• Title/Summary/Keyword: 이용자 몰입

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A Study on the Effects of Public Library Senior User's Perception of Relational Benefits on the Relationship Quality and Intent to Relationship Continuity (공공도서관 시니어 이용자가 지각하는 관계혜택이 관계품질과 관계지속의도에 미치는 영향에 관한 연구)

  • Shin, Hye-Bong;Noh, Dong-Jo
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.30 no.4
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    • pp.135-156
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    • 2019
  • The purpose of this study is to examine the influence of perceived relational benefits of senior library users on the relationship quality and intent to relationship continuity. This study was conducted 50+ public library users through the survey, and 185 subjects were analyzed. The results showed that relational benefits mediated by relationship quality affect intent to relationship continuity. Particularly, functional benefit among the relational benefits had a great effect on intent to relationship continuity, mediated by relationship quality. Commitment among relational quality had a great effect on intent to relationship continuity. These findings suggest marketing policy implications to develop service policy for senior library users.

The Influence of Social Relationship on Adaptive and Maladaptive Game Use (사회적 관계가 게임 이용 행태에 미치는 영향: 게임 선용 정도와 게임 과몰입을 중심으로)

  • Baek, Kyungmin;Yoo, Mihyun;Kang, Hyeyeon;Cho, Munseok
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.77-85
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    • 2020
  • This paper uses Preliminary Surveys of Game User Panels conducted in 2019 to examine how social relations that young game users held affect game use. In particular, we analyzed how social relations of youth affect adaptive and maladaptive usage of game. According to the statistical results, the quality of the relationship between users and parents and that of the relationship between users and their friends do not have consistent effects on the degree of adaptive and maladaptive game use. Also, the results suggests that game-related information can play as a double-edged sword for young game users by reinforcing the degree of adaptive and maladaptive game use. The results implies the possibility of interaction between adaptive and maladaptive game using behavior as an interpretative framework in social context rather than mutually exclusive mechanisms.

Perceived Service Quality and Relationship Quality in Mobile Service Setting (지각된 모바일서비스품질과 관계품질)

  • Hwang, In-Hyung;Choi, Chul-Jae
    • The Journal of the Korea Contents Association
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    • v.15 no.10
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    • pp.517-534
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    • 2015
  • The purpose of this study is to identifies the effects of service quality factors on satisfaction and trust, and then verifies the causal relations among satisfaction, trust, commitment and using intention in mobile service setting. A survey was conducted to collect the data with consumers who had the actual using experience about mobile services. Analysis of structural equation modeling with SPSS 20.0 and AMOS 16.0 were performed to test the research hypothesis. The result of the study as follows: First, it was found to difference in relationship between dimensions of mobile service quality and satisfaction except for the pleasure. Second, the sociality was found to significant path coefficients in relationships with trust. Third, satisfaction and trust have influence on commitment and commitment has effects on using intention, but there had no significant path coefficients between satisfaction and trust, and then both satisfaction and trust were not found to significant path coefficients in relationship with using intention. Therefore, Marketers of mobile service corporate have to give excellent service quality to consumers who have using their mobile service for increase of using intention through build up trust and commitment by consumers who satisfied.

