• Title/Summary/Keyword: 소셜 네트워크 서비스 유형

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The Difference of the Purchase Intention of Social Shopping by Connection Intensity and Centrality of Social Network -In the Case of Online Community and SNS- (소셜네트워크 연결밀도와 중심성에 따른 소셜쇼핑 구매의도의 차이 -온라인커뮤니티와 SNS를 중심으로-)

  • Chun, Myung-Hwan
    • Management & Information Systems Review
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    • v.30 no.3
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    • pp.153-167
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    • 2011
  • This study conducts to examine the effect of purchase intention on social shopping by connection density and centrality which is a structural characteristic of social network. Furthermore, this study suggests and analyses the difference of social shopping purchase intention between online community which focuses on a group and SNS(social network service) which focuses on an individual. To examine these reason, this study proposes hypotheses that reflects structural characteristic then analyses them. The result of analysis shows that the purchase intention on social shopping seems to be high when the density of connection is high and the purchase intention seems to be high when the centrality is high as well. Moreover, there is difference in the purchase intention on social shopping between online community and SNS and it is found that both cases where the connection density is high in the online community and the connection centrality is high in SNS have significant impact on the purchase intention. Based on these results, this study provides an implication on the importance on network structure in social network and social shopping and to increase the purchase intention of social shopping, this study suggests the implication on the importance and direction which understands the structure of social network type.

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Framework for Measuring Dynamic Influence Index & Influence Factors using Social Data on Facebook (페이스북 소셜 데이터를 이용한 동적 영향 요인 및 영향력 측정 방법에 관한 프레임워크)

  • Koh, Seoung-hyun;You, Yen-yoo
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.137-145
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    • 2016
  • The explosive growth of social networking services based on smart devices popularize these relationships and activities online in accordance with the far larger impact of this on the real life offline, the interest and importance for the online activity is increasing. In this study, factors affecting the SNS activity are defined by object, user, influence direction, influence distance and proposed a method to measure organic terms in effect between the SNS users. Influence Direction and Influence Strength (or Distance) are elaborated by using the existing influence measurement element such as structured data - the number of friends, the difference between the number of contacts - and the new influence measurement element such as unstructured data - gap between the former time and the latter time, preference and type of response behavior - that occur in social network service. In addition, the system for collecting and analysing data for measuring influence from social network service and the process model on the method for measuring influence is tested by using sample data on Facebook and explained the implementation probability.

Users' Attitude and Behavior about Movies by the Type of SNS Usage (SNS 이용 유형에 따른 영화에 대한 태도 및 행동)

  • Choo, Hyun;Ahn, Hyung Jun
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.690-701
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    • 2013
  • With the increasing adoption of social network services (SNS), the cultural and art industry is also embracing SNS as an important tool of marketing. Users can share various cultural experiences on SNS easily, and companies can analyze SNS to understand the users for effective marketing. Based on this background, this study analyzed users' behavior and attitude about movies according to SNS usage types. Users of SNS were surveyed and clustered into 'information seekers', 'fun seekers', and 'relationship seekers'. Next, the behavior of the users in each cluster was compared regarding information search about movies, preferred online advertisement channels, and post-watching behavior. The results showed that the SNS usage type has significant relationship with the behavior and attitude about movies. This suggests that movie industry can establish effective online marketing strategy by analyzing SNS usage of users.

The Study on the Activation of Public Library Services Utilizing Twitter (트위터를 활용한 공공도서관 서비스 활성화 방안 연구)

  • Oh, Eui-Kyung
    • Journal of Information Management
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    • v.43 no.2
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    • pp.133-150
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    • 2012
  • This study showed the activation of public library services utilizing twitter. Top five American public library twitter's 1,373 tweets collected, analyzed by content types and examined applicability into public library services. Based on the results, it suggested that public library services can be activated by auto-tweeting informations within home page, re-tweeting of timely informations, generating HASH tag, using diverse social medias, active re-tweeting/replying, and utilizing twitter programs such as twit-bot. Finally, the study proposed that evaluations about twitter services such as satisfaction survey should be carried out.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Analysis of Propensity for Conflict Resolution According to the Types of SNS Users, Usages and Conflicts (SNS 사용자 유형 및 이용방식과 갈등유형에 따른 갈등해결 성향 분석)

  • Lee, Eun Ju;Park, Dae-Ha
    • Journal of Service Research and Studies
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    • v.5 no.2
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    • pp.149-159
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    • 2015
  • This paper proposes a making study model using Ajzen's Theory of planned behavior (TPB) and established hypothesis and then analysed propensity of conflict resolution according to the types of SNS users, usages and conflicts. The results of study, active users of SNS have propensity of resolution for their own conflicts through SNS. The users having conflicts between person and person are same with active users. The results of this study could be referenced to other researches for resolving conflicts in or between people in the future.

