• Title/Summary/Keyword: 이용자심리연구

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Mediated Effect of Mobile Financial Crime Fear on the Relationship between Mobile Financial Crime Vulnerability Perception and Mobile Financial Using (모바일금융범죄 취약성인식과 모바일금융 사용 간의 관계에서 모바일금융 범죄두려움의 매개효과)

  • Kwon, Joon-Sung;Gong, Jung-Sik
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.305-314
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    • 2020
  • Mobile environment is relatively free from time and space constraints, and has unique characteristics such as not applying physical and social vulnerability because of it's non-face-to-face channel. Since such spatial and temporal speciality is likely to appear in a different form from psychological action and action in a general face-to-face environment, it is necessary to conduct an empirical study based on the results of the existing research that has been studied as major psychological variables of action in mobile environment. However, advance research have not been conducted in earnest on the vulnerability and anxiety of the consumers in a new environment called mobile finance. so this study intends to establish the basis through empirical research. As a result, women among traditional vulnerable groups perceived themselves to be vulnerable in mobile financial environments than men and felt fear of crime strongly. In addition, the vulnerability of mobile financial crime did not have a significant direct effect on mobile financial use, but it was confirmed that mobile crime fear was mediated completely and had an indirect effect on mobile financial use.

A Qualitative Study on Coping strategies of Older adults with Depression: Focused on the Experience of Coping with Depression in Older Adults Living in Seoul (노인의 우울 대처 전략에 관한 질적 연구: 서울시 거주 도시 노인의 우울 대처 경험을 중심으로)

  • Eo, Yugyeong;Ko, Jung Eun;Kim, Soon Eun
    • 한국노년학
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    • v.37 no.3
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    • pp.583-600
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    • 2017
  • The purpose of this study is to explore qualitatively what kind of coping strategy the Korean older adults use when they are depressed and why. Participants were users, older than 60, of an elderly welfare center in Seoul, and answers of 34 respondents who experienced depression were included in the analysis. The collected data were analyzed through content analysis. The results of the analysis showed that strategies to cope with depression used by participants were composed of 6 domains and 11 sub-domains: health behavior (medical approach / exercise and diet), family and social contact (social interaction / going out and going on a trip / communication with family), Religious activities (Religious activities), lifelong education (hobbies / educational activities), productive activities (labor), health risk behaviors (drinking and gambling / resignation). The depression coping strategies of the older adults and their characteristics are as follows. First, older adults used diverse problem-focused coping strategies to cope with depression. Second, older adults considered various coping strategies together and used them simultaneously. Third, the facility space for older adults functions as a shelter. Fourth, although there were cases where medical approach was used, the intention to reuse was very low. Through this study, the following suggestions were made to help older adults cope with depression more successfully. First, access to various coping strategies should be promoted. Second, more places where older adults can spend their time comfortably need to be provided. Third, resistance to mental health care should be resolved.

The Longitudinal Mediation Effect of Adaptive Game Use on the Relationship of Adolescents' Game Usage and Self-control (청소년의 게임이용시간과 자기통제의 관계에서 적응적 게임활용의 종단적 매개효과)

  • Jin, Byung Jun;Lee, Ji Hae
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.331-352
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    • 2022
  • This study used a latent growth curve models(LGCM) to examine longitudinal changes in youth's game usage, self-control and the longitudinal mediation effect of adaptive game use in the relationship between game usage and self-control. A four-year longitudinal data of 863 adolescents from the Game User Panel Survey, provided through participation in the 2019 Game User Panel Research Conference hosted by the Korea Creative Contents Agency, was used to verify the longitudinal mediation effect of adaptive game use. SPSS 21 was used to verify the normality of variables from each wave, and to conduct correlation analysis. Mplus 6.12 was used to verify the longitudinal mediation effect. The results are as follows. First, game usage, self-control and adaptive game yielded linear temporal growth. Second, latent growth curve models showed that the direct effect of game usage on self-control was insignificant, but game usage had a significant indirect effect on self-control through adaptive game use. Continuous adaptive gaming increased self-control. Third, sobel test results showed that both the initial value and change rate of adaptive game use had a full-mediation effect, confirming the longitudinal mediation effect. This study verified the longitudinal change of self-control affected by change in game usage and adaptive game use.

