• Title/Summary/Keyword: 사이트 몰입

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Influence upon Brand Commitment, made by Dual Channel of Brand Attitude and Brand Attachment through On-line Brand Experience (온라인 브랜드 체험을 통한 브랜드 태도와 브랜드 애착의 이중 경로가 브랜드 몰입에 미치는 영향)

  • Kim, Jae-Young
    • Management & Information Systems Review
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    • v.29 no.3
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    • pp.123-146
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    • 2010
  • This study is to examine what role is played on formation of brand attitude and brand attachment by the 3 types of brand experiences (rational experience, emotional experience and relate experience) undergone through an on-line brand community site. Also, the study aims to have a positive investigation on what influence is given to brand commitment by the brand attitude and the brand attachment formed through brand experience. The study result reveals that rational experience gives influence rather to brand attitude than brand attachment. On the other hand, it shows that emotional experience gives meaningful influence rather to brand attachment than brand attitude. It also shows that relate experience gives stronger influence to brand attachment than brand attitude. Next, a positive analysis is conducted to find out what difference of influence the brand commitment gives to brand attitude and brand attachment formed through brand experience. The analysis result shows that brand attitude does not give affect to brand commitment but brand attachment gives affect to brand commitment.

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The Effect of Social Influence on Users' Cognition, Flow, and Actual Usage in Web 2.0 (웹 2.0 환경에서 사회적 영향이 사용자의 인지적 평가와 몰입, 사용수준에 미치는 영향)

  • Moon, Yun-Ji;Kim, Min-Sun;Kim, Woo-Gon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.4752-4759
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    • 2010
  • Using Technology Acceptance Model and flow theory as our foundation, this paper investigates the interrelationships among social influence, individual cognition, flow, and actual usage in the Web 2.0 environment. According to TAM, users evaluate perceived usefulness(PU) and ease of use(PEU) of information technology(IT) in accepting the innovative IT. Along with users' cognitive evaluation(i.e. PU and PEU), in case of UCC(user-created-contents), which is one of the representative Web 2.0 features, flow also has a significant effect on users' usage. Accordingly, the current study involve cognitive elements such as PU and PEU as well as flow of enjoyable state during using IT in exploring antecedents leading to UCC usage. On one hand, we consider the effect of social influence on users' cognition and flow toward actual usage because the more users creates Web contents, the more long-tail situation prevails on the Internet. Web 2.0 becomes a kind of social phenomena. The empirical results show that social influence affects positively both PU/PEU and flow. Users' cognitive evaluation and flow have positive impacts on users' UCC usage.

The Effect of Online Community's Interactivity, Reward, Commitment and Loyalty on Purchase Intention in Portal Sites (포털사이트에서 온라인 커뮤니티의 상호작용성, 보상, 몰입과 충성도가 구매의도에 미치는 영향)

  • Ahn, Tae-Youn;Kim, Jong-Uk
    • Journal of Information Technology Services
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    • v.5 no.3
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    • pp.25-43
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    • 2006
  • This research studied the interactions of online communities, reward, commitment and loyalty to purchase intention in portal sites based on relevant theories. Data were collected from the users who had purchase experiences in potal sites to analyze the effects of interactions and loyalty. An empirical analysis regarding the hypothesized structural equation model was performed using SPSS 10.0 and PLS Graph 3.0. As the result, the interactivity of communities was found significant to commitment and loyalty, the reward of community was shown to significantly influence commitment, but not loyalty. And the commitment and loyalty of community were shown to have much effects on purchase intention. Finally, trust on portal sites were found to have an interaction effect on purchase intention.

Analysis of Communicative Features in an Excellent Elementary English Class Using COLT and TALOS (COLT와 TALOS 활용 동영상 분석으로 살펴본 우수 초등영어수업의 의사소통성 양상)

  • Yoo, Hee-yeon;Kim, Jeong-ryeol
    • The Journal of the Korea Contents Association
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    • v.18 no.2
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    • pp.269-279
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    • 2018
  • The purpose of this research is to investigate how an elementary English class is presented in terms of communicative properties using COLT and TALOS because previous studies mainly used COLT. A lack of TALOS has shown on the previous studies. Also, this study takes a close look into whether the English class is communicative or not communicative since previous studies criticized in that elementary English classes are not communicative. For the purposes of this research, COLT part B and TALOS low-inference were used to analyze one elementary English class which had won the grand prize at English class contest. The result of this study revealed that the class is communicative in terms of high quantity and quality of students utterances, high ratio of students' discourse initiation, students' unpredictable information giving utterances and extension of utterances. Findings from this study revealed the good elementary English class characteristics of this class: students' participation, focus on affective atmosphere, students-directed activities, and unconscious internalization of target expressions through repetition.

