• Title/Summary/Keyword: 온라인 규범

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The Factors Influencing Intention to Use Online Community - Based on Undergraduates' Perceptions - (온라인 공동체 이용의도의 영향요인 - 대학생의 인식을 중심으로 -)

  • Kim, Gu
    • Informatization Policy
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    • v.18 no.2
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    • pp.23-48
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    • 2011
  • This empirical study is on the factors that influence college students'intention of using online communities by focusing on the social influence, online community identification and attitude toward using online community, and the perceived usefulness. The results of this study are as follows. First, the most popular online community site is Cyworld, and was found to provide additional services like cafes, blogs, facebook, etc. Second, the social influence in the proposed model has been classified as a subjective norm, perceived usefulness of social influence has been identified as a significant variable, and online community identification of subjective norm was significant. Third, the model configuration in a path relationship between the variables, the indirect effect of online community identification and perceived usefulness affect usage intention of online communities was larger than a direct effect. Therefore, in order to increase the usage intention of online communities, online community identification and perceived usefulness, as well as by attitude toward using online community need to be considered as ways to improve were identified.

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The Effects of Motivational Factors on the Intention to Contribute Knowledge to Online Communities (온라인 지식 커뮤니티에서의 지식기여 의도의 동기요인)

  • Kim, Jong-Ae
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.3
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    • pp.297-312
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    • 2009
  • This study examined the intrinsic and extrinsic motivational factors affecting the intention to contribute knowledge to online communities. It examined enjoyment, knowledge self-efficacy, and commitment as the intrinsic motivational factors, and anticipated reciprocity, image, and subjective norm as the extrinsic motivational factors. The results showed that intrinsic motivational factors, enjoyment and knowledge self-efficacy were found to have significant influences on attitudes towards knowledge contribution to online communities, but commitment was not. Of the extrinsic motivational factors, anticipated reciprocity was found to have a significant influence on attitudes toward knowledge contribution to online communities, but image and subjective norm were not.

An Exploratory Study on Modalities and Harmful Effects of 'Chinmokjil(Socializing Behavior)' (온라인 커뮤니티에서의 '친목질'의 행태와 폐해에 대한 탐색적 연구)

  • Jung, Seung-Hwan;Kim, Hee-Eun;Kim, Shinwoo
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1471-1480
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    • 2018
  • This study explored what the phenomenon of 'Chinmokjil(Socializing Behavior)', which online community is seriously wary of, implies and actually affects the online community. Interviews were conducted for 13 people who had experienced Chinmokjil in online communities, and the results were analyzed by qualitative analysis. First, Chinmokjil is conceptualized as 'privatization or privately organizing of online community' Second, the actual phenomenons of Chinmokjil are sub-categorized as 8 categories Third, the ultimate negative impacts of Chinmokjil are sub-categorized as 3 categories. Based on the results, it can be explained that the unique norms of communities in online are different from those in offline.

Development and Application of an Educational Game based on Virtues Education for Relieving Online Game Addiction of Elementary School Students (초등학생의 온라인 게임 중독 완화를 위한 덕 교육 기반 교육용 게임의 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.14 no.4
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    • pp.589-603
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    • 2010
  • Game addiction is the one of side effects from current knowledge-based society, So it is very important to find students with game addiction and treat them as early as possible. In this paper, first of all, a measure scale is developed for diagnosing game addiction. The scale is made based on the literature reviews. Also, a game model is developed based on virtues education. The proposed model has the following characteristics. First, it can induce active participation of students. Second, it helps students find and decide a moral standard related to online game addiction for themselves. Third, students can learn a moral standard naturally through narratives related to various real-life situations. The followings are concluded after applying the proposed game to elementary school students with game addiction. First, game addiction is relieved for those students, specially for "high risk" and "potential" groups. Second, the proposed game can improve respect to others and individual responsibility.

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The Influences of Sports On-line Membership on Customer loyalty from the Moderation Roles of Commitment : In terms of the Professional Soccer team (프로축구 구단 온라인 멤버십의 특성과 몰입이 고객 애호도에 미치는 영향)

  • Won, Gu-Hyun;Jeong, Han-Seong
    • Korean Business Review
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    • v.17 no.2
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    • pp.161-183
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    • 2004
  • This research is to examine the effect of specific Sports On-line membership characteristics on Customer loyalty, the role of the important concept of the three degree of commitment(Continuance commitment, Normative commitment, Affective commitment) in relation marketing. First, discover whether professional team's customer loyalty is influenced by Sports on-line membership through the three degrees of commitment, which is an important parameter in customer relation. Second, find out the effect of currently used online membership characteristics of an off-line company on the three degrees of commitment. To achieve this aim our research team carried out an empirical study by creating an experimental hypothesis and model. The research was conducted by an online survey by 211 supporters of professional football teams. Out of the total 23 were judged untrustworthy by double answers, the empirical study was drawn out from the remaining 188. The empirical study was done by statistical analysis programs SPSS 10.0 and AMOS 4.0. The conclusion of this research is that specific characteristics of Sports on-line membership, Continuance commitment, Normative commitment, Affective commitment plays an important role as a medium in Customer loyalty.

