or sixth graders who were in the beginning of puberty started to have a lot of interest in their own physical changes. Therefore, sex education would produce better effects when it's provided to fifth or sixth graders. Nearly half them preferred single-gender class when they received sex education, and there's no gap between the urban and rural students in that regard.

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설화 <해와 달이 된 오누이>에 대한 북한의 현대적 수용 방식 고찰 (A Study on the North Korean's Modern Adaptation of the Classic Folktale)

  • 박재인;한상효
    • 고전문학과교육
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    • 제32호
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    • pp.193-224
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    • 2016
  • 북한에서는 한민족의 전통 구비설화를 개작하여 아동들을 위한 동화로 활용한다. 한민족의 대표적인 설화 <해와 달이 된 오누이> 역시 그들의 사관에 따라 변형되었다. 북한 애니메이션 <오누이와 나무군>은 본래의 설화형태에서 오누이가 하늘로부터 구원되고 해와 달이 되는 결말이 다른 모습으로 대체되어 있다. <오누이와 나무군>의 각색은 북한의 문예사관이 반영된 형태이자, 북한의 옛이야기 수용문화를 잘 이해하게 한다. 이에 본고는 분단이전의 설화자료를 통해 이 설화의 원형을 파악하고, 남북의 현대적 매체로 재창작된 작품들을 대상으로 그 서사 상의 공통점과 차이점을 분석하였다. 또한 북한의 독특한 관점이 발견되는 애니메이션의 개작 범위와 그로 인해 전환된 의미에 대해 분석하여 서사적 가치에 대해서 논하였다. 이 애니메이션은 오누이가 위압적인 호랑이의 공격을 이겨내고 승리하는 과정을 충실히 담아내어, 여타 남북의 현대적 창작물에 비해 이 설화의 본래 의미를 풍요롭게 구현하고 있다. 다만 본래 설화의 결말 속 하늘의 상징성이 축소되어, 아무도 지켜주지 못할 때 오누이의 내면에서 긍정적 신념이 발동되는 가능성의 정도가 약화되는 한계점을 보인다. 그럼에도 구체적인 성공과정으로 오누이의 역량에 대해 사실적으로 이해하게 하는 특장을 지녔다는 점은 부인할 수 없으며, 오누이 성공의 또 다른 형상으로 본래 설화의 의미를 잘 담아내고 있는 색다른 작품이라고 할 수 있다. 통일된 미래사회에서 이 애니메이션은 당시 북한의 사회문화를 이해할 수 있게하는 중요한 자료이자, <해와 달이 된 오누이>의 핵심을 잘 담고 있으면서도 오누이의 성공을 실제 삶과 가까운 범위로 이해하고 능동적 실천력을 공감하게 하는 아동문학으로 활용될 수 있을 것이다.

비대칭 오류 비용을 고려한 XGBoost 기반 재범 예측 모델 (A Recidivism Prediction Model Based on XGBoost Considering Asymmetric Error Costs)