The Impact of Social Media Use and Motive on Social Capital: Comparison of Open/Closed Social Media (소셜미디어 이용정도 및 이용동기가 사회자본에 미치는 영향: 개방형/폐쇄형 소셜미디어 비교)

  • Lee, Chang-Ho;Jung, Nak-Won
    • Korean journal of communication and information
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    • v.65
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    • pp.5-26
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    • 2014
  • This research investigated to what extent social media use and motivation contributed to the bridging/bonding social capital and social, political participation by using the national survey on high school and university students. In particular, this research divided social media into two groups: open and closed one. The result of analysis showed that the use of open social media reinforced bridging social capital and that of closed social media did bonding social capital. Motives for social media use affected both bridging social capital and bonding social capital. Social media use and motive all had a positive influence on social, political participation. In conclusion, the effect of social media on social capital may be decided by the characteristics of social media and the purpose of social media use.

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A Big data platform through MBTI personality type classification (MBTI 성격유형 분류를 통한 빅데이터 플랫폼)

  • Jin, Kyung-Jae
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.503-505
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    • 2021
  • 정보통신 기술(ICT)의 발달로 이루어진 4 차 산업혁명으로 '빅데이터'의 시대가 도래하고 있다. 소셜 네트워크 서비스(SNS), 사물인터넷(IOT), 인공지능(AI) 등 다양한 장소에서 다양한 형태로 데이터들이 쌓이고 있다. 그중 MBTI 성격유형 검사를 통한 다양한 분석 시스템이 많아지고 있다. 사람들은 재미를 위해 자신의 성향을 입력하고 정해진 MBTI 검사 기준을 통해 결과를 받는다. 이러한 개개인의 성향 데이터를 모으면 거대한 빅데이터 플랫폼을 만들 수 있을 것이라 기대한다. 이에 본 논문은 구체적인 방안을 제시하고자 한다.

The Study on Receptive Attitude of Advertising Message Forms and Information Sources According to SNS' Type and Use Intensity (SNS 유형과 이용강도에 따른 광고 메시지 형태 및 정보원별 수용태도에 관한 연구)

  • Kim, Hwa-Dong
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.255-265
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    • 2018
  • This study investigated what kind of message forms and information sources more effect according to SNS' type and use intensity. To this end, this study did experimental analysis using collected data by survey which manufactured message forms and situational contents of information sources. According to analysis results, the effect of message forms showed difference according to SNS' type and use intensity. Realistic message showed greater effect in interest-based SNS and high use intensity. Evaluative message showed greater effect in relation-based SNS regardless of use intensity. The effect of information sources showed difference according to SNS' type. Friend or college and knower showed greater effect in relation- based SNS, and company showed greater effect in interest-based SNS. In the case of use intensity, friend or college showed the greatest effect without difference. Such results can provide a practical contribution in planning SNS advertising strategy. Future Studies need to expand survey variously into SNS and subject.

Classification of SNG (Social Network Game) and Its Future (소셜 네트워크 게임의 분류 및 발전방향)

  • An, Kwang-Rim;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1564-1567
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    • 2011
  • SNG(social network game)은 최근 보편화된 SNS(social network service)를 기반으로 하는 게임으로 단순한 인터페이스와 진행방법을 제공하는 캐주얼 게임 위주로 서비스되고 있다. 본 논문에서는 네트워크를 통해 인적관계를 형성시켜주는 SNS 의 정의 및 SNS 에서 발전된 게임모델인 SNG 를 정의하고, SNS 와 SNG 의 결합모델을 3 가지로 분류하고 각각의 사례에 대해 분석한다. SNS 기반 SNG 서비스 모델로, SNS 서비스 1 위 업체인 Facebook 을 중심으로 소개하였으며, SNS 서비스를 이용하는 사용자 규모 및 서비스되고 있는 SNG 의 진행방식 및 특징을 설명한다. 다른 결합유형으로, 기존 온라인 게임 기반의 SNS 서비스 및 신규 SNS/신규 SNG 모델을 소개하고 각각의 예를 소개하였다.