• Title/Summary/Keyword: 이용자 몰입

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Influence of User-Motivation on User-Commitment in Social Media: Moderating Effects of Social Pressure (소셜미디어 이용 동기가 이용자 몰입에 미치는 영향: 사회적 압력의 조절효과)

  • Bae, Jee-Woo;Park, Cheong-Yeul
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.462-474
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    • 2015
  • This article is aimed to investigate the role of social pressure in the influential relationship of user motivation on user commitment in social media. On this purpose, user motivation in social media was divided into 3 sub-dimensions as social motivation, functional motivation and hedonic motivation and social pressure was also categorized into informational isolation pressure and conformity pressure and then it was explored that how the social pressure makes differential effects in the relationship of each dimensions of user motivation and user commitment. Major findings are as follows. First, user's social motivation and hedonic motivation in social media had significant positive influence on user commitment. Second, the informational isolation pressure showed moderating effect in the relation of functional motivation and commitment. Third, conformity pressure displayed moderating effect in the relation of social motivation and commitment. This article suggests empirical supports about the role of social pressure in the phenomena of social media use and commitment, but requires to explore more specific factors and multi-dimensional studies in regard of social pressure in social media.

Development of a system for detecting game user's addiction (게임 이용자의 과몰입을 탐지하기 위한 시스템 개발)

  • Oh, Sung-kyun;Yoon, Taebok
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.23-30
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    • 2018
  • With the development of ICT technology, the game industry is growing rapidly. However, due to the excessive play of the game, there are cases where normal life is difficult. It is necessary to study the diagnosis and countermeasures against such game addiction. This paper study a system for diagnosing game addiction based on game usage information of game users. In order to develop a game addiction diagnostic system, this study classifies game addiction and abuse users and collects and models log information in real game environment. In addition, the addiction and good use model of game users was used as a knowledge to diagnose the addiction of new game users. Through the experiment, we could confirm the meaningful results. Also, according to the result of the diagnosis, the service such as SMS and reporting was suggested.

The Effects of Attributes of Web Novel content on Users' Flow, Satisfaction, and continued Usage Intention (웹소설 이용자 속성이 몰입(Flow)과 만족도, 그리고 지속적 이용의도에 미치는 효과)

  • Woo, Junghwa;Joo, Chungmin
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.609-620
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    • 2017
  • This study set out to examine the effects of usage characteristics of web novels, which have recently gained popularity in the Internet and mobile platforms, on the satisfaction and continued usage intention of users. For that purpose, the investigator conducted a survey with 333 web novel users. The survey results show that web novel users recorded a high level of flow when they had a challenging spirit and proficiency in the process of using the content. Their high level of flow in web novels had positive impacts on their satisfaction and continued usage intention for web novels. When they were highly satisfied with web novels, they intended to use the content continuously. Those findings indicate that web novel users should be encouraged to have a challenging spirit and proficiency in the content consumption process so that they can develop flow in the content. In addition, it is suggested that there should be efforts to increase their flow and satisfaction to promote their continued usage of web novels.

Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

A Study on the Factors Affecting Users' Willingness to Pay, Flow and Addiction for OTT Service: Focusing on China's OTT Service Platform iQIYI (OTT 이용자의 지불의도와 몰입, 중독에 이르는 영향요인 연구 - 중국 OTT 서비스 플랫폼 아이치이를 중심으로)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.167-178
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    • 2022
  • This study attempted to confirm the effect of the user's characteristics on perceived ease of use, perceived usefulness, willingness to pay, flow and addiction to OTT service platform iQIYI users. Researchers believe that as the number of OTT service users who are willing to pay increases, research on the influencing factors and the cause of addiction is needed. As a result of the study, first, it was found that perceived usefulness affects willingness to pay, second, use intention and willingness to pay affect flow, and third, willingness to pay and flow affect addiction. This study considered that it has theoretical and practical value in that the route to flow and addiction of OTT service users was set and tested with intention to use and pay. Researchers hope that the study will expand in terms of willingness to pay and use experience of OTT services in the future.

