• Title/Summary/Keyword: 이용자지각

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A study on the Intention of Using VR Games: Focusing on Technology Acceptance Model(TAM) (VR 게임 이용 의도에 관한 연구 -기술 수용 모델을 중심으로-)

  • Na, Ji Young;Wui, Min-Young
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.53-64
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    • 2019
  • The purpose of this study is to identify what elements of VR games satisfy and continuous usage for the sustainable development of VR games. Specifically, an extended acceptance model was proposed with the addition of perceived costs, presences, satisfied variables to predict the acceptance and the intention of continued use of VR games. As a result, in general, it was found that the extended technology acceptance model with three external factors is more advantageous to explain the characteristics of VR game and its effect on users than the existing model. This study is suggested an integrated research model that considers the core characteristics of VR games and observe which factors lead to the persistent intention to contribute to the study about the VR game.

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.

A Study of the Effects of Job-seeking Efficacy on Use Intention and Outcome of the Work-net (구직효능감(job-seeking efficacy)으로 인 한 Work-net의 이용의도 및 성과에 관한 연구)

  • Oh, Seong-Uk;Yoon, Sung-Joon
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.113-133
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    • 2004
  • The present study examines the the role of subjectively perceived factors of the attitude toward job-seeking activities in forming an intention to use a web. An integrative research model is presented and tested empirically. It includes the following two aspects of belief in Davis' TAM: perceived usefulness, perceived ease of use. Specially, internet job-seeking efficacy, or the belief in one's capabilities to organize and execute courses of Internet actions required to achieve given goals, is a potentially important factor in efforts to gain more favorable attitude toward Internet uses. Survey data were collected to develop a reliable operational measure of Internet job-seeking efficacy and to examine its construct validity. An four-item Internet job-seeking efficacy scale developed for the present study was found to be reliable and internally consistent. Also, many previous studies have established that perceived usefulness is an important factor influencing user acceptance and usage behavior of information technologies. However, very little research has been conducted to understand how that perception forms and changes over time. The current work presents and tests the determinants of perceived usefulness. The present study found that higher internet job-seeking efficacy is an important concept which is significantly related to job-seeking activities by positively influencing intention and performance as well as usefulness on the Internet.

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A study on the effect of online shopping mall characteristics on consumers' emotional response, perceived value and intention to revisit based on the Extended Technology Acceptance Model(TAM2) (온라인 쇼핑몰 특성이 감성적 반응과 지각된 가치, 재이용의도에 미치는 영향: 확장된 기술수용모델(TAM2)을 중심으로)

  • Shim, Taeyong;Yoon, Sungjoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.4
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    • pp.374-383
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    • 2020
  • This study verified the difference in the influence on the value principles held by the consumers while examining the influence of the characteristics of the online shopping mall on the purchase intent by using a TAM2 model. First, the characteristics of online shopping malls were proven to have a positive effect on the perceived ease of use and perceived utility. Second, a look at the effect of the online shopping mall characteristics on the emotional response shows that only the system quality and product quality variables had a positive effect on the emotional response. Third, the perceived ease of use, perceived utility and emotional response of online shopping mall users had a positive effect on their perceived value. Fourth, multi-group analysis was conducted to examine the difference between utilitarian goods and hedonic goods by categorizing what was purchased at online shopping malls. The results showed differences between the groups. This study is attempted to investigate various influencing factors on consumers' intention to revisit online shopping malls. In addition, the author also attempted to understand the behavior of online shopping mall visitors by dealing with more than the technical attributes and emotional aspects of shopping malls.

The Cause-and-Effect Relationship between Perceptual Satisfaction and Expectation Factors for Special Hospitals by Busan and Gyungnam Medical Consumers (부산·경남지역 의료소비자들의 전문병원에 대한 지각 만족도와 기대요소 간의 인과관계)

  • Park, Ki-Hyeok;Shin, Jin-Ho
    • Journal of Convergence for Information Technology
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    • v.11 no.7
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    • pp.181-188
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    • 2021
  • This study was performed to examine the strategy method for the sustainable stability and effectiveness of small and medium hospital, where the relationship between perceptual satisfaction and expectation factors for special hospital was analyzed. The structural questionnaire was given to the residents of Busan and Gyungnam over the age of 20 and the square contingency and the logistical regression were employed for the analysis of the results. First, the respondent with 68.0% has realized the hospital claiming to be characterization as the special hospital and the Ministry of Health and Welfare designated hospital was identified to the respondent of 21.3%. Second, perceptual satisfaction with expectation level was satisfied to the most visitor in case of visiting special hospitals with subjective perception and was confirmed to the intention of revisiting consistently. Third, for the perceptual satisfaction of visiting with expectation level, the safety and the quality of treatment affected significantly the cause-and-effect. The result has provided the useful information with the establishment of a strategy for the long-term and continued effect through the perceptual satisfaction and the emotional attachment.

The Influence of AI Technology Acceptance and Ethical Awareness towards Intention to Use (인공지능 기술수용과 윤리성 인식이 이용의도에 미치는 영향)

  • Ko, Young-Hwa;Leem, Choon-Seong
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.217-225
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    • 2021
  • This study analyzed the perception formed by artificial intelligence users by converging technology readiness index and technology acceptance models and expanding them to models considering artificial intelligence ethics in order to find out the impact of technology acceptance and ethics. Independent variables include optimism, transparency, ethical awareness, user-centeredness, perceived usefulness and perceived ease of use as potential variables affected by independent variables, and defined the intention of use as potential variables as dependent variables. The survey results from an online and offline of men and women aged over 17 years old across the country (N=260) from September 5 to October 12, 2020 were used in the analysis. The findings, first, showed that optimism had a significant static effect on perceived usefulness and ease of use. Second, ethical awareness (transparency, ethical awareness, user-centeredness) did not have a significant impact on perceived usefulness and ease of use. Third, perceived usefulness and ease of use are finally found to have a significant static effect on the intention of use. Fourth, perceived usefulness has a relatively high influence over ease of use.

