Browse > Article
http://dx.doi.org/10.15207/JKCS.2021.12.5.197

The Effects of Mobile Home Shopping's Characteristics and Personal Characteristics on Flow  

Ju, Seon-Hee (Division of Global Marketing, Konyang University)
Publication Information
Journal of the Korea Convergence Society / v.12, no.5, 2021 , pp. 197-205 More about this Journal
Abstract
TV home shopping companies are not limited to TV channels and phone-ordering channels, but are making efforts to expand their channels through mobile phones. Beyond its interaction and ubiquity using the web, it is expanding its contact point with consumers through mobile live broadcasting. Interacting, ordering, doing their own broadcasts within mobile App, and interacting and enjoying them are likely to differ depending on consumers' personality, such as playfulness and impulsivity. In this study, the effects of Two-way communication, Synchronicity and Ubiquity, which are the characteristics of mobile home shopping, on consumers' flow, and the effect on consumers' flow on mobile home shopping will vary depending on individual preferences. Interacting, ordering, doing their own broadcasts within mobile devices, and interacting and enjoying them are likely to differ depending on consumers' personal preferences, such as play and impulsive tendencies. As a result of the study, Two-way communication was found to have not significant on flow, and Synchronicity was also found to have no significant effect on flow. It was found that ubiquity had a significant effect on flow. Among the individuality, people with high playfulness have a positive effect on flow, and people with high impulsivity also have a significant effect on flow. Flow has been shown to have a positive effect on the intention to using mobile home shopping.
Keywords
Two-way communication; Synchronicity; Ubiquity; Playfulness; Impulsivity; Flow; Intention of Use;
Citations & Related Records
Times Cited By KSCI : 1  (Citation Analysis)
연도 인용수 순위
1 A. Michaud-Trevinal & T. Stenger. (2018). For a renewal of the situation concept: The situation of home online shopping, Recherche et Applications en Marketing(English Edition), 33(4), 24-45.   DOI
2 J. A. Ghani & S. P. Deshoande. (1994). Task Characteristics and the experience of optimal flow in human-computer interaction, Journal of Psychology, 128(4), 739-753.
3 T. P. Novak & D. L. Hoffman. (1996). Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations, Journal of Marketing, 60, 50-68.   DOI
4 S. J. Choi. (2013). Determinants of User Perceived Value and Its Influence on the Usage of Smartphone based Mobile Commerce : Focusing on Service Ubiquity and User Control, The Journal of Society for e-Business Studies, 18(4), 273-299.   DOI
5 D. Tojib & Y. Tsarenko. (2012). Post-Adoption Modeling of Advanced Mobile Service Use, Journal of Business Research, 65, 922-928.   DOI
6 V. Brody. (1978). Developmental play: A relationship forced program for children, Child Welfare, 57, 592-607.
7 C. Schaefer & R. Greenberg. (1997). Measurement of Playfulness: A Neglected Therapist Variable, International of Play Theragy, 2(6), 21-31.
8 I. Lee & S. Kim. (2019). Empirical Analyses of the Factors Influencing on the Intention to Use Smart Home Services, Journal of Service Research and Studies, 9(2), 55-76.   DOI
9 Y. W. Kwon, H. Kim & B. H. Chang. (2020). The effects of perceived interactivity and social presence of TV program on viewing satisfaction and continued viewing intention : Focusing on , Korean Journal of Broadcasting and Telecommunication Studies, 34(1), 29-69.
10 Y. Cho & S. Lim. (2019). Psychological Effects of Interactivity for Internet Live Broadcasting Viewers : Moderating Role of User Motivations on Parasocial Interaction, Social Presence, and Flow, Journal of Broadcasting and Telecomnunications Research, 105, 82-117.
11 C. Aderson. (1996). Computer as Audience: Mediated Interactive Messages, in Edward Forrest and Richard Mizerski eds., Interactive Marketing: The Future Present. Lincoln : IL:NTC Business Books.
12 S. J. McMillan & J. S. Hwang. (2002). Measures of Perceived Interactivity: An Exploration of the Role of Direction of Interactivity, Journal of Advertising, 31(3), 29-42.   DOI
13 Y. Liu & L. J. Shrum. (2002). What is Interactivity and is it always such a good thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness, Journal of Advertising, 31(4), 53-64.   DOI
14 T. P. Novak, D. L. Hoffman, & Y. Yung. (2000). Measuring the customer experience in online environments: A structural modeling approach. Marketing Science, 19(1), 22-42.   DOI
15 M. Csikszentmihalyi. (1977). Play and intrinsic rewards. Journal of Humanistic Psychology, 15(3), 41-63.   DOI
16 H. Caci, L. Nadalet, F. J. Bayle, P. Robert & P. Boyer. (2003). Functional and Dysfunctional Impulsivity; Contribution to the Construct Validity, Acta Psychiatrica Scandinavica, 107(1), 34-40.   DOI
17 S. A. Dickman. (2000). Impulsivity, Arousal and Attention, Personality and Individual Differences, 28(3), 563-581.   DOI
18 S. Y. Lee, D. M. Koo & S. H. Ju. (2009). Effects of Individual Psychological Factors on Mobile Contents Usage, Journal of Business Research, 24(1), 127-158.   DOI
19 G. Hackbarth, V. Grover & M. Y. Yi. (2003). Computer playfulness and anxiety: positive and negative mediators of the system experience effect on perceived ease of use, Information & Management, 40, 221-232.   DOI
20 J. Webster, L. K. Trevino & L. Ryan. (1993). The Dimensionality and Correlates of Flow in Human Computer Interactions, Computers in Human Behavior, 9(4), 411-426.   DOI
21 D. Choi, H. Kim, & J. Kim (2000). A Cognitive and Emotional Strategy for Computer Game Design, The Journal of MIS Research, 10(1), 165-187.
22 B. J. Kim & S. Jang. (2018). A Study on Relationship Factors of TV Home Shopping and Smart Media's Repurchase Intention: Focusing on Nediating Effect of Relationship Bonding, Journal of the Korea contents association, 18(8), 127-147.   DOI
23 M. H. Chae, J. W. Kim, H. Y. Kim & H. U. Ryu. (2002). Informantion quality for mobile internet services: A theoretical model with empirical validation, Electronic markets, 12(1), 38-46.   DOI
24 J. W. Moon & Y. G. Kim. (2001). Extending the TAM for a World-Wide-Web context, Information & Management, 38(4), 217-230.   DOI
25 R. J. Lutz & M. Guiry. (1994). Intense consumption experience: Peaks, performance, and flows. Proceedings of AMA Winter Marketing Educators' Conference, 576-577.
26 C. K. Suh & S. J. Seong. (2004). Individual Characteristics Affecting User's Intention to Use Internet Shopping Mall, The journal of MIS research, 14(3), 1-22.
27 J. Steuer. (1992). Defining Virtual Reality: Dimensions determining Telepresence, Journal of Communication, 42(4), 73-93.   DOI
28 D. M. Koo. (2010). Marketing Research Methodology. Seoul : Hakhyunsa.
29 M. A. Glynn & J. Webster. (1992). The Adult Playfulness Scale: An Initial Assessment, Psychological Reperts, 71, 83-103.   DOI