조직구조, 조직문화의 업무특성이 조직몰입 및 조직성과 미치는 영향: 7년 미만의 초기 스타트업 중심으로

  • Seo, Gwi-Dong
    • 한국벤처창업학회:학술대회논문집
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    • 2019.04a
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    • pp.175-179
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    • 2019
  • 1년에도 수십 수백 개씩 스타트업이 생겨나고 있다. 아마도 모두 미래의 구글과 페이스북, 그리고 아마존이 되길 희망하며 하루하루 가열차게 달리고 있다. 하지만 그 많은 스타트업 중 소위 성공했다 불릴 수 있는 기업은 손에 꼽는다. 능력 있는 창업가, 기발한 사업 모델과 아이디어 그리고 이를 뒷받침해 줄 기술력과 자본이 있다고 성공할 수 없다. 스타트업 기업을 굴러가게 하는 힘은 결국 그 조직의 구성원에게서 나오기에 성공한 스타트업에겐 모두 그들 만의 '조직문화'가 있다. 그게 모두에게 좋은 문화일 필요는 없을 것이다. 그 조직에 가장 접합한, 그래서 구성원의 구성원의 공감대를 사 '일하고 싶은 회사'가 될 수 있게 하는 '조직 문화'가 있는 스타트업이 수많은 인재를 모아 성장을 거듭해 올 수 있었고 그것이 결국 스타트업을 성공으로 이끌었던 것이다. 이런 조직 문화는 회사 초창기에 세팅할수록 해당 기업의 성공 확률도 높아진다. 7년 미만의 초기 스타트업 기업을 대상으로 조직문화 유형이 스타트업 구성원의 조직 몰입과 조직성과에 어떠한 영향을 주는지에 대한 실증분석을 목적으로 하였다. 초기 스타트업 기업의 조직문화 차원은 경쟁가치모형의 혁신문화와 위계문화로 구분하였으며, 조직성과는 스타트업의 서비스, 제품을 경험한 이용자들의 서비스 만족도를 활용하였다. 조직문화는 외부환경에 대한 적응과 조직내부 통합의 문제를 해결하기 위하여 구성원들에 의해 창조 발전되어 학습되는 기본가정으로서 스타트업 구성원들에 의해 공유된 가치(values), 신념(beliefs), 규범(norms)의 체계로 정의한다. 따라서 어떠한 조직문화를 갖는냐에 따라 조직 구성원의 몰입, 충성심, 직무동기, 직무성과는 물론 조직성과와 혁신을 포함하는 여러 조직 요인도 직 갑적인 영향을 받는다. 7년 미만의 초기 스타트업 혁신문화가 스타트업 구성원의 조직몰입에 긍정적인 영향을 미치며, 조직몰입이 스타트업 서비스, 제품을 경험한 이용자들의 서비스 만족도에도 긍정적인 효과가 있는 것으로 나타났다.

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Influence of Service Environments on Service Quality, Social Interaction, and Emotional Commitment -Moderating Effects of OSL and Social Appropriateness- (서비스 환경이 서비스 품질과 사회적 상호작용, 그리고 정서적 몰입에 미치는 영향 -최적자극수준과 사회적 적합성향의 조절효과-)

  • Peng, Peng;Jeong, Yong-Gil
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.390-400
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    • 2012
  • The satisfaction of customers, who are in a servicescape, will be subject to many environmental stimulations. In particularly, the servicescapes of the store and the customer characteristics are important factors that affecting the emotional commitment of consumers. In this study, the servicescape that consumers evaluated can be divided into physical and social factors. Furthermore, how these factors can affect the emotional commitment through perceived service quality and social interaction will be studied as well. In addition, the moderating effects of the individual characteristics at the perception of servicescape, such as optimum stimulation level and social appropriateness will be studied together. The results show that the physical factor of servicescape is one of the most important elements that affect "emotional commitment" and under this process; the perceived service quality is performed as a parameter. Besides, the social factor of servicescape, such as the other customer and companion affect can also affect emotional commitment through social interaction. On the other hand, through the analysis of optimum stimulation level and social appropriateness, we found that the higher the social appropriateness, the greater the effect of servicescape. Overall, in order to enhance the customer's emotional commitment, we must build high quality servicescape, meanwhile; the management of other customers and the companion are needed at the same time.