How User-Generated Content Characteristics Influence the Impulsive Consumption: Moderating Effect of Tie Strength (사용자 제작 콘텐츠 특성이 충동구매에 미치는 영향: 유대강도의 조절효과를 중심으로)

  • Weiyi Luo;Young-Chan Lee
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.275-294
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    • 2022
  • In recent years, with the continuous integrative development of e-commerce and social media, social commerce, as a trust-centered social transaction mode, has become an important performance form of e-commerce. The good experience of online community and abundant user-generated content (UGC) attract more and more users and businesses to participate in the community contribution. In this context, the cost of accessing information is continuously decreasing, which not only makes the purchase process more concise and efficient, but also greatly increases the possibility of consumers' impulsive consumption. However, there are very few empirical studies on the internal influencing mechanism of consumers' impulsive consumption based on the characteristics of UGC for social commerce. In view of this, based on S-O-R model, this study constructs a model of consumers' impulsive consumption in the context of social commerce from the characteristics of UGC, with perceived risk as the mediating variable and tie strength as the moderating variable. The results show that content authenticity, content usefulness, and content valence of UGC have significant negative impacts on consumers' risk perception in the process of purchase decision-making, and consumers' perceived risk has a significant negative impact on consumers' impulsive consumption. Meanwhile, the tie strength between UGC producer and UGC receiver plays a moderating role between content usefulness and perceived risk, as well as between perceived risk and impulsive consumption. Finally, combined with the above findings, this study provides effective suggestions for relevant participants in social commerce in terms of business management.

A study on perceived interactivity of Dance video contents and intention to use: Focused on YouTube (무용영상콘텐츠의 정보서비스 이용에 대한 상호작용성 인식과 이용지속의도에 관한 연구- 유투브를 중심으로)

  • Jung, Sae-Bom;Won, Do-Yeon;Jang, Young-Jin
    • 한국체육학회지인문사회과학편
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    • v.55 no.3
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    • pp.349-363
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    • 2016
  • The purpose of this study was to perceived interactivity about experience of using dance video contents and intention to use. This study was examine an adaptive model of Technology Acceptance Model and focused on YouTube. In order to achieve the purpose of this study, total 350 questionnaires were surveyed and 311 data were finally analyzed. All data were processed through SPSS for Windows 20.0 version and AMOS 18.0. For the analysis of data, frequency analysis, reliability analysis, confirmatory factor analysis, correlation analysis, model evaluation, and structural equation modeling techniques. The results were as follows. first. Perceived Interactivity had not affect on perceived usefulness but two-way communication, user control among the sub-factor in perceived Interactivity had a positive effect on perceived ease of use. second, perceived ease of use had a positive effect on perceived usefulness. Lastly, Perceived usefulness had not affect intention to use, but perceived ease of use had a positive effect on intention use.

Operation Strategy in Online Knowledge Sharing Community (지식공유 목적의 가상 커뮤니티 운영전략에 관한 연구)

  • Lee, Kook-Yong
    • The Journal of Society for e-Business Studies
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    • v.14 no.4
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    • pp.95-118
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    • 2009
  • Virtual community, which is formed on the internet, is expected to serve the needs of members for communication, information, and knowledge sharing. The executives of organizations should consider operating strategy of virtual community as a new innovation or knowledge pool since members share knowledge. However, many virtual community have failed due to members' low willingness to engage and furthermore to share knowledge with other members. Thus, there is a need to understand and foster the determinants of members' loyalty in virtual community. The objective of this study is to develop an integrated model designed to investigate and explain the relationships between contextual factors, personal perceptions of virtual community, usefulness, ease of use, familiarity, members' trust, reputation, community trust, attitude, satisfaction and loyalty. Empirical data was collected from 286 internet users and tested using structural equation modeling to verify the fit of the hypothetical model. The results show that the usefulness, familiarity significantly influences attitude and members' trust is significantly influence the community trust. And I confirmed that ease of use and attitude play the role of determinants in making the satisfaction, community trust and reputation influence the satisfaction that have the direct effect to making the loyalty. The results of the study can be used to identify the loyalty in virtual community. By investigating the impacts of contextual factors and personal perceptions on virtual community, the integrated model better explains behavior than other proposed models. This study might help executives of virtual communities and organizations to manage and promote community trust, attitude, satisfaction to stimulate members' willingness to revisit the community and futhermore enhance their virtual community loyalty.

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Recognition and formative Enblem of Pictorial Sign in TTX (TTX 픽토리얼 사인의 인지성과 조형적 표상)

  • Han, Seok-Woo;Han, Sung-Ho
    • Proceedings of the KSR Conference
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    • 2011.05a
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    • pp.1059-1068
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    • 2011
  • This study is aimed to systematically grasp the visual and informative needs of sign system and secure the formativeness sample for standardization model. This study, therefore, will help building the requirements to create design value and secure objectiveness for realization of practical use of the communication design plan, and means transference of the external and internal information system of railroad vehicles for practical use into the standardization model. The pictorial sign based information delivery is a communication process and way gained through vision and perception, so that grasping the formative structure connoted in message is not less than understanding the characteristics of the essence. In this study, I defined the symbolic expressions inherent in TTX sign system to be perceptional action and value norms as general signatures and signifiers.

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