A Study on the Relationships between Users' Characteristics and Shopping Site Commitment in Mobile Internet Environment

  • Yoon, Jongsoo
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.133-139
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    • 2021
  • While there have been a lots of researches focusing on the commitment to shopping site in online commerce area, few studies suggested the results on the relationships between users' characteristics including demographic and shopping characteristics and commitment to mobile shopping site. Therefore, this study investigates whether the level of mobile shopping site commitment will vary by users' characteristics such as gender, age, shopping time, and shopping scale. This study suggests, from the statistical analyses on 230 questionnaires, that there are differences in level of shopping site commitment among the respondents grouped by age, shopping time, and shopping scale except for gender. The study proposes various implications for future research on the management of shopping site commitment in mobile Internet environment.

A Study on the Effect of Reading Activities on Job Satisfaction and Organizational Commitment of Public Library Employees (공공도서관 직원의 독서활동이 직무만족과 조직몰입에 미치는 영향 연구)

  • Kim, Seo Ryung;Park, Sung Jae
    • Proceedings of the Korean Society for Information Management Conference
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    • 2016.08a
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    • pp.39-43
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    • 2016
  • 본 연구의 목적은 공공도서관 직원의 독서활동이 직무만족도와 조직몰입도에 어떠한 영향을 미치는지를 분석하는 것이다. 이는 기업에서 직원의 독서활동을 활성화하여 조직의 경쟁력을 높이는 경영기법인 독서경영과 문화경영이 직원의 직무만족과 조직몰입을 높인다는 선행연구들의 결과를 기반으로 하였다. 이에 서울시 동북부 지역 지자체 운영 공공도서관의 직원을 대상으로 설문조사를 실시하였으며, 신뢰도 분석과 다중회귀분석을 통하여 데이터를 분석하였다. 분석 결과, 공공도서관 직원의 독서량, 독서시간이 직무자체 만족도에 유의한 영향을 미쳤으며, 이용자 독서모임 참여 기간이 사회적 인식 만족도에 영향을 미치는 것으로 나타났다. 조직몰입에 대해서는 독서시간이 정서적 몰입도에, 이용자 독서모임 참여 기간은 지속적 몰입도와 규범적 몰입도에 유의한 영향을 미치고 있었다.

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Effects of Online Game Users' Need for Affect and Social Norms on their Attitude and Flow Experience (온라인 게임 이용자의 감정욕구와 사회규범 인식이 게임에 대한 태도 및 몰입에 미치는 영향)

  • Kang, Naewon
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.21-32
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    • 2020
  • The study took online game users' need for affect (approach/avoidance) and social norms (subjective/descriptive) into account and examined how these variables affected their attitude (utilitarian/hedonic) toward online games and their flow experience. Results from the hierarchical multiple regression analysis showed that, game users' approach affect and subjective norm had significant impacts on their utilitarian attitude, while their approach/avoidance affect and subjective norm had on their hedonic attitude toward onine games. Plus, the avoidance affect, subjective norm, and utilitarian/hedonic attitudes of game users had significant impacts on their flow experience.

IP기반 미디어에서 인지적 몰입을 촉진하는 요인에 관한 연구: 다차원적 상호작용성을 중심으로

  • Lee, Ji-Eun;Shin, Min-Soo
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.718-731
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    • 2008
  • 본 연구는 상호작용성의 속성과 이용자에게 주어진 통제력에 따라 상호작용성을 4 가지 차원으로 나누고, 이것이 어떤 경로를 거쳐 이용자 만족에 이르는지를 규명하는 것을 목적으로 한다. 이를 위해 상호작용성을 최적화하는 킬러 콘텐츠로 e 러닝을 선정하고, 상호작용성에 영향을 미치는 선행요인으로 서비스, 콘텐츠, 미디어 품질을 도출 하였으며, 상호작용성과 이용자 만족을 매개하는 변인으로 사회적 현존감과 인지적 몰입을 포함하는 연구모델을 제시하고자 한다.

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