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How do Physical Stores Survive in the Market: An Investigation into Consumer Switching Behavior from the Online to the Offline Channel (물리적 매장이 시장에서 살아남는 방법: 소비자의 온라인 채널에서 오프라인 채널로의 전환행동에 관한 연구)

  • Duan, Xiaowei;Zong, Lu
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.224-239
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    • 2022
  • Despite an impressive growth of online sales, the bricks-and-mortar bandwagon still remain high-profile in the realm of consumer channel switching behavior. Different from the existing research exploring the consumer switching behavior from the offline to the online retailer, this study is an effort to investigate why and when do consumers switch from the online to the offline channel by applying the push-pull-mooring framework. Thus, structural equation modeling and SPSS were used to test the established hypotheses. The results, as expected, show that both push factors (i.e., perceived risk and dissatisfaction) and pull factors (alternative attractiveness and perceived ownership) are positively related to a consumer's intention to switch from the online to the offline channel. Moreover, all of expected interactions between push factors and mooring factors (i.e., switching costs, variety seeking, and subjective norms), and between pull factors and mooring factors are supported, except for the interactions between push factors and switching costs as well as between pull factors and subjective norms. Finally, implications and limitations are discussed.

Study on the Factors Affecting the Intention to Participate in the Boycott: Focusing on the Mediating Effect of Anger and the Moderating Effect of Online and SNS News Usage (불매운동 참여의도에 영향을 미치는 요인에 관한 연구: 분노의 매개효과와 온라인 및 SNS 뉴스이용의 조절효과를 중심으로)

  • Lee, Jang-Suk;Kim, Ye-In
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.436-447
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    • 2021
  • The boycott of Japanese products triggered by Japan's economic retaliation has heated up the Republic of Korea. This study examined the factors affecting the boycott participation intention in 217 college students and ordinary people in their 20s and 30s. The results of the study showed that perceived egregiousness, self-efficacy, and subjective norm had a positive effect on boycott participation intention, and perceived egregiousness had an indirect effect on boycott participation intention through anger. In addition, these overall impacts were moderated by online and SNS news usage. This study is significant in providing academic and practical implications for understanding boycott phenomena by verifying various influencing factors on consumer boycott intentions and comprehensively reviewing the mediating effect of anger and the moderating effect of online and SNS news usage.

Anomie Social Environment and Juvenile Delinquency (아노미(Anomie)적 사회환경과 청소년 범죄: 소셜 미디어를 중심으로)

  • Gong, Bae Wan
    • Convergence Security Journal
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    • v.15 no.6_2
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    • pp.37-44
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    • 2015
  • There appears a variety forms of crime type and age in accordance with the change of social structure. In this paper it is described for combining the Anomie theory of Emile Durkheim. Anomie refers to the absence of dual standards or norms. In other words, while weakening the existing norms prevailing when the new rules has not been established. That situation would cause social chaos. Rules on the dissemination and utilization of SNS due to the development of information and communication technology undermine the social norms while online regulations are being a weak state not established. In the confusion of these norms it has been shown to increase in juvenile delinquency. Social media has characteristics such as openness, accessibility, relationships, and content diversity. The social media itself is not subject to the general mechanisms of consumption and production due to growing as a kind of organism. It has characteristic to make the most content by utilizing the users to voluntarily share information. Social media using as communication, contact and information in the youth, thus the possibility of crime is high. Social media is also direct and indirect influence on youth crime but no apparent systemic regulation of this situation.

The Effect of Metaverse Presence on Intention to Continuous Use Through User Motivation: Moderating Effect of Normative Interpersonal Influence (메타버스 실재감이 사용자의 이용 동기를 통해 지속적 이용의도에 미치는 영향: 규범적 대인 민감성의 조절 효과)

  • Hwang, Inho;Kim, Jin soo;Lee, IL Han
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.3
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    • pp.119-133
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    • 2022
  • The COVID-19 pandemic is rapidly changing the behavior of members of society. Typically, the strong contagious power of the virus minimizes interaction between people in the real world, and they keep interaction activities to a minimum through online activities. Recently, as people demand online activities that enhance a sense of reality, the metaverse, which strengthens the 3D technology-centered sense of presence capability, is being chosen by people. The purpose of this study is to suggest a strategic direction for the establishment of the metaverse business model of startups by presenting factors for users' use and gratification of the metaverse. In detail, this study proposes the motivation for using the metaverse by reflecting the uses and gratification theory, and suggests a method to strengthen the motivation for the metaverse by reflecting the presences provided by the metaverse plotform and individual characteristics (normtive interpersonal influence). We surveyed people over 20 years of age who experienced metaverse and obtained 314 samples. In addition, we conducted the main effect analysis using the structural equation model and the moderating effect analysis using Process 3.1. As a result of hypothesis testing, we confirmed that metaverse presence (telepresence, social presence) has a positive effect on intention to continuous use by increasing metaverse's use and satisfaction factors (information, enjoyment, social interactivity). In addition, we found that individuals' normative interpersonal influence moderated the positive relationship between uses and gratification factors(enjoyment and social interactivity) intention to continuous use. Our study suggests strategies for establishing a user-centered business model for companies related to the metaverse.

A Study on Influencing Factor of COVID-19 Preventive Behavior for Adult Males and Females in their 20s and 30s Living in Metropolitan Area (수도권 거주 20-30대 성인 남녀의 코로나19 예방행동 영향요인에 관한 연구)

  • Moon, Woo-Jin;Yang, Hye-Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.609-619
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    • 2022
  • This study was performed to research the influencing factor of COVID-19 preventive behavior focused on people in their 20s and 30s who recently have a high infection rate of COVID-19. The online survey was conducted through structural questionnaire aimed at 210 people in their 20s and 30s of metropolitan area from July 10th to 19th in 2021. The results are as follows. First, as a result of analyzing the relation between health belief and COVID-19 preventive behavior, as perceived seriousness, perceived vulnerability, perceived disability and perceived benefit, COVID-19 preventive behavior is well conducted. Second, as perceived benefit of health belief get higher, the subjective norm is well observed. Third, as subjective norm and perceived behavioral control become higher, COVID-19 preventive behavior is well conducted. Fourth, the subjective norm and perceived behavioral control have a mediating effect in the relation between subjective norm.