The Formation Process of Customer Loyalty in Internet Shopping Mall focused on the Comparison of General Merchandise with Specialized Internet Shopping Mall (인터넷 종합쇼핑몰과 전문쇼핑몰에서의 고객애호도 형성과정에 관한 연구)

  • Jang, Hyeong-Yu
    • Information Systems Review
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    • v.8 no.1
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    • pp.101-123
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    • 2006
  • The main purpose of this study is to conceptualize and investigate the relationship between customer satisfaction and the linking variables of customer loyalty in internet shopping mall including general merchandise and specialized online mall. To achieve this objective, the study tries to validate the structural equation model and causal relationships among the model's elements involving customer satisfaction, customer trust, customer attitude, relationship involvement, and customer loyalty. The same research model was used in analysing general merchandise and specialized internet shopping mall to reveal and compare the casual path constructs. Empirical findings are as follows: First, all the hypothesis concerned with internet merchandise shopping mall were accepted but the direct effects between satisfaction $\Rightarrow$ loyalty and satisfaction $\Rightarrow$ attitude rejected in case of specialized internet shopping mall. Second, I found out that there were direct or indirect relationships between the mediating variables(satisfaction, attitude, involvement) and site trust and customer loyalty irrespective of internet shopping site patterns. In Particular, the direct effects of on customer loyalty showed the difference each other, but the indirect effects through satisfaction, attitude, or relationship involvement were all accepted. This means that the proper management concerned with indirect path is probably more important for the success of all kinds of internet shopping mall. The implications of this research may be summarized as follows. First, click and mortar companies should clearly understand and articulate the key requirements of shopping mall trust and satisfaction. Second, online companies are encouraged to establish linkage including trust, positive attitude, relationship involvement in order to foster customer loyalty. Third, companies are not only required to differentiate the internet marketing strategy adapting to the patterns of internet shopping mall but also to customize the interaction strategy in the formation process of customer loyalty.

A Study on the Determination Factor of Web Site Quality and the Relationship with Customer Satisfaction, Involvement, and Performance (웹 사이트의 품질 결정요인과 고객 만족도, 몰입, 성과간의 관계에 관한 연구)

  • Kim, Sung-Reup
    • International Commerce and Information Review
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    • v.6 no.1
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    • pp.51-74
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    • 2004
  • The virtual space of internet has changed the existed market structure as more and more internet users have highly increased. And this situation has given a golden opportunity to the internet service firms that are supposed to meet their customers through the internet web sites. So, it is becoming a critical issues to construct and keep better web sites than their competitors to the internet service firms. This paper is intented as an investigation of determination factors of internet web site quality further, which of them are more important factors to the consumer satisfaction. For this purpose, empirical approach using factor analysis, regression analysis was used to develop dimensions of internet web site quality and to explore more important factors that internet service firms should choice to have competitiveness. Empirical results of the study presented that the determination factors of internet web site quality were composed of five factors like Responsiveness, Accessibility, Ease of use, System Performance, Communication. And we found that Communication and Ease of use are more important factors than other ones. Therefore, the internet service firms that are plan to have more competitiveness than their competitors should choice these important factors and concentrate on these ones to build excellent internet web sites.

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The Effects of Users' Motivation on their Perception to Trading Systems of Online Game Items (온라인 게임 아이템의 거래 방식이 사용자의 재미와 유용성에 주는 영향에 관한 실증적 연구)

