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중국 초로(初老) 집단의 모바일 결제 플랫폼에 대한 수용성 연구

A Study on the Acceptability for Mobile Payment Platforms by China's Early Elder People

  • 포력원 (국민대학교 테크노디자인전문대학원 경험디자인학과) ;
  • 반영환 (국민대학교 테크노디자인전문대학원 경험디자인학과)
  • Bao, Li Yuan (Dept. of Experience Design, Graduate School of Techno Design, Kookmin University) ;
  • Pan, Younghwan (Dept. of Experience Design, Graduate School of Techno Design, Kookmin University)
  • 투고 : 2021.09.14
  • 심사 : 2021.11.20
  • 발행 : 2021.11.28

초록

통계에 따르면 중국 모바일 결제 유저의 규모는 매년 성장 추세를 보이지만 60세 이상 집단에서 모바일 결제의 사용 비율은 아직 절반에도 미치지 못하는 것으로 나타났다. 본 연구는 중국 초로(初老) 집단이 모바일 결제 플랫폼에서 일반적으로 낮은 사용률을 나타내는 원인에 대한 탐구를 목적으로 하며, 문헌 연구를 바탕으로 설문조사와 실지 인터뷰를 결합하여 연구한 결과 중국 초로 집단의 모바일 결제 플랫폼 사용에 대한 주요 장애는 수용적 장애라는 사실을 발견하였다. 따라서 유저 체험 연구 방법을 기술 수용 모델(TAM)과 결합하여 새로운 연구 모델을 구축했으며, 이 모델에서 수용적 행동에 영향을 끼치는 5개 가정 요소를 정리 및 귀납하였다. 마지막으로 공분산 분석 방법을 통해 가설 요소를 검증하고 만족도(SA), 인지된 유용성(PU)과 업무 관련도(JR)의 계수가 각각 0.001, 0.000, 0.004이며, 이는 모두 0.05보다 낮으므로 수용성에 대해 선명한 정(+) 방향의 영향이 있는 것이다. 이외에 인지된 용이성(PE)과 자아 효능감(SE)은 수용성에 대해 정(+) 방향의 영향이 없다는 것을 발견하였다. 최종적으로 유저 체험에 대한 새로운 수용 모델을 구축하여 모바일 결제 플랫폼의 개발 업체와 디자이너들이 수용적 관점에 따른 제품 개발을 위한 이론적 근거를 제공했으며, 이를 통해 더 많은 노인 유저에게 적합한 모바일 결제 방식을 개발하여 모바일 결제에 대한 노인의 수용도를 제고하고자 한다.

According to statistics, the number of mobile payment users in China shows an increasing trend year by year. However, less than half of people over 60 years old use mobile payment. The purpose of this study is to explore the reasons for the low usage rate of mobile payment platforms among the elderly in China. Through literature research, questionnaires and interviews, the author found that the main obstacle for the elderly in China to use mobile payment platforms is acceptance barrier. Then, the user experience research method and technology acceptance model (TAM) were combined to construct a new research model and five hypotheses affecting acceptance behavior in the model were summarized. Finally, the Analysis of Covariance(ANCOVA) was used to test the hypotheses and found that satisfaction (SA), perceived usefulness (PU) and job relevance (JR) had significant coefficients of 0.001, 0.000 and 0.004 respectively, all of which were less than 0.05 and therefore had a significant effect on acceptability. The other two elements, perceived ease of use (PE) and self-efficacy (SE), did not have a significant effect on acceptability. Ultimately, a new user experience acceptability model was constructed to provide theoretical support for mobile payment platform developers and designers to develop products from the acceptability perspective, so as to develop more mobile payment methods suitable for elderly users and improve the acceptance of mobile payment by the elderly.

키워드

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