• Title/Summary/Keyword: 모바일 자기효능감

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An Empirical Study on Mobile Web Browsing Service Adoption (모바일 웹 브라우징 서비스 수용에 관한 연구)

  • Ryoo, Sung-Yul;Kim, Moon-Oh;Kim, Hyo-Jin
    • The Journal of the Korea Contents Association
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    • v.9 no.2
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    • pp.270-278
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    • 2009
  • Mobile web browsing services that bring the full PC browsing experience to customer's mobile handset have been emerged. This study is to investigate the intention to use mobile web browsing based on Technology Acceptance Model(TAM) which has been widely used to explain and predict the IT acceptance and incorporated with self-efficacy which was identified as an important determinant of user's new technology adoption in recent literature on technology acceptance. Specifically, from a theoretical perspective, this study not only clarifies mobile self-efficacy, but also develops an instrument to measure the concept of mobile self-efficacy. The results indicate that both computer self-efficacy and mobile self-efficacy directly influence perceived ease of use, and that perceived ease of use enhance perceived usefulness. And the findings indicate that perceived ease of use and usefulness have direct effects on attitude and then it is positively associated with intention to use mobile web browsing. Therefore, the findings imply that mobile self-efficacy can be employed as an important variable in examining user's intention for various mobile services to come in future.

An analysis of the impact of cyber university students' mobile self-efficacy, mobility on intention to use in mobile learning service linked to e-learning (이러닝과 연계된 모바일러닝에서 사이버대학생의 모바일 자기효능감과 이동성이 수용의도에 미치는 영향 분석)

  • Joo, Young Ju;Chung, Ae Kyung;Jung, You Jin
    • The Journal of Korean Association of Computer Education
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    • v.18 no.1
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    • pp.55-68
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    • 2015
  • The purpose of the study is to examine a structural relationship among mobile self-efficacy, mobility, perceived ease of use, perceived usefulness, and intention to use of a mobile learning service using technology acceptance model. The result revealed that mobile self-efficacy, mobility had a direct effect on perceived ease of use. Second, mobile self-efficacy, mobility, perceived ease of use had a direct effect on perceived usefulness. Third, mobile self-efficacy, mobility, perceived usefulness had a direct effect on intention to use of a mobile learning service. However, perceived ease of use did not have a effect on behavioral intention of mobile learning service.

Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy (개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향)

  • Park, Min-Hee;Kwon, Mahnwoo
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.440-448
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    • 2017
  • This study aims to determine the factors affecting people's intention to use mobile delivery application services. The technology acceptance model (TAM) was employed and a survey was conducted on 300 delivery application users. As a result, personal innovativeness was found to have a positive effect on perceived ease of use and perceived playfulness. Self-efficacy turned out to have a positive influence on perceived ease of use and perceived playfulness. Next, perceived ease of use was found to positively affect both perceived usefulness and perceived playfulness, and perceived usefulness and playfulness had a positive effect on the intention to use the service as well. Lastly, personal innovativeness and self-efficacy were found to have a significant indirect influence on the intention to use the service. This study suggests users can be induced to voluntarily and continuously use the service, if their personal characteristics and perception of the service are considered in the future development of the service.

An analysis of the impact of cyber university students' self-efficacy, subjective norms on the behavioral intention to use mobile web service (사이버대학생의 모바일자기효능감, 주관적 규범이 모바일웹서비스 수용의도에 미치는 영향 분석)

  • Joo, Young-Ju;Seol, Hyun-Nam;Yoo, Na-Yeon
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.1-12
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    • 2013
  • The purpose of this study is to examine a structural relationship among mobile self-efficacy, subjective norm, perceived usefulness, perceived ease of use and behavioral intention of mobile web service using technology acceptance model (TAM). 144 cyber university students enrolled in a course with mobile web service participated for this study. The result revealed that 1) mobile self-efficacy (${\beta}$ = .43, p<.05), subjective norm (${\beta}$ = .30, p<.05), perceived ease of use (${\beta}$ = .25, p<.05) had a direct effect on perceived usefulness. Second, mobile self-efficacy (${\beta}$ = .36, p<.05), subjective norm (${\beta}$ = .44, p<.05) had a direct effect on perceived ease of use. Third, perceived usefulness (${\beta}$ = .94, p<.05) had a direct effect on behavioral intention of mobile web service. However, perceived ease of use did not have a direct effect on behavioral intention of mobile web service significantly. Results of this study emphasize the role of an extended TAM including mobile self-efficacy and subjective norm in a mobile web service course at a cyber university.