  • 원하람;심재승;안현철
    • 지능정보연구
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    • 제25권1호
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    • pp.127-137
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    • 2019
  • 재범예측은 70년대 이전부터 전문가들에 의해서 꾸준히 연구되어온 분야지만, 최근 재범에 의한 범죄가 꾸준히 증가하면서 재범예측의 중요성이 커지고 있다. 특히 미국과 캐나다에서 재판이나 가석방심사 시 재범 위험 평가 보고서를 결정적인 기준으로 채택하게 된 90년대를 기점으로 재범예측에 관한 연구가 활발해졌으며, 비슷한 시기에 국내에서도 재범요인에 관한 실증적인 연구가 시작되었다. 지금까지 대부분의 재범예측 연구는 재범요인 분석이나 재범예측의 정확성을 높이는 연구에 집중된 경향을 보이고 있다. 그러나 재범 예측에는 비대칭 오류 비용 구조가 있기 때문에 경우에 따라 예측 정확도를 최대화함과 동시에 예측 오분류 비용을 최소화하는 연구도 중요한 의미를 가진다. 일반적으로 재범을 저지르지 않을 사람을 재범을 저지를 것으로 오분류하는 비용은 재범을 저지를 사람을 재범을 저지르지 않을 것으로 오분류하는 비용보다 낮다. 전자는 추가적인 감시 비용만 증가되는 반면, 후자는 범죄 발생에 따른 막대한 사회적, 경제적 비용을 야기하기 때문이다. 이러한 비대칭비용에 따른 비용 경제성을 반영하여, 본 연구에서 비대칭 오류 비용을 고려한 XGBoost 기반 재범 예측모델을 제안한다. 모델의 첫 단계에서 최근 데이터 마이닝 분야에서 높은 성능으로 각광받고 있는 앙상블 기법, XGBoost를 적용하였고, XGBoost의 결과를 로지스틱 회귀 분석(Logistic Regression Analysis), 의사결정나무(Decision Trees), 인공신경망(Artificial Neural Networks), 서포트 벡터 머신(Support Vector Machine)과 같은 다양한 예측 기법과 비교하였다. 다음 단계에서 임계치의 최적화를 통해 FNE(False Negative Error)와 FPE(False Positive Error)의 가중 평균인 전체 오분류 비용을 최소화한다. 이후 모델의 유용성을 검증하기 위해 모델을 실제 재범예측 데이터셋에 적용하여 XGBoost 모델이 다른 비교 모델 보다 우수한 예측 정확도를 보일 뿐 아니라 오분류 비용도 가장 효과적으로 낮춘다는 점을 확인하였다.

고객보상 프로그램이 고객 유지에 미치는 효과: 교육 서비스 산업을 중심으로 (The Influence of Loyalty Program on the Effect of Customer Retention: Focused on Education Service Industry)

  • 전호성
    • Asia Marketing Journal
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    • 제13권3호
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    • pp.25-53
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    • 2011
  • 이번 연구는 실제 기업 자료를 기반으로 고객보상 프로그램이 고객 유지(retention)에 미치는 영향을 살펴보았다. 특히 고객보상 프로그램의 효과를 보다 명확히 확인하기 위해 유사실험설계(quasi-experimental design)를 사용하였다. 그리고 1년이 넘는 장기적인 시간 프레임 속에서 고객보상 프로그램의 도입 시점을 전후로 소비자 집단을 구분하고 이들 집단의 비교를 통해 고객보상 프로그램의 효과를 파악하였다. 이러한 연구 설계를 고려한 이유는 종적 자료를 사용한 선행 연구들이 고객보상 프로그램의 도입 시점 이후부터 가입 고객과 비가입 고객을 대상으로 프로그램의 효과를 측정하였기 때문에 자기선택오류(self-selection bias)의 가능성이 존재하였기 때문이다. 이번 연구는 고객보상 프로그램의 도입 시점을 전후로 두 집단을 비교하기 위해 자료를 특정 시점을 기준으로 절단(censoring)하였다. 생존분석(survival analysis)은 다른 분석기법에 비해 불완전한 자료가 포함되더라도 분석이 상대적으로 용이하므로 이번 연구의 분석방법으로 선택하였다. 분석 결과 고객보상 프로그램을 실시하기 전에는 소비자들의 거래기간이 평균 179일이었으나 고객보상 프로그램을 도입한 이후에는 227일로 약 50일 정도 더 늘어났다. 이러한 차이는 통계적으로 유의한 것으로 나타나 연구 가설을 지지하였다. 또한 콕스 비례위험모형을 사용하여 고객보상 프로그램과 영향 변수들의 상호작용효과를 확인한 결과 기존고객들은 고객보상 프로그램이 도입된 후 신규고객들에 비해 회사와의 거래기간이 유의하게 증가한 것으로 나타났으며 긍정적인 서비스(예: 30일 이내 입회)를 경험한 고객들도 회사와의 거래기간이 유의하게 증가하는 것으로 나타났다. 한편 부정적인 서비스(예: 30일 이후 입회)를 경험한 고객이라 하더라도 고객보상 프로그램을 도입한 이후에는 회사와의 거래기간이 증가하였다. 이번 연구에서 나타난 결과들을 정리하면 고객보상 프로그램은 고객과 긍정적인 관계를 형성하는 데 기여할 뿐만 아니라 이탈 장벽까지 구축해 줌으로써 기업의 경쟁력을 강화시키는 수단으로서의 가치가 있다고 생각할 수 있다.