A Study on Factors Influencing S-DMB Adoption : Focused on Technology Acceptance Model (위성 DMB의 채택요인에 관한 연구 : 정보기술수용모형을 중심으로)

  • Nam, Chong-Hoon
    • Journal of Digital Contents Society
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    • v.8 no.2
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    • pp.173-189
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    • 2007
  • This study attempted to analyze factors influencing S-DMB adoption. The theoretical background of this study is 'Technology acceptance model.' Based on this theory and literature review this study set 5 hypotheses. For this research, a survey was conducted by online research lab. from October 25 to 31. Data were collected from 350 subjects. Complete and useable questionnaires were received from 303 respondents. The result and conclusion are as follow: 'Instant accessibility,' 'service quality,' 'Cost,' 'advertising,' 'perceived easy of use' are significant factors influencing 'perceived usefulness'. 'Compatibility,' is a significant variable influencing 'perceived easy of use'. However, 'self efficacy' and 'innovativeness' are not significant factors influencing 'perceived easy of use.' The result of the analysis showed that most of the hypotheses were verified the same as preceding studies, but some results were different with the result of preceding studies. Therefore, it implies the characteristics of S-DMB different with other IT systems and mass media that were research subject mostly before, and it influences the result of this study as well.

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A proposition on digital maniac consumer market segmentation by consumer characteristics and behavior (매니아 소비자의 태도와 성향에 의한 디지털 매니아 세그멘테이션 제안)

  • Kim, You-Rie;Lee, Hye-Sun
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.243-254
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    • 2006
  • Maniac consumers have a ripple effect on marketing because they are the main body of trends and consumer economy. So It is very important that we should first read needs and wants - in other words, psychological motives. And then we should find maniac consumer segments. This is an exploratory study that was done to obtain an insight for the new maniac consumer market segmentation. It examined the definition and characteristics of digital maniacs in Korea, and it carried out a literature study on consumers who have a similar consumption trend as the maniac users as a pre-study. Also, it looked into the trends and values of the maniac community in Korea, using the previous study's scale for innovative consumers. Next, the study interviewed maniac users using the first data and focused on discovering and grouping the new maniac segments based on the results. The study analyzed the purchase behaviors, decision-making, attitude for involvement and potential needs of the digital maniacs in Korea, and it discovered the segments for the segmentation of maniacs so it could find out the disposition and status of the digital maniacs. Such approach can be used as a strategical due for maniac target marketing and design(customer-oriented marketing and design) in the future.

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Understanding the Use of Community Informatics: A Structural Equation Modeling Approach (지역정보 시스템 이용모형 개발을 위한 이론적 고찰 및 실증적 연구)

  • 권나현
    • Journal of the Korean Society for information Management
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    • v.21 no.2
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    • pp.23-44
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    • 2004
  • This study proposed a theoretical framework that could explain the service use of a community informatics. The proposed community informatics use model was developed based on three theoretical models: (1) Ajzen's Theory of Planned Behavior (TPB) from social psychology: (2) Uses and gratifications approaches from media use research; and (3) Technology Acceptance Model(TAM) from information technology use research. The proposed model consists of three basic components: expectations of the outcomes from use, approvals from important others, and perceivied controllability over using the service. The initially proposed model was assessed using structural equation modeling, and then re-sepcified in order to propose a better fitting model. The initially proposed and revised community informatics use models were discussed with their theoretical and practical implications.

