• Title/Summary/Keyword: social platform

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An Observational Study in Manipur State, India on Preventive Behavior Influenced by Social Media During the COVID-19 Pandemic Mediated by Cyberchondria and Information Overload

  • Bala, Renu;Srivastava, Amit;Ningthoujam, Gouri Devi;Potsangbam, Thadoi;Oinam, Amita;Anal, Ch Lily
    • Journal of Preventive Medicine and Public Health
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    • v.54 no.1
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    • pp.22-30
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    • 2021
  • Objectives: The coronavirus disease 2019 (COVID-19) pandemic is a public health emergency posing unprecedented challenges for health authorities. Social media may serve as an effective platform to disseminate health-related information. This study aimed to assess the extent of social media use, its impact on preventive behavior, and negative health effects such as cyberchondria and information overload. Methods: A cross-sectional observational study was conducted between June 10, 2020 and August 9, 2020 among people visiting the outpatient department of the authors' institution, and participants were also recruited during field visits for an awareness drive. Questions were developed on preventive behavior, and the Short Cyberchondria Scale and instruments dealing with information overload and perceived vulnerability were used. Results: The study recruited 767 participants with a mean age of about 45 years. Most of the participants (>90%) engaged in preventive behaviors, which were influenced by the extent of information received through social media platforms (β=3.297; p<0.001) and awareness of infection when a family member tested positive (β=29.082; p<0.001) or a neighbor tested positive (β=27.964; p<0.001). The majority (63.0%) of individuals often searched for COVID-19 related news on social media platforms. The mean±standard deviation scores for cyberchondria and information overload were 9.09±4.05 and 8.69±2.56, respectively. Significant and moderately strong correlations were found between cyberchondria, information overload, and perceived vulnerability to COVID-19. Conclusions: This study provides evidence that the use of social media as an information- seeking platform altered preventive behavior. However, excessive and misleading information resulted in cyberchondria and information overload.

Addressing User Engagement in Social Media Platforms with Cultural Differences Based on Hofstede's Dimensions

  • Yoon Han;Hoang D. Nguyen;Tae Hun Kim
    • Asia pacific journal of information systems
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    • v.34 no.1
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    • pp.191-208
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    • 2024
  • This paper proposes the presence and importance of cultural differences to address user engagement in worldwide social media platforms. Based on Hofstede's cultural dimensions, this paper addresses their new meanings in the context of user engagement in social media. Our propositions address two research questions: (1) how do cultural dimensions, displayed on social media platforms, differ across national cultures?; (2) what different preferences the social media platforms have in terms of which cultural dimensions promote or suppress user engagement? User engagement in social media platforms is explained by the cultural differences in terms of the four cultural dimensions: individualism vs. collectivism, uncertainty avoidance, power distance, and masculinity vs. femininity. Implications are also discussed for research and practice.

Social Networking Application on Android Platform based on Contact Timing (접촉 시점을 기반으로 하는 Android 플랫폼의 소셜 네트워킹 애플리케이션)

  • Jung, Young Gyo;Youn, Hee Yong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.285-287
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    • 2015
  • 최근 직장인들이 직장생활을 효과적으로 하기 위한 인맥의 필요성이 높아지는 가운데 소셜 네트워크의 중요성이 큰 이슈로 떠오르고 있다. 이는 현재 직장인들이 온라인뿐만 아니라 오프라인에서도 소셜 네트워크 활동이 활발히 이루어지고 있기 때문이다. 소셜 네트워크를 통하여 지속적인 연락을 취함으로써, 두터워진 좋은 인맥은 자기에게 결정적으로 필요할 때 도움을 주기 때문에 직장인들 사이에서 소셜 네트워크 활동이 중요해 지고 있다. 소셜 네트워크는 고객을 대상으로 하는 영업사원들에게는 실적으로 바로 연계된다고 할 수 있다. 따라서 본 논문에서는 영업사원이 애플리케이션을 이용해 고객을 효율적이고 능률적인 고객을 관리할 수 있도록 한다. 추가적으로 원하는 고객을 따로 관리할 수 있는 기능과 고객 정보 동기화 기능이 있는 애플리케이션을 설계 및 구현하였다.

