• Title/Summary/Keyword: 몰입 경험

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전자상거래시 고객유지를 위한 인터넷 쇼핑몰 운영 방안에 관한 연구

  • Kim, Yong-Man;Sim, Gyu-Yeol
    • Journal of Global Scholars of Marketing Science
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    • v.6
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    • pp.143-166
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    • 2000
  • 본 연구는 전자상거래의 여러 유형 중에서 최근 논의의 필요성이 더욱 부각되고 있는 인터넷상의 양방향 소매업을 기업과 소비자간 전자상거래를 중심으로 하여 문헌조사를 통해 인터넷 쇼핑몰의 사이트특성 요인과 인터넷 쇼핑몰의 고객 만족, 고객신뢰, 고객관계몰입에 대해 살펴보았고, 실제 종합 인터넷 쇼핑몰에서 엔터테인먼트제품을 구매한 경험이 있는 고객들을 대상으로 하여 설문조사를 실시하여, 인터넷 쇼핑몰 사이트 특성의 각 차원이 고객만족에 미치는 영향을 연구하고자 하였다. 그 결과 제품제시를 제외한 모든 요인들 즉, 시스템 성능, 보장, 고객배려는 인터넷 쇼핑몰 고객만족에 영향을 미침을 실증분석 결과 알 수 있었다. 또한 인터넷 쇼핑몰 고객특성 중 다양성 추구성향이나 소비자혁신성은 쇼핑몰 고객의 만족에 영향을 미치지 않지만, 자기실현성과 정보지향성은 인터넷 쇼핑몰의 고객만 족을 향상시키는 유의적인 결과를 확인할 수 있었다. 그리고 인터넷 쇼핑몰의 사이트 특성 이 신뢰에 미치는 영향을 살펴본 결과 고객배려를 제외한 모든 변수가 유의적이지 않은 것 으로 나타났는데 이는 쇼핑몰의 사이트특성은 만족을 매개로 하여 인터넷 쇼핑몰에 대한 전반적인 신뢰에 영향을 주는 것으로 보는 것이 더욱 타당하다고 할 수 있을 것이다. 또한 기대한 가설과 일치하게 만족과 신뢰는 몰입에 유의적인 영향을 미치는 것으로 실증분석 결과 나타났다 이미 포화상태에 들어간 인터넷 쇼핑몰에서 진정으로 새로운 고객을 창출 하고 고객을 지속적으로 유지하고자 하는 노력은 관계마케팅의 개념을 실제 쇼핑몰에서 적 용 시켜야 할 것이며 고객만족, 고객신뢰 및 고객관계몰입은 이러한 마케팅 노력의 핵심 개념임을 실증분석결과를 통해 확인할 수 있었다.

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The Effects of Positive Psychological Capital on Organizational Commitment and Job Satisfaction - The Mediating Role of Positive Emotion - (중국인 근로자의 긍정심리자본이 조직몰입과 직무만족에 미치는 영향 - 긍정적 정서의 매개효과 -)

  • Choi, Su-Heyong;Kang, Hee-Kyung
    • Management & Information Systems Review
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    • v.34 no.5
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    • pp.233-249
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    • 2015
  • The role of positive psychological capital of an organizational member on organization effectiveness has received serious attention from researchers. However, the previous research has focused mainly on the direct effect of positive psychological capital on organization effectiveness, not paying enough attention on a mediating or a moderating role in their relationship. The purpose of this study is to finding out relationship between employees' positive psychological capital and job satisfaction, organizational commitment and the mediating role of positive emotion. Based on advanced literature, we regard positive psychological capital as four factors, self-efficacy, hope, optimism and resilience. We tested the proposed relationships using date from 350 employees in Chinese firms. The main finding are as follows: First, self-efficacy, hope, optimism, resilience has a significant positive effect on organizational commitment, job satisfaction and positive emotion. Secondly, self-efficacy, hope, optimism, resilience influence directly and indirectly on organizational commitment, job satisfaction. Positive affect plays a mediating role between variables.

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A Study on Factors Influencing the Job Satisfaction and Organizational Commitment of Organizational members for Accreditation of Engineering Education (대학내 공학교육인증 관련 직무 전담 조직구성원의 직무만족 및 조직몰입 영향 요인에 관한 연구)

  • Kim, In-Sook
    • Journal of Engineering Education Research
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    • v.12 no.2
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    • pp.51-62
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    • 2009
  • The purpose of the study was to analyze job satisfaction and organizational commitment of organizational members for accreditation of engineering education. That will allow applying for effective and efficiency job system in workplace. To this aim, this study analyzed 62 organizational members for accreditation of engineering education how they perceived job satisfaction and organizational commitment in their workplace. The main results of the study are follows. First, organizational members' general job satisfaction is very low. Especially satisfaction of job security, wages, promotion and reward is very low. Second, organizational commitment of organizational members is low. Especially continuance commitment is higher in comparison with affective commitment and normative commitment. It means that their retailing potential is huge if they have a chance. Finally, influencing factors of job satisfaction and organizational commitment are job security, wages, promotion and reward. In conclusion, this study suggests effective organizational system for enhancing job satisfaction and organizational commitment of organizational members for accreditation of engineering education.