  • Lee, Ki-Ho;Choi, Bo-Ruem;Lee, In-Seong;Jung, Seung-Ki;Kim, Jin-Woo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.8-15
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    • 2007
  • 최근 온라인 게임 시장이 급속하게 성장하고 있다. 온라인 게임은 컴퓨터 게임의 장르 중에 상당히 큰 비중을 차지하고 있으며, 많은 사용자들은 온라인 게임을 매일 즐기고 있다. 온라인 게임 시장이 커지면서, 온라인 게임 아이템의 거래 시장 역시 성장하고 있으며, 온라인 게임 아이템은 게임 안에서 거래가 이루어질 뿐만 아니라 게임 밖에서도 실제 화폐를 통해 거래되고 있다. 게임 아이템에 대한 경매 사이트가 국내뿐만 아니라 외국에도 존재하여 활발히 거래가 이루어 지고 있으며, 2004년에는 게임 아이템의 구매를 위해서 최대 8억 8000만 달러에 이르는 실제 화폐가 지불될 정도로 게임 아이템의 거래 시장은 거대하다. 이렇게 규모가 커진 게임 아이템 거래 시장은 학술적으로, 실용적으로 많은 중요성을 갖는다. 그러나 온라인 게임 아이템 거래에 대한 실증적인 연구는 많지 않다. 몇몇 온라인 게임 아이템 거래에 대한 연구는 게임 아이템의 권리를 중심으로 연구가 되었으며, 게임에 대한 많은 연구는 게임 아이템보다는 몬스터와 싸우는 것이나 게임 캐릭터를 만드는 것과 같은 게임 플레잉 설계에 집중하고 있다. 또한 전자 상거래 분야에서는 사용자들이 거래를 통해 최대한의 이윤을 얻기 위할 것이라는, 즉 외적 동기를 가지고 있을 것이라는 가정을 바탕으로 거래의 효율성과 거래 비용에 초점을 맞추어 연구가 진행되었다. 그러나 온라인 게임 아이템은 실용적인 성격뿐만 아니라 유희적 성격을 가지고 있기 때문에 온라인 게임 아이템 거래에서 사용자는 외적 동기뿐만 아니라 내적 동기도 함께 가지게 된다. 본 연구는 거래 비용이론과 몰입, 그리고 재미와 관련된 이론을 바탕으로, 온라인 게임 아이템의 거래 방식이 사용자의 지각된 재미와 사용자가 느끼는 거래비용에 미치는 영향을 실험 방법론을 통해 실증적으로 검증하였다. 본 연구의 결과, 거래에서 내적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 재미가 거래 비용에 비해 더 많은 영향을 미쳤으며, 외적 동기를 가진 사용자는 게임 아이템 거래 의도에 지각된 거래비용이 지각된 재미에 비해 더 많은 영향을 미쳤다. 본 연구의 결과는 과거 대부분의 관련 연구가 거래 방법의 유용성만을 강조해왔던 것과는 달리, 거래 자체의 재미와 즐거움, 그리고 거래에 대한 몰입 등의 감성적 측면을 고려함으로써 거래 비용 이론을 확장했다는 데 이론적 의의가 있을 것이다. 또한 실용적 측면에서 게임 아이템 거래 방식을 어떻게 설정해야 사용자들에게 유용성과 더불어 재미를 제공해 줄 수 있는지에 대한 실질적인 가이드라인을 제시할 수 있을 것이다.

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Visual factor and Style Analysis of Web Design (웹사이트 화면디자인의 시각요소와 스타일 분석)

  • 이현정;이지수
    • Archives of design research
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    • v.15 no.1
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    • pp.135-142
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    • 2002
  • To show the analytic approach to website sue, this paper discusses style's function that is immediately related to users emotional and aesthetic satisfaction. And we make an analysis of several websites based on various visual factors. Style provides emotion, a shared experience, context that makes the message arts function immediately apparent, and interests. It is a principle design feature that parallels cognitive function. Visual factors of website interface could be extracted from various aspects which are organization level, medial level, and formative level. Based on the extracted visual factors, we analyze the style which convey emotional idea. We select several sites which are opposite side in the image map with son-hard and warm-cool axis, and then make an analysis of them in two points which are organization and formative factors and communication means for emotional effect. To understand the systematic approach to website style could be helpful for figuring out the design problems and bringing out many solutions. It could be base for concrete guideline for website page design.

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Visual Tactility in Web-based Digital Contents (웹기반 디지털 콘텐츠에서의 시각적 촉각성 연구)

  • Kim, Hyo-Joong;Park, Soo-Jin
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.121-131
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    • 2011
  • Visual tactility implies feelings of touch through sight. To be exact, the eyes are doing the touch rather than the body and the subject concerned will experience the sensation of touch by looking at an object similar to that of physical touch. This is quasi tactility to put it simply and it can be defined as to touch with the eyes. This can not only provide opportunities to experience something close to reality but also another completely different form of modern experience. Experiencing visual tactility through the use of the web permits lavish communication between the user and the designer. This paper has reorganize the concept of visual tactility, characteristic and way to use in digital contents. Visual tactility stimulates the users' emotion as such. If it was to be utilized to develop edutainment contents or web sites will foster children's capability to develope problem solving skills and raise efficiency in creative learning, and prolong the period of concentration in order to encourage revisits to the place and extend the time of stay.

A comparative study of deductive and inductive teaching and learning methods for EPL education (EPL 교육에서 연역적 및 귀납적 교수·학습방법 비교연구)

  • Park, Jaeyeon;Ma, Daisung
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.575-583
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    • 2018
  • This study approached EPL learning with deductive teaching and learning methods and inductive teaching and learning methods which are grammar teaching and learning methods. In the entry site, lectures provided for elementary school students in grades 5 to 6 were set as deductive learning courses. Based on this, inductive learning process was developed and each learning process was composed of 12 periods. After conducting the research, EPL utilization evaluation, learning satisfaction and immersion test were conducted between the two groups. It was difficult to obtain statistically meaningful results between the two groups. However, in the three tests, the mean value of groups using inductive teaching and learning methods was high. If we construct a long-term learning process and conduct research, we think that statistically meaningful results are produced between the two groups.