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The Analysis of Structural Relationships Among Self-Efficacy, Perceived Usefulness, Supervisor and Peer Support, Satisfaction, and Transfer Intentions in Corporate Mobile-Learning (기업 모바일러닝에서 자기효능감, 지각된유용성, 상사 및 동료지원, 만족도, 전이동기 간의 구조적 관계 분석)

  • Chung, Ae-Kyung;Hong, Yu-Na;Kang, Jeong-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.4
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    • pp.189-196
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    • 2016
  • The purpose of this study is to investigate the causal relationships among self-efficacy, perceived usefulness, supervisor and peer support, satisfaction, and transfer intentions in the corporate mobile learning. For this study, the web survey was administered to 302 mobile learning learners of the A domestic corporation in South Korea. Structural equation modeling(SEM) analysis was conducted in order to examine the causal relationships among the variables. The results indicated that first, self-efficacy, perceived usefulness, and supervisor and peer support had positive effects on satisfaction. Second, supervisor and peer support and satisfaction had positive effects on transfer intentions. Third, satisfaction mediated the relationship between self-efficacy and perceived usefulness, while it did partially the relationship between supervisor and peer support and transfer intentions. Based on the result of the research, the study proposes organizational environment with cooperative supervisor and peer support should be made in order to improve the level of learners' transfer intentions. In addition, learning strategies that facilitate learners' self-efficacy and mobile information technology acceptance are needed to develop for enhancing the learners' satisfaction.

The Effect of Game Contents on User's Intention of Use in Mobile Social Network Games (모바일 소셜네트워크 게임에서 콘텐츠요인이 지속적 사용의도에 미치는 영향)

  • Lee, Han-Ho;Kim, Si-Sung;Lee, Min-Seop
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.17-26
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    • 2015
  • The purpose of this research is to suggest a guideline for direction of content design and resource allocation to make mobile social network game (mobile SNG) production more efficient. We assumed that commercial purpose of mobile SNG is to improve uses' intention of use of the game, and from previous researches we selected flow, social interaction, self efficacy, competition, and reward as the factors which have influence on the intention of use. Finally, improvement of user experiences related to social interaction, self efficacy, competition, and reward is considered as the purpose of the mobile SNG contents. We surveyed university students in Gangwon, South Korea who have used mobile SNG. It took 3 weeks and 244 survey papers were used for analysis. The method for analysis was hierarchial regression analysis using SPSS 18.0. As a result, we found that the user experiences related to self efficacy, reward, competition, social interaction provided by SNG contents are all have positive influence on the user's intention of use and weighed the influence of each factors.

Effects of game playing for self-efficacy and social trust (게임 이용이 자기 효능감 및 사회신뢰에 미치는 영향)

  • Park, Sang-Min;Jung, Wan-Kyu;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.55-62
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    • 2017
  • The purpose of this paper is to examine the effects of using online mobile games on self-efficacy, sociality, and social trust. This paper focuses on the SNS factor (community management and communication function) that is being introduced to the game in accordance with the emergence of the mobile platform. Based on this logic, It sets hypotheses, that the game play has the effects of self-efficacy, sociality. The results are as follows. We conducted online surveys of 1,500 samples with nationwide representatives commissioned by a professional opinion survey agency. As a result, it was found that online game play not only enhances users' self-efficacy, but also directly or indirectly affects the improvement of sociality and social trust.

A Study on the Influencing Factors on Social Media Use Intensity and Fatigue, and the Moderating Effect of Process Incentive Expectations (소셜 미디어 사용 강도 및 피로감에 미치는 영향 요인과 성과기대의 조절 효과 연구)

  • Park, Kiho
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.215-227
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    • 2021
  • This study empirically studied the factors affecting the intensity of use of mobile social media and fatigue. Theories for the research framework were based on the theory of planned behavior, the theory of private information protection, the theory of flow, and the theory of process incentives. As a result of data analysis, it was found that self-efficacy, user habits, and flow experience positively influence the intensity of mobile social media use. This study assumed that personal information protection issues negatively affect the intensity of mobile social media use, but have little influence on the use intensity. The intensity of media use had a positive effect on media fatigue. In other words, when the intensity of using mobile social media increased, the feeling of fatigue increased. The expected process incentives variable did not show a moderating effect between media use intensity and social media fatigue. The findings will have implications for social media-related companies and organizations that want to use social media tools for business and public services.

Factors Influencing Users' Intension to Play Mobile Games: A Combination of Game-Contents Traits and Mobile Handset's Capabilities into the Technology Acceptance Model (게임 콘텐츠 특성과 단말기 요인을 고려한 모바일게임 사용의도의 영향요인에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Information Systems Review
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    • v.7 no.2
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    • pp.41-59
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology adding new revenue streams, taking advantage of the potential of wireless consumer applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to investigate the factors influencing the usage and acceptance of the mobile games in Korea, based on the extended version of the Technology Acceptance Model(TAM). Based on data collected from survey, we show that perceived usefulness is the major determinant for users to play mobile games. Two factors, including perceived enjoyment and self-expressiveness, are empirically shown to determine perceived usefulness. In addition, perceived ease of use, rewards, operational quality of device, and design/story have been showed to significantly and directly affect perceived enjoyment. It was also confirmed that self-efficacy and operational quality of device are the antecedents of perceived ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.