Determinants of SNS Use Time Depending on SNS Motive in Youth Workers (청년층 직장인의 SNS 이용동기에 따른 사용시간의 결정요인에 대한 연구)

  • Ok, Chiho;Park, Yong Wan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.147-158
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    • 2017
  • The purpose of this study is to investigate the determinants of the SNS usage time depending on SNS motive of the youth workers. Although previous studies revealed that there are many motivations for SNS usage, it is not known which factors determine usage time of each SNS motive. In this study, we constructed the unbalanced panel data of the Korean Education & Employment Panel data. Among three different SNS motives such as information exchange, social networking, and fun pursuit, gender, physical health, extraversion, and conscientiousness affected the usage of SNS when the motivation was information exchange. When it was personal connection, the size of organization, education, physical health, subjective happiness, job satisfaction, neuroticism, and agreeableness did. When it was fun & interest, foreign company, status of children, subjective happiness, and job satisfaction did. Based on the findings, we discussed theoretical and practical implications.

Qualitative Factor Analysis on Speed Reduction of Drivers in Expressways Tunnel Section (고속도로 터널구간 도로이용자 속도감소의 정성적 요인분석 연구)

  • Park, Jun-Tae;Lee, Soo-Beom;Kim, Tae-Ho
    • International Journal of Highway Engineering
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    • v.13 no.4
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    • pp.151-158
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    • 2011
  • Tunnel sections on the expressway are different from rest of sections on the expressway in terms of velocity, the number of passing cars, and vehicle density which, in particular, affect drivers' behavior before and after drivers pass through the tunnel. However, literature review reveals that former studies are too focused on quantitative indicator to consider qualitative aspects. Thus, this study tried to find out qualitative factors affecting speed reduction in tunnel sections based on questionnaire surveys and its analysis in tunnel sections selected by taking consideration of diverse conditions. Analysis showed that factors concerning tunnel configuration (lane width, shoulder width, and tunnel length) related to very long tunnels increasingly popular recently had some effects on reduced speed inside of tunnels. It appeared that visual environment such as visibility of tunnel entrance had an impact in speed reduction and vehicle speed tended to change according to lighting illumination level inside of tunnels. It is expected that continual investment would be made in technological development related to expressway tunnel design and service improvement based on this study.

A Contextual Study of Public Transport Information Service Use Behavior in Daily Activity (일상 활동에서의 상황변수를 고려한 대중교통 정보서비스 이용 유형 연구)

  • Jo, Chang-Hyeon;Lee, Baek-Jin;Bin, Mi-Yeong
    • Journal of Korean Society of Transportation
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    • v.28 no.4
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    • pp.19-30
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    • 2010
  • It has become important to have some proper guidelines of how to provide public transport information services in response to the rapid IT developments and the wide spread of public information services. The current study takes a contextual approach to the analysis of public transportation information use under a dynamic decision situation, complementing the conventional cross-sectional approaches. Using the CHAID of decision tree induction based on decision table formalism applied to the survey data of activity travel and information use, the study found that the information type and medium choices are strongly affected by the decision contexts in addition to the individuals' socio-demographic characteristics. The results suggest an important implication to the market segmentation of information services for public transportation.

A Study on User Evaluation about Package Design of Home Meal Replacement (가정편의식 패키지 디자인에 대한 사용자 평가 연구)

  • Yang, Keunyoung
    • Design Convergence Study
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    • v.18 no.1
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    • pp.49-60
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    • 2019
  • While one person household and nuclear family have been increasing, supermarkets began to launch home meal replacement(HMR) promotion. Each brand competes over various types of HMR such as box lunch. In particular, the sales of HMR have been increasing due to one-person households. Experts predicted HMR market will be increased in the future as well. This study presents design evaluation with regards to HMR package design for elders. The methods of this study are: First, research literature review on senior society and analyse the design for both domestic and foreign HMR products. Second, survey on product design for evaluation was conducted. Third, user's evaluation survey was conducted on elders. As a result, containers mostly came in cup or box shaped package designs. The package provided both still and illustration image of food. The HMR design for elders are recommended as follows: first, HMR should be service designed for users. Second, the design should be for elders as well. Third, the design should be empathetic and abundant. For user-interface, the packaging material shall not be slippery and the shape of grip should be considered thoroughly for the elder's design.