An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone (자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향)

  • Kwon, Do-Soon;Kim, Jin-Hwa;Yu, Cheol-Ha;Kim, Say-June
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.197-220
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    • 2011
  • The smartphone is simply beyond the means of communication equipment, to line up the turning point of mobile convergence, is recognized as a service tool of new concept the camera, game, multimedia function, digital multimedia broadcasting, mobile internet etc, that use of smartphone is working toward developed a variety and new business models. The study is empirically studied casualties that self-determination influences flow and satisfaction which is intrinsic motivation of smartphone. There are many studies on flow, is intrinsic motivation, influencing satisfaction and Loyalty, but there are little studies which variables influences flow. this study is explore causality of autonomy, competence, relatedness which are major variables of self-determination theory that studied factors effecting intrinsic motivation influencing flow and satisfaction. This study developed a research model to explain the use of smartphone, and collected 670 survey responses from the office workers of seoul S company who had experiences with such smartphone. To prove the validity of the proposed research model, SEM analysis is applied with valid 670 questionnaires. The results, firstly, autonomy positively influences flow. secondly, competence significantly influences flow. thirdly, relatedness significantly influenced flow. also, upper above results shows that flow influences satisfaction.

A Study on the Factors Affecting Flow in e-Learning Environment - Focusing on Interaction Factors and Affordance - (이러닝 환경에서 몰입에 영향을 미치는 요인 연구 -상호작용 요인과 어포던스 요인을 중심으로-)

  • Lee, So-Young;Kim, Hyung-Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.522-534
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    • 2019
  • The purpose of this study is to investigate the interaction factors(learning motivation, concrete feedback, learner's control) and affordance factors (aesthetics, playfulness, stability) that influence flow in e - learning. This study collected 236 survey data from e-learning users. The data was analyzed the statistical relationships among the variables using the SPSS21 and AMOS21. The measurement model was reliable and valid, and the structual model was good. The result shows that interaction factors (concrete feedback, learner's control) and affordance factor (playfulness) influence on flow. Flow has a significant effect on satisfaction. Especially the effect of playfulness on flow is meaningful. Playfulness is one of the most important factors leading to the flow state of humans. The contribution of this study is to find the factors influencing flow in the interaction between learners and computer in e-learning. It can be used to provide an entertainment experience that can enhance the satisfaction of consumers in the Internet environment by finding the antecedents that affect the flow in computer - human interaction.

Effect of Other Behaviors on Self-Directed Learning Ability, Flow and Academic Achievement of Department of Radiology(science) Students in Online Classes (온라인 수업에서 방사선(학)과 학생들의 딴짓이 자기주도적 학습역량, 몰입, 학업성취도에 미치는 영향)

  • Na, Gil-Ju
    • Journal of the Korean Society of Radiology
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    • v.16 no.5
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    • pp.611-618
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    • 2022
  • The purpose of this study was to confirm the degree of other behaviors among university students in the department of radiology(science) who experienced online classes in the COVID-19 situation and to investigate the effect of self-directed learning ability, flow and academic achievement on other behaviors. The research method was descriptive research. Data were 200 students collected from June 1 to 30 in 2022 using structured questionnaires as students in the Department of Radiology(science). Collected data were analyzed using descriptive statistics, t-test, ANOVA, Cronbach's pearson's correlation, multiple regression analysis with SPSS/WIN 21.0. The result of the study showed that the other behaviors were in the order of 'having s different thought, and 'sending text messages'. other behaviors was 1.75, self-directed learning ability was 3.60, flow was 3.23 and academic achievement was 4.29. There was a significant negative correlation between other behaviors and self-directed learning ability, flow, academic achievement. Factors influencing other behaviors were academic achievement, age, flow, self-directed learning ability in that order. As a result of the above research. it is expected that specific measures and various teaching methods to be flowed in the class are need as the way to lower the other behaviors of university students in the Department of Radiology(science) is to increase academic achievement.