Effect of PDA Guide Service on Users' Involvement, Satisfaction, and Reuse Intention -Focused on PDA Guide Service in Gyeongbokgung- (PDA를 활용한 안내서비스가 이용객의 몰입, 만족 및 재이용의도에 미치는 영향 -경복궁의 PDA안내서비스를 중심으로-)

  • Kim, Ju-Yeon;Lee, Min-Jae;Ahn, Kyung-Mo
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.373-381
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    • 2012
  • Due to IT(information technology) development, various ITs have been applied to tourism. Since June 2010, PDA guide service was launched in Kyungbok palace. This study tried to find how effectively the service is operated by comparing flow, satisfaction and reuse intention of PDA users with those of who have received guide service by professional interpreter. The result indicates that those who have received professional interpretation showed to be more involved, satisfied and have more intention to reuse. The paper explored the composing factors of PDA guide service, which are 'interpretation', 'design', 'ease of use', and 'stability of operation'. Among these factors, interpretation was analyzed to be only factor what affects users' involvement and also most influential attribute explaining users' satisfaction and reuse intention. 'Interpretation', 'stability' and 'ease of use' are shown to have impact on satisfaction, while 'interpretation' and 'stability' have significant effect on users' reuse intention of PDA guide service. The operational implications from these results are suggested.

Fuzzy Analysis of Consciousness Structure of Administrator for Determinative of Care Service Quality (요양서비스 질 결정요인에 대한 관리자의 의식구조 퍼지분석)

  • Jang, Yun-Jeong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.3
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    • pp.232-237
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    • 2013
  • The aim of this study is to structuralize a model of the factors determining the quality of nursing care perceived by the director or manager of a long-term care facilities (hospitalization of patients) using FSM(Fuzzy Structural Modeling), employed in structuralizing social systems. The results were as follows: first, quality in the top tier was shown to be connected with job commitment, commitment to the organization, work experience, care skills, knowledge about the elderly, training and education, which are factors in the middle tier; and second, the structure of the middle tier (job commitment, commitment to the organization, work experience, care skills, knowledge about the elderly, training and education) either showed a connection with the lower tier, which includes employment type, job satisfaction, leadership, relationship with users and workplace relationships, or showed a connection among the factors within. These results confirmed the following: first, care skills and knowledge about the elderly, which demonstrate the job expertise of caregivers, showed a connection with service quality based on work experience; second, job commitment in the middle tier was observed to affect various factors in the same tier such as care skills, knowledge about the elderly, training and education amongst others, and it was determined that it is an important determining factor in service quality. Lastly, a meaningful result was shown in relation to leadership. The leadership skills of the director of the facilities had a connection with the care caregivers' commitment to the organization, which had a connection with service quality. This structure showed the kind of role the director must play in order to improve service quality.

The Impact of Metaverse Presence on Immersion and Intention to Continuous Use (메타버스 이용자의 프레즌스 경험이 몰입과 지속이용의도에 미치는 영향)

  • Mideum Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.581-588
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    • 2024
  • Metaverse technology, heralded as the fourth major innovation in computing following personal computers, the internet, and mobile devices, has realized a three-dimensional virtual world where communication with others as well as social, cultural, and economic activities of the real world can take place. While platforms like Zepeto, launched in 2018, and Animal Crossing: New Horizons, released in 2020, initially became popular among younger generations, concerns about declining investment and usage rates of the metaverse have become apparent since 2023. This study examines the impact of metaverse users' sense of presence on their immersion and intention to continue using these platforms.

A Formal Study on Game Character Preference through Game User Classification (게임 이용자의 특성 분류를 통한 게임 캐릭터 선호도에 관한 조형 연구)

  • Noh, Kyung-Hee;Lee, Tae-Il;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.23-31
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    • 2007
  • The study is to explore the ways to design game characters according to the tendency of game users by classifying game users and analyzing the relation between user classes and their preferences towards game characters. The study examines various user classifications based on users' engagement levels, and designs a user questionnaire from them. Based on the result of questionnaire analysis, the study redefines user classes and applies the formal elements of character design to draw on the relationships between user classes and their preferences.

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A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school (청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로)

  • Kwak, Eun-A;Choi, Jin-Ho
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.33-46
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    • 2020
  • The purpose of this study was to examine the differences in the factors that determine the game immersion of adolescents by the level of school. The results of this research showed that among the internal variables, loneliness, self-control, and among the psychological variables, game leadership, game subjective norm, and game efficacy played a common role in game addiction in all groups. To be specific the factors determining game overflow by the level of the school were identified as discriminatory. These findings can help making policies or developing a program on adolescent's overflow.