• Title/Summary/Keyword: 이용자심리연구

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An Empirical Study of B2C Logistics Services Users' Privacy Risk, Privacy Trust, Privacy Concern, and Willingness to Comply with Information Protection Policy: Cognitive Valence Theory Approach (B2C 물류서비스 이용자의 프라이버시 위험, 프라이버시 신뢰, 프라이버시 우려, 정보보호정책 준수의지에 대한 실증연구: 인지밸런스이론 접근)

  • Se Hun Lim;Dan J. Kim
    • Information Systems Review
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    • v.22 no.2
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    • pp.101-120
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    • 2020
  • This study investigates the effects of privacy psychological characteristics of B2C logistics services users on their willingness to comply with their logistics companies' information protection policy. Using cognitive valence theory as a theoretical framework, this study proposes a research model to examine the relationships between users' logistics security knowledge, privacy trust, privacy risk, privacy concern, and their willingness of information protection policy compliance. To test the proposed model, we conducted a survey from actual users of logistics services and collected valid 151 samples. We analyzed the data using a structural equation modeling software. The empirical results show that logistics security knowledge positively affects privacy trust; privacy concern positively influences privacy risk; privacy trust, privacy risk, and privacy concern positively influence behavioral willingness of compliance. However, logistics security knowledge does not affect behavioral willingness of compliance. The results of the study provide several contributions to the literature of B2C logistics services domain and managerial implications to logistics services companies.

A Study on Online Game Experience and Social Self-efficacy (온라인게임경험과 사회적 효능감에 관한 연구)

  • Jang, Yei-Beech;Park, Su-Ho;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.97-105
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    • 2008
  • This research investigates on relationships between game experience and its positive effects by using social self-efficacy measurement. When playing MMORPG, game users communicate with each other and go through various social experiences. Thus, online game offer a virtual place where we can have social interactions and it eventually expands our daily life. In this study, we used regression analysis to explore how online game experiences influence social self-efficacy. The results indicated that a group with higher frequency game use presented higher social self-efficacy. We suggest future researches and discussions focusing on the positive effects of game use rather than negative issues and game restrictions.

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Study on the behavioral model of co-creation by customers (고객의 공동가치창출 행태 모형 연구)

  • Kim, Na Rang;Hong, Soon Goo;Kim, Jong Ki;Park, Soon Hyung
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.2
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    • pp.59-72
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    • 2016
  • The main objective of this study is to provide the behavioral model of co-creation by customers and explorer influential factors of participation from the customer's perspective. To achieve the research goals, we employed grounded theory and conducted intensive interviews of 8 customers who had writing product reviews experiences with Beauty Net. The study results indicate that the most important influential factors of participation from the customer's perspective are: (1) Co-creation platform; (2) Co-creation policy; and (3) Individual characteristics.

A Study on Satisfaction and Dissatisfaction Coexistence of Social Network Service (소셜네트워크서비스의 만족과 불만족의 공존성에 관한 연구)

  • Lee, Jae-Beom;Lee, Jae-Beom;Park, Chanuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.5
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    • pp.225-236
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    • 2015
  • Social network services, it has attracted a lot of popularity that it us to allow the formation of past human network has been thought possible only in the main offline also on-line and mobile. However, by a variety of SNS with a recent other features it appeared a lot, the user, rather than stick to one SNS use only, if necessary, to join simultaneously two or more kinds of SNS status it is. By problem of invasion of privacy in recent SNS is a problem of, the user, in many cases that I have to worry about whether or not to leave the mainly use SNS. This study focused on these aspects and trying to figure out whether changing the SNS people to why use. Therefore, it is possible to obtain two factor theory is trying to figure out the psychology of users feel satisfaction SNS use and unsatisfactory at the same time as the significant result.

A Study on Factors Related to Seniors' Use of Library Digital Information: Focusing on senior users of the National Library of Korea (시니어의 도서관 디지털 정보 이용 요인에 관한 연구 - 국립중앙도서관 시니어 이용자를 중심으로 -)

  • Jaeeun Choi;Junghyo Lee;Yeongeun Hwang;Jinseo Moon;Minji An
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.179-203
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    • 2023
  • The purpose of this study is to identify (1) the attitudes of seniors toward library digitalization, (2) factors that lead them to use digital information in libraries, and (3) factors that hinder or prevent them from using digital information in libraries. As a result of conducting 1:1 in-depth interviews with 20 senior users of the National Library of Korea, the majority of seniors had a favorable attitude toward library digitalization. 'Librarian' and 'vision and font size' were found to be the most important factors for seniors' use of digital information. These two factors are factors that enable the use of digital information, but they are also factors that prevent or hinder the use of digital information. In addition, factors for the use of digital information include 'characteristics of the content' and 'convenience', factors for non-use include 'attitude and psychological factors' and 'physical properties of books', and hindering factors include 'website usability issues'.

Intention to Participate Crowdfunding based on Trust and Perceived Risk: An Exploratory Study with Comparison between Korea and Austria (이용자의 신뢰와 위험인지에 따른 크라우드펀딩(Crowdfunding) 참여의도: 한국과 오스트리아 탐색적 비교 연구)

  • JiHyun Lee;SangAh Park;DongBack Seo
    • Information Systems Review
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    • v.22 no.1
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    • pp.125-146
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    • 2020
  • With the penetration of the Internet and e-commerce, a 'crowdfunding' has emerged as a new way of financing. Crowdfunding has the advantage for a person to able to a simple way to finance her/his an innovative product or service from crowd. However, the success rate for crowdfunding projects is less than half. In this study, we introduce social exchange theory to explore the impact of trust and perceived psychological risk on the intention to participate in a crowdfunding website. Different from previous studies that have focused on a crowdfunding creator, we consider two different perspectives of a project creator and a project supporter. In addition, we compare perceptions of crowdfunding in different cultural contexts by conducting survey in two different countries Korea and Austria. Result shows that trust in recommendation and trust in website have different impacts on the intention to participate from two different perspectives. It also shows that perception of the quality and transparency of information provided by crowdfunding website has greater impact on trust in Korea than that in Austria. In case of perception of psychological risk, it has a negative impact on Austria's intention to create or support a project. On the other hand, it has relatively small impact on the intention to support and does not affect the intention to create a project in Korea.