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The effect of Social Media Information Attributes on perceived Information usefulness and Customer Attitudes (소셜 미디어 정보속성이 정보유용성과 고객 태도에 미치는 영향 -정교화 가능성 모델(ELM)을 중심으로-)

  • Ryu, Soo-Hyung;Lee, So-young
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.233-247
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    • 2020
  • The video content platform, which is a social media, is used as a means of producing various contents with high immersion, ease of use, and low production conditions. However, existing social media-related studies were insufficient to examine differences in existing information attributes despite the differences in platform types. Therefore, this study intends to examine the relationship between existing media and social media information attributes. The research model was analyzed by surveying 213 video content users. As a result of the research model analysis, information playability, information timeliness, and information provider reliability had a significant effect on information usefulness. However, information vividness, information accuracy, information neutrality, and professionalism of information providers did not have a significant effect. Through this study, the difference between video content and existing media or social media was found, and it was found that a reliable information provider should provide pleasant content at the right time. In addition, through the understanding of the information processing process of video content, which is a key player in the growth of social media, we believe that it will be very helpful in producing quality content.

The Success Factors and Strategy of Social Network Online Game in Korea: A Case Study of Nexon (국내 Social Network Online Game(SNOG)의 성공 요인 및 전략: Nexon 사례 연구)

  • Yoo, Byung-Joon;Kim, Kwan-Soo
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.127-138
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    • 2011
  • The creation and interchange of information through the Internet network forms online community and makes Social Network Game (SNG) as a new entertainment by grafting it onto the most popular online games. SNG means the service which amalgamates social network service (e.g., Facebook, Twitter, etc) strong points and the fun of online game. It promotes the intimacy of relation between the friends above social network service and the gaming amusement for users. The domestic SNG market is currently fast changing according to the smart environment which is quickly shifted. The existing online game field will continuously maintain a market size. SNOG will be more developed because it is competitive from the business perspective of managing cost and production cost when compares with the existing online game. In relation to Facebook, Twitter, etc. overseas SNS platform base SNOG service, the domestic competition for launching SNG is expected to heat up as NHN, Daum and SK Communication introduce open type SNS. This study examines the successful factors and strategy for domestic SNOG by studying the case of MapleStory Adventures successful possibility. The possible successful factors are combing SNS on the existing popular online game, marketing through the existing users, and solving the platform problem of a failure factor of NexonStar. This case study is expected to contribute to the domestic SNOG industry development by providing several implications for the successful factors and strategy of SNOG which will be continuously developed.

A Study on Establishing 'Social Media Committee' Based on the Social Trust (소셜트러스트 기반의 소셜미디어 전담기구('소셜미디어위원회') 설립 방안 연구)

  • Moon, Hyung-Nam
    • Journal of Digital Convergence
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    • v.10 no.7
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    • pp.41-58
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    • 2012
  • Although the social media plays leading role in the change the political, economic, social and cultural environment in all fields, it is not really understanded the overall management of social media in society. With understandings on the influence of social media, the purpose of this study is to investigate the characteristics of social media and to provide some suggestion to make use effectively of social media in society. To achieve th purpose of this study, the responsibility and the effort of government was examined. As a result, the Social Media Strategy Broad (tentative title 'Social Media Committee') suggests to protection of the users' rights and active support of the current utilization. This study is expected to show the meaningful implication of social media strategy and standard of the social media utilization in policy, education etc.

an Automatic Transformation Process for Generating Multi-aspect Social IoT Ontology (다면적 소셜 IoT 도메인 온톨로지 생성을 위한 온톨로지 스키마 변환 프로세스)

  • Kim, SuKyung;Ahn, KeeHong;Kim, GunWoo
    • Smart Media Journal
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    • v.3 no.3
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    • pp.20-25
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    • 2014
  • This research proposes a concept of multi-aspect Social IoT platform that enables human, machine and service to communicate smoothly among them, as well as a means of an automatic process for transforming exiting domain knowledge representation to generic ontology representation used in the platform. Current research focuses on building a machine-based service interoperability using sensor ontology and device ontology. However, to the best of our knowledge, the research on building a semantic model reflecting multi-aspects among human, machine, and service seems to be very insufficient. Therefor, in the research we first build a multi-aspect ontology schema to transform the representation used in each domain as a part of IoT into ontology-based representation, and then develop an automatic process of generating multi-aspect IoT ontology from the domain knowledge based on the schema.

