• Title/Summary/Keyword: 이용자 몰입

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A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

The Effect of Fun Factors and Immersion on Health Applications Flow User Satisfaction (헬스 어플리케이션의 재미요인과 몰입이 이용자의 만족에 미치는 영향)

  • Yu, Hyun-Joong;Ji, Won-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.3
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    • pp.57-65
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    • 2020
  • This study is places importance on health and safety in the era of untact, non-face-to-face care areas are increasing. To find out the fun factors and the effect of immersion on use satisfaction of health application users. Through the first factor analysis, we found the fun and immersion elements(joyful, interest, social intercourse) of users. Secondly, we looked at the impact of fun factors and immersion on satisfaction (viral intention, continuity). Finally, we looked at whether the user's characteristics affect satisfaction. The impact on fun factors and satisfaction was different depending on gender, which are characteristics of health application users. Both men and women showed significant results in oral tradition of pleasure, and in the case of women, elements of joy and psychological compensation were found to affect the continuation of use. It is thought that it is important to consider this in terms of marketing so that the elements of enjoyment among the fun factors of users through health application can continuously affect the continuation of use or oral tradition.

A Study on the Influencing Factors of Sustainable Use Intention & Addiction of Social Media WeChat (소셜미디어 위챗의 지속 이용의도와 중독의 영향요인 연구)

  • Qiang, YaLi;Bae, Seung-Ju;Kwon, Mahn-Woo;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.245-255
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    • 2021
  • This study is an empirical study on how factors such as social factor, entertainment factor on the Wechat social media platform affect users' flow and addiction to use. Researchers thought that despite the increasing addiction of social media Wechat users, existing social media research is limited to service quality and satisfaction, so research on user flow and addiction is necessary. Therefore, the researchers try to through empirical analysis, the WeChat use to addiction path to social factor (social interactivity, payable) and entertainment factor (entertainment, life relevance), examine how WeChat user experience affects the use intention and satisfaction, and determine its role in the user's WeChat addiction and flow, and tested. The results of this study are expected to provide a new theoretical basis for future research on addiction use of social media.

The Influence of Game Players' Motivation and Flow on Loyalty (게임 이용자의 동기부여와 몰입이 충성도에 미치는 영향)

  • Lee, Sangjong;Byeon, Hyeonsu
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.207-215
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    • 2019
  • This study was attained to examine the relationship between the videogame players' motivation and loyalty, and to investigate the mediator effect of flow. We conducted a survey based on former researches and verified outcomes through empirical analysis. The results proposed that intrinsic and extrinsic motivation have positive influence on game loyalty, and flow has the mediating effect of this relationship. Additionally, extrinsic motivation has less impact on game loyalty and flow than intrinsic motivation does. The inherent value of game players from this paper will promote the development of VR(virtual reality) games or serious games.

A Study on the Influencing Factors from Use Intention &Flow of Netflix Users (넷플릭스 이용자의 이용 의도와 몰입에 이르는 영향요인 연구)

  • Li, Ting-Ting;Bae, Seung-Ju;Lee, Sang-Ho
    • Journal of Korea Society of Industrial Information Systems
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    • v.27 no.4
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    • pp.47-64
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    • 2022
  • This study attempted to identify the effect of personal innovation, perceived ease of use and perceived usefulness on the intention to use for users of OTT service platform Netflix, and finally affects flow and addiction. According to the research results, personal innovation has a positive impact on compatibility, simplicity and perceived usefulness, simplicity and perceived usefulness have a positive effect on use intention, compatibility and use intention have a positive effect on flow, and flow has a positive effect on addiction. This study is meaningful in that it can improve the understanding of user intention based on Netflix's new subscription standard and provide basic data that can be used for basic research on OTT service users' flow and addiction and development strategies of OTT content providers.

The Relationship among Participation Motivation, Flow, and Problem Gambling in Bicycle Racing: Moderated Mediation Effect of Visit Frequency (경륜 장외발매소 이용자의 도박동기, 몰입, 문제도박과의 관계에서 이용빈도의 조절된 매개효과)

  • Lee, Soyoung;Choi, Hyejin;Yoon, Suin;Choi, Soonlye;Lee, Hongjik;Yun, Seungtae
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.659-674
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    • 2019
  • The purpose of this study is to verify the path of the motivation, the flow, and problem gambling and intervention points. To this end, we verified the mediation effect of the motivation of the users outside sales offices influences the problem gambling through a flow and the moderated mediation effect of the frequency of the use of a bicycle racing tracks in that process. A total of 411 cases were analyzed using surveys conducted for one day on a weekday and weekend (September 13th and 15th 2018) for adults using an outside sales office in Jangan. According to the analysis, the causality of gambling by gambling motivation(amusement, excitement, avoidance, society, money) showed its effect positively by mediating the flow. The adjusted effect of the frequency of the use on the intermediary effect of the motivation ${\rightarrow}$ flow ${\rightarrow}$ problem gambling behavior, which is the main concern of this study, was found to be statistically significant. More specifically, the effect of adjusting the frequency of the use was statistically significant in both paths: motivation/flow and flow/problem gambling. It was also shown that, in the model with excitement, avoidance and social motivation, the adjustment of the frequency was only significant in the causal relationship between the flow and problem gambling. Based on these findings, this study made clinical and policy suggestions for intervention for gamblers and user protection regulations.