Formative Elements of the Directional Sign System for the Effective Information Transmission of the Shopping Mall Complex (효과적 정보전달을 위한 대형쇼핑몰 유도사인 시스템 조형요소에 관한 연구)

  • 이유경;백진경
    • Archives of design research
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    • v.17 no.1
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    • pp.373-382
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    • 2004
  • Large sized buildings have proliferated in the modern world in order to solve problems caused by the growth of cities, and this trend has lead to diversity in style and utilization of interiors. In particular, wayfinding within the shopping mall for a customer is a common problem, so if customers do not have to face these navigational problems and could find the way more easily, then shopping mall or the store can expect much better profits. Therefore, directional sign system that can provide accurate and speedy information for customers with diversified ages, gender and knowledge is necessary. Firstly, the definition and element of all directional sign are analyzed through the existing literature survey. The elements are based on the practical elements and six categories such as type, pictogram, color, layout, form, and location were considered. Secondly, directional signs in large underground shopping mall was considered, and the speciality of the underground shopping mall was investigated, and finally top three underground shopping malls was analyzed. Thirdly, through the questionnaire, an objective appraisal of directional signs and problems was developed, and following possible improvement was suggested. This study has its own limitations since it is only applicable to the specific locations, however, directional designs will be useful in other types of buildings as well. Through the continuous studies of the users' psychology, these kinds of studies will be related to the environmental characteristics of various places.

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Applying the Theory of Planned Behavior to Digital Gaming: Focusing on the Balance Relationship with Significant Others (디지털 게임에 대한 계획행동이론의 적용: 중요한 타인과 균형관계를 중심으로)

  • Gyu Hyun Ho;Eun Yeong Na
    • Korean Journal of Culture and Social Issue
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    • v.29 no.3
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    • pp.275-304
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    • 2023
  • This study aimed to examine the mechanisms underlying digital game usage behavior by applying the Theory of Planned Behavior and the Balance Theory. It investigated the influences of attitude, subjective norms, and perceived behavioral control on the intention to use digital games, as well as the differences in the application of the Theory of Planned Behavior model based on the balance state among individuals, significant others, and digital games. A total of 315 responses from adult PC game users were collected through an online survey conducted from October 21 to 25, 2021, and were analyzed using multiple regression analysis. The results revealed that attitude and perceived behavioral control had a significant positive impact on the intention to continue using digital games, while subjective norms did not exert a significant influence. By categorizing groups into balanced, unbalanced, and imbalance states based on the balance relationship, the application of the Theory of Planned Behavior model showed that in the unbalanced and imbalance groups, both perceived behavioral control and attitude had a positive impact on the intention to continue using digital games. However, in the balanced group, attitude only had a positive impact on the intention to continue game usage. This study contributes to understanding digital game users by examining both individual psychological factors and the influence of others on digital game usage behavior.

An Analysis of Relationship Between Self-Cognition Level of Information Literacy and Library Anxiety (정보활용능력 인지 수준과 도서관 불안 간의 관계 분석)

  • Oh, Eui-Kyung
    • Journal of the Korean Society for Library and Information Science
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    • v.45 no.4
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    • pp.123-137
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    • 2011
  • The study analyzed the relationship between self-cognition level of information literacy(SCLIL) and library anxiety(LA). SCLIL was 3.72 point, LA was 2.47 point, and these results are similar to previous studies. SCLIL and LA are correlated each other significantly(r=r=-0.493, p<0.05). Higher SCLIL leads to lower LA. Also, the study found the main factors of LA was lack of methods to access information', 'lack of confidence in evaluating the information's relevance.' For those who are going to major in Library and Information Science, it is found that they have less LA and lower SCLIL compared to those who are not willing to major in Library and Information Science, and this shows a tendency to downplay their own abilities, while tending a more positive image of libraries. Based on the results, recommendations were made to use social and psychological standard tests in order to elaborately and diversely reflect individual information user's psychological aspect.

The Effects of College Students' Motivation to Participate in Bodybuilding (Participation in Weight Training) on Behavioral Intention through Psychological Repulsion (대학생의 보디빌딩 참여하는(웨이트 트레이닝 참여) 동기가 심리적 반응을 통한 행동 의도에 미치는 영향)

  • Song Ki-Jae
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.337-349
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    • 2023
  • Interest in bodybuilding, such as weight training, has increased, but research on the motivation and behavioral intention of college students is lacking. Therefore, this study aimed to examine the motives of bodybuilding participation for college students and to find out the effect on behavioral intention by mediating the psychological resistance that occurs during the bodybuilding. As for the research method, a questionnaire was conducted on 250 users through an online survey from May 30 to June 10, 2023, and a total of 232 copies were used for the final analysis. As a result of the study, first, among college students' motivation to participate in weight training, the health-oriented type and self-development type had a positive effect on voluntary acceptance. Second, among the motives for participating in weight training, the home-oriented type was found to have a negative effect on opportunistic acceptance. Finally, voluntary acceptance had a positive effect on learning outcomes, and opportunistic acceptance had a negative effect on learning outcomes. Using the results of this study, it is expected that it will be helpful to understand the factors and policies in promoting the physical health of college students.