A Study on the way to use push notification through analysis of push notification system in mobile social network games : focus on Puzzle games (소셜 네트워크 게임 내 푸시알림 시스템 분석을 통한 푸시알림 활용 방안 : 퍼즐게임을 중심으로)

  • Shin, Hyun-Ju;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.427-432
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    • 2015
  • Recently, Mobile Social Network Game market has grown rapidly because Smart devices has been spreading to many people and improving performance. Push notification, which is a success factor of the mobile social network game brought about stress to the user. However, there is no study on push notifications in the mobile social network game; it was difficult to understand for the use of push notifications. The Games of Kakao talk platform has various push notification system and provides detailed descriptions. On the other hand, the game linked to Facebook has minimal push notification system. In the future, if game companies develop push notification system by the characteristics of user, mobile social network games be able to derive the user's use continuously.

Acceptance of Moodle as a Teaching/Learning Tool by the Faculty of the Department of Information Studies at Sultan Qaboos University, Oman based on UTAUT

  • Saleem, Naifa E.;Al-Saqri, Mohammed N.;Ahmad, Salwa E.A.
    • International Journal of Knowledge Content Development & Technology
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    • v.6 no.2
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    • pp.5-27
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    • 2016
  • This research aims to explore the acceptance of Moodle as a teaching and learning tool by the faculty of the Department of Information Studies (IS) at Sultan Qaboos University (SQU) in the Sultanate of Oman. The researchers employed the Unified Theory of Acceptance and Use of Technology (UTAUT) to examine the effects of performance expectancy, effort expectancy, social influence and facilitating conditions on the behavioural intention of SQU faculty members to employ Moodle in their instruction. Data were collected by the interview method. Results showed the emergence of two faculty groups: one uses Moodle and one does not use Moodle. In group that uses Moodle, performance expectancy, effort expectancy, social influence, facilitating conditions and behavioural intention are positively related, thereby influencing the faculty members' use behavior. In addition to the aforementioned UTAUT constructs, four additional factors affect Moodle's adoption. These moderators are gender, age, experience and the voluntariness of use, amongst which gender exhibits the least influence on Moodle adoption. That is, male and female faculty generally both use the learning platform. Although some members of the group that does not use Moodle exhibit optimistic performance expectancy for technology, the overall perception in this regard for Moodle is negative. The other UTAUT constructs exert no influence on this group's adoption of the learning platform.

Effect of Perceived Quality by Product Involvement and Age Group on Purchase Intention in Online Environments: A Moderating Role of Information Sources and Social Media Platform (온라인 구매환경에서 제품 관여도와 연령 집단에 따른 지각된 품질이 구매 의도에 미치는 영향: 정보원천과 소셜미디어 플랫폼 조절효과)

  • Lee, Dasol;Oh, Minjeong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.44 no.3
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    • pp.262-275
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    • 2021
  • The expansion of the online market is expected to change the purchasing environment. The purpose of this study is to examine the difference in the moderating effect of each characteristic on perceived quality and purchase intention according to the group according to product involvement and purchaser age. The first step is to identify the characteristics of online information sources and social media platforms through a literature review. Next, when perceived quality affects purchase intention, we verify the moderating effect according to the characteristics of online information sources and social media platforms. The moderating effect is verified at the stage by dividing it into a group according to product involvement and a group according to age. The following results were confirmed throughout the study: First, perceived quality significantly affects purchase intention. Second, in the relationship between perceived quality and purchase intention, the influence of the moderating effect is different depending on the high-involvement product and the low-involvement product. Third, it was confirmed that there was a difference in the moderating effect of online information sources and social media platforms in the relationship between perceived quality and purchase intention according to age. This study intends to increase consumers' purchase intentions by identifying specific age groups and product groups of involvement and establishing strategies suitable for the characteristics of online information sources and social media platforms.