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

  • Kim, Seo Ryung;Park, Sung Jae
    • Journal of the Korean Society for information Management
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    • v.33 no.3
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    • pp.371-398
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    • 2016
  • The purpose of this study is to analyze the effect of reading activity of employees in public libraries on their job satisfaction and organizational commitment which was suggested by previous studies proving the relationship among the variables in the business area. The results from the survey indicate that there were significant differences in job satisfaction, satisfaction with human relationship, satisfaction of self-realization, affective commitment, and continuance commitment in terms of the frequency of participation in a book club. Additionally, the number of employees' reading books and hours spent for reading significantly influenced their job satisfaction and the hours spent for reading significantly influenced affective commitment. It was also found that participation continuity for a book club influenced on satisfaction level of social recognition, continuance commitment, and normative commitment. Job satisfaction level had a complete mediation effect between reading hours and affective commitment, and satisfaction from social recognition had a complete mediation effect between participation continuity in a reading meeting, continuance commitment, and normative commitment. Based on these results, this study suggests a plan for constructing a good environment for employees to read through introducing a reading management as follows. Firstly, managers of public libraries need to take an active interest in reading management and various programs to encourage employees to read need to be provided. Secondly, public libraries are required to encourage their employees' participation in book clubs and support them, so that the employees are able to participate in the book club consistently. Finally, institution-level consistent motivation is needed for an active reading activity.

Effects of SNS user's Personality on Usage patterns and SNS commitment: A case study of Facebook (SNS 이용자의 성격이 SNS 이용유형과 SNS 몰입에 미치는 영향에 관한 연구: 페이스북을 중심으로)

  • Choi, Yena;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.17 no.3
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    • pp.95-106
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    • 2016
  • The purpose of this study was to examine how college students use Facebook and the ways in which they feel of commitment while using Facebook. The Big Five Personality Model has been considerably used in the psychology fields, and the researchers have started to explore the role of characteristic factors in influencing an individual's use of social media, such as Facebook which has become one of the most popular social networking site in the world. Therefore, the current study aims to specify the links between The Big Five Personality Model and usage patterns as well as commitment of Facebook. Two hundreds thirty five college students participated in a survey and the results are as follows: First, participants who were high in extraversion and agreeableness were more likely to do information sharing activities such as sharing posts to their friends, writing comments on the other's posts. In addition, participants who were high in openness to experience, conscientiousness, and neuroticism were more likely to do information producing activities including offering events, group, or public pages to meet people both on and offline. Second, in terms of the relationship between personality traits and commitment to the Facebook, the study found that extraversion and neuroticism were related to users' commitment to Facebook. These findings are consistent with the existing literature regarding extraversion and neuroticism were representative personality factors when it comes to commitment of media. Specifically, the study found that those who were high in neuroticism were more likely to produce information such as posting photos repeatedly or tagging their friends on posts, and also more likely to feel commitment on Facebook. These findings confirm that personality is a highly relevant factor in determining individual's behavior and the degree of commitment on Facebook. Based on these findings implications and limitations of the study are discussed.

A Study on the Influencing Factors on Flow & Addiction of Tiktok Service Users (Tiktok 서비스 이용자의 몰입과 중독에 미치는 영향요인 연구)

  • Zhou, Yi-Mou;Lee, Sang-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.125-132
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    • 2021
  • This study deals with the influencing factors on flow and addiction perceived by users of Tiktok service, an SFV service platform that is expanding the market in the middle area between social media and OTT. As the number of Tiktok users increases, researchers thought that research on the cause of addiction would be necessary. Since media users lack media consumption time, they produce and share SFVs rather than long videos, and are affected by exogenous variables. In addition, attachment is divided into interpersonal relationships and attachment to services, and the path of attachment was confirmed to be connected to flow and addiction. Through this study, the researchers considered that there were theoretical and practical contributions in that the path leading to addiction of video media services was set and verified as self-exposure and attachment, flow and addiction. These research results can be applied to more diversified video-centered media services, and can be expected to be used for new media emerging in the future.

Psychological Needs of Game Addiction: An Exploratory Study Focusing on Therapeutic Catharsis Seeking and Game Self-Efficacy (카타르시스 추구와 자아 효능감에 기반한 게임 과몰입의 심리적 욕구에 관한 탐색적 연구)

  • Lee, Hye Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.123-134
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    • 2015
  • There are general surveys on factors related to game addiction. However, less is known about the relationships between game addiction, therapeutic catharsis seeking, and game and life self-efficacy in terms of desired needs. This study sought to clarify several of these relationships. Using data from a survey of 489 online game users, we conducted a regression analysis to explore the association between therapeutic aspects (therapeutic catharsis seeking and game and life self-efficacy), psychological problems (loneliness and depression), and demographic variables (age and gender). Results showed that both therapeutic catharsis seeking and game self-efficacy increase game addiction. The implications of these results are discussed.