Validity and Reliability of a Korean Version of the Flow State Scale for Occupational Task (한글판 작업과제 몰입상태척도(Korean version of Flow State Scale for Occupational Task: K-FSSOT)의 타당도 및 신뢰도연구)

  • Lee, Jeong-Hoon;Park, Ji-Hyuk
    • Therapeutic Science for Rehabilitation
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    • v.10 no.4
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    • pp.53-63
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    • 2021
  • Objective : This study aimed to develop a Korean version of the Flow State Scale for Occupational Task (K-FSSOT), to measure the level of a flow experience of a subject in occupational therapy activities. Methods : To develop a measure of K-FSSOT, validity and reliability were verified through a systematic development process. The validity was verified by calculating the content validity index (CVI) through the content validity of 10 occupational therapists and a question-and-answer survey of 20 patients. Reliability was verified by investigating the internal consistency and examination-re-test reliability of 33 patients. Results : The item-CVI for each question in the content feasibility study was .90 to 1.00, and the scale-CVI, which is the average of the whole item, was found to be appropriate at .97. The verification of reliability indicated that the intrinsic value of the entire question was high at .855, and the test-retest reliability value was high at .894 (p<.01), showing a high correlation, and very high reliability. Conclusion : K-FSSOT could be used as a useful tool to measure the level of a flow experience of the target in performing occupational therapy activities for occupational therapists concerned about the participation and flow experience of the target.

Effect of E-Service Quality of Fashion Mobile Applications on Flow, User Satisfaction, and Service Loyalty (패션 모바일 애플리케이션의 e-서비스 품질이 몰입 및 사용자 만족과 서비스 충성도에 미치는 영향)

  • Jhee, SeonYoung;Han, Sang-Lin
    • Journal of Service Research and Studies
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    • v.13 no.3
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    • pp.39-56
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    • 2023
  • Due to restrictions on offline activities caused by COVID-19, the use of mobile applications is increasing along with interest in online shopping, which are non-face-to-face commerce. Accordingly, mobile applications and various industries are combined, and the number of cases of using mobile applications in the fashion industry is increasing. In this study, the effect of e-service quality of fashion mobile applications on user's flow, user satisfaction, and service loyalty was examined. To conduct this study, a survey of 274 people who experienced the 'ABLY' fashion mobile application was used for analysis to verify the hypothesis. As a result of the analysis, it was found that informativity and responsiveness among the e-service quality of fashion mobile applications had a positive (+) effect on flow. And it has been confirmed that informativity, reliability, and responsiveness affect user satisfaction. In addition, flow has a positive (+) (+) effect on user satisfaction, and user satisfaction has a positive (+) effect on service loyalty. However, among the e-service quality of fashion mobile applications, reliability did not have a positive (+) effect on flow. And ease of use did not have a positive (+) effect on both flow and user satisfaction. Finally, it was confirmed that flow did not directly affect service loyalty. Through this study, we intend to contribute to the establishment of marketing strategies for fashion mobile application users, who are increasing with the development of mobile technology, and provide practical implications for the post-COVID-19 era.

Fashion Brand Experiential Store -Mediating Effect of Flow and Moderating Effect of Gender- (패션 브랜드 체험형 매장 -몰입의 매개효과와 성별의 조절효과-)

  • Yu Ju Sung;Sae Eun Lee;Kyu Hye Lee
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.50-60
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    • 2023
  • The purpose of this study was to understand the factors with consumers' fashion experiential store experiences and investigate the effect on flow and brand attitude. The study also aimed to investigate whether gender moderated the relationship between consumers' fashion experiential store experiences and flow. An online survey of consumers in their 20s and 40s was conducted. The SPSS 27.0 program was used to perform frequency, factor, and reliability analysis. The structural equation model was analyzed using the SMART-PLS program. The structural model analysis confirmed that consumers' rational, physical, and relational experiences in fashion brand experiential stores strongly influenced flow and found that relational experience had the strongest influence on flow. The influence of rational, physical, and relational experiences and flow on brand attitude was confirmed, where flow had the strongest effect on brand attitude. The examination of the moderating effect of gender on the relationship between consumers' fashion experiential store experiences and flow found that the effect in men was significant for flow and brand attitude through rational experience and that the effect in women was significant for flow and brand attitude through relational experience. These results provide academic implications, and by strengthening consumer flow, we intend to propose the establishment of a marketing strategy and opportunity plan that can elicit a positive brand attitude.

An Interactive Game with a Haptic Mouse (햅틱마우스를 이용한 인터랙티브 게임)

  • Cho, Seong-Man;Jung, Dong-June;Heo, Soo-Chul;Um, Yoo-Jin;Kim, Sang-Youn
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1-5
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    • 2009
  • In this paper, we develop a haptic mouse system for immersive human computer interaction. The proposed haptic mouse system can provide vibrotactile feedback as well as thermal feedback for realistic virtual experience. For vibrotactile and thermal feedback, we use eccentric motors, a solenoid, and a peltier actuator. In order to evaluate the proposed haptic mouse, we implement a racing game prototype system. The experimental result shows that our haptic mouse is expected to be useful in experiencing virtual world.

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