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국제프랜차이징 연구요소 및 연구방향 (Research Framework for International Franchising)

  • 김주영;임영균;심재덕
    • 마케팅과학연구
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    • 제18권4호
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    • pp.61-118
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    • 2008
  • 본 연구는 국내외 프랜차이즈의 해외진출에 대한 연구들을 바탕으로 국제프랜차이징연구의 전체적인 연구체계를 세워보고, 연구체계를 형성하고 있는 연구요인들을 확인하여 각 연구요소별로 이루어지는 연구주제와 내용을 살펴보고, 앞으로의 연구주제들을 제안하고자 한다. 주요한 연구요소들은 국제프랜차이징의 동기 및 환경 요소과 진출의사결정, 국제프랜차이징의 진입양식 및 발전전략, 국제프랜차이징의 운영전략 및 국제프랜차이징의 성과이다. 이외에도 국제프랜차이징 연구에 적용할 수 있는 대리인이론, 자원기반이론, 거래비용이론, 조직학습이론 및 해외진출이론들을 설명하였다. 또한 국제프랜차이징연구에서 보다 중점적으로 개발해야 할 질적, 양적 방법론을 소개하였으며, 마지막으로 국내연구의 동향을 정리하여 추후의 연구방향을 종합적으로 정리하였다.

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MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향 (The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG)

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

소셜미디어 콘텐츠의 오피니언 마이닝결과 시각화: N라면 사례 분석 연구 (Visualizing the Results of Opinion Mining from Social Media Contents: Case Study of a Noodle Company)

  • 김유신;권도영;정승렬
    • 지능정보연구
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    • 제20권4호
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    • pp.89-105
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    • 2014
  • Web2.0의 등장과 함께 급속히 발전해온 온라인 포럼, 블로그, 트위터, 페이스북과 같은 소셜 미디어 서비스는 소비자와 소비자간의 의사소통을 넘어 이제 기업과 소비자 사이의 새로운 커뮤니케이션 매체로도 인식되고 있다. 때문에 기업뿐만 아니라 수많은 기관, 조직 등에서도 소셜미디어를 활용하여 소비자와 적극적인 의사소통을 전개하고 있으며, 나아가 소셜 미디어 콘텐츠에 담겨있는 소비자 고객들의 의견, 관심, 불만, 평판 등을 분석하고 이해하며 비즈니스에 적용하기 위해 이를 적극 분석하는 단계로 진화하고 있다. 이러한 연구의 한 분야로서 비정형 텍스트 콘텐츠와 같은 빅 데이터에서 저자의 감성이나 의견 등을 추출하는 오피니언 마이닝과 감성분석 기법이 소셜미디어 콘텐츠 분석에도 활발히 이용되고 있으며, 이미 여러 연구에서 이를 위한 방법론, 테크닉, 툴 등을 제시하고 있다. 그러나 아직 대량의 소셜미디어 데이터를 수집하여 언어처리를 거치고 의미를 해석하여 비즈니스 인사이트를 도출하는 전반의 과정을 제시한 연구가 많지 않으며, 그 결과를 의사결정자들이 쉽게 이해할 수 있는 시각화 기법으로 풀어내는 것 또한 드문 실정이다. 그러므로 본 연구에서는 소셜미디어 콘텐츠의 오피니언 마이닝을 위한 실무적인 분석방법을 제시하고 이를 통해 기업의사결정을 지원할 수 있는 시각화된 결과물을 제시하고자 하였다. 이를 위해 한국 인스턴트 식품 1위 기업의 대표 상품인 N-라면을 사례 연구의 대상으로 실제 블로그 데이터와 뉴스를 수집/분석하고 결과를 도출하였다. 또한 이런 과정에서 프리웨어 오픈 소스 R을 이용함으로써 비용부담 없이 어떤 조직에서도 적용할 수 있는 레퍼런스를 구현하였다. 그러므로 저자들은 본 연구의 분석방법과 결과물들이 식품산업뿐만 아니라 타 산업에서도 바로 적용 가능한 실용적 가이드와 참조자료가 될 것으로 기대한다.