• Title/Summary/Keyword: 인지적 즐거움

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A study of the impact of Metaverse attributes on intention to use - based on the Extended Technology Acceptance Model (메타버스특성이 이용의도에 미치는 영향에 관한 연구 - 확장된 기술수용모델을 기반으로)

  • Seung Beom Kim;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.2
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    • pp.149-170
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    • 2023
  • This study analyzed the factors influencing users' intention to use the Metaverse by applying the extended technology acceptance model. In other words, the factors affecting users' intention to use the Metaverse were defined as technical characteristics (telepresence, interoperability, seamlessness, concurrence, and economy flow) and personal characteristics (social influence and perceived enjoyment) from the perspective of the Extended Technology Acceptance Model. For this purpose, a survey was conducted among men and women of various ages ranging from teenagers to 60s, and the data collected from 327 participants were analyzed using SPSS 22.0 and Smart PLS 4.0. The results showed that perceived usefulness and perceived ease of use, which are antecedents of the Extended Technology Acceptance Model, influence the intention to use Metaverse, and perceived ease of use influences perceived usefulness. Telepresence, interoperability and economy flow were found to have a positive effect on perceived usefulness, and interoperability, seamlessness and concurrence were found to have a positive effect on perceived ease of use. In addition, social influence and perceived enjoyment had a positive effect on intention to use the Metaverse. This study is significant in that it empirically analyzed the factors of users' acceptance of the Metaverse, which is attracting attention as a new platform that will bring significant changes to our daily lives and platform consumption environments.

Antecedents of Mobile Commerce Satisfaction and Outcomes: Empirical Test (모바일 커머스 사용 만족의 선행요인과 결과에 대한 연구)

  • Koo, Chul-Mo;Kim, Yong-Jin;Nam, Ki-Chan
    • Information Systems Review
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    • v.8 no.3
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    • pp.105-123
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    • 2006
  • Traditional commerce has transformed into electronic commerce, then, mobile commerce again plays a critical role in diversifying different types of business. Although the fast changing of mobile commerce as an emerging channel of communication in business, not many studies address why consumers stay on mobile commerce and how they are influenced and influence other consumers. In this study, we investigate the impact of extrinsic and intrinsic motivation on customers' satisfaction and its results. We adopt the Technology Acceptance Model(TAM), value-satisfaction theories, and other motivation studies in developing theoretical framework. We then synthesize these theoretical approaches to conceptualize mobile customers' behavior. Specifically, we postulate cognitive beliefs that influence customers' satisfaction with mobile commerce, and, in turn, significantly contribute to the spread of positive word-of-mouth. The current research model and its results could provide a rigorous basis for understanding customers' behavior in wireless contexts.

Investigating the Impact of Affective Factors on Self-disclosure

  • Kim, Gimun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.235-242
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    • 2022
  • One of the important research streams in the privacy literature for the past decade has been to discover factors affecting the decision-making process related to self-disclosure, called the cost-benefit analysis. However, although human behavior is greatly influenced by affective as well as cognitive factors, most of the factors found in previous studies are those with cognitive properties. Based on the awareness of this imbalanced situation, the study examines the role of affective factors on self-dislosure decision-making, especially SNS enjoyment and SNS fatigue. As a result of data analysis, the study finds that the influence of these affective factors is significant, and the influence of SNS enjoyment is greater than that of SNS fatigue. As for the relationship between the affective factors and the decision-making factors, the study finds that the positive affect(enjoyment) relates to only the positive evaluation factor(benefit) and the negative affect(fatigue) relates only the negative evaluation factor(cost), which demonstrate the congruent effect mechanism. Based on the result, the study discusses meaningful implications and suggestions for future studies.

Explicating Factors explaining Self-Disclosure in the Usage of Micro-blog (마이크로 블로그 사용자의 자기노출에 영향을 미치는 요인에 관한 연구)

  • Lee, Sung-Joon;Kim, Yong-Won;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.12 no.5
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    • pp.127-136
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    • 2011
  • The current study aims to examine what determinants have influences on voluntary self-disclosure in the usage of micro-blogging. Even though the usages of micro-blogging have increased at an exponential rate in South Korea, it has been not well understood the process in which people voluntarily disclose their self-information. In this regard, we tried to examine self-disclosure process on micro-blogging based on Theory of Planned Behavior (TPB). For this purpose, attitudes towards self-disclosure, subjective norm, and perceived behavioral control were set as the antecedents to self-disclosure behavior. The influences of factors including privacy concern, playfulness, informational motivation for social participation, and relational motivation on the attitude were also investigated. The results of an online survey revealed that attitude toward self-disclosure, subjective norm, and perceived behavioral control anticipated the self-disclosure behavior at a statistically significant level. The attitude was not influenced by privacy concern, informational and relational motivation, but by playfulness. The implications of these results are also discussed.

Factors Influencing the Pre and Post Acceptance Behavior of QR code User (QR코드 사용자의 수용 전, 후 행동에 영향을 미치는 요인)

  • Lee, Sang-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.136-144
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    • 2011
  • The Purpose of this research was to identify the factors have influenced Word-of-mouth with a personal Innovativeness in using QR code and to get an advertising & marketing side implication. For this, researcher examined a SEM (structural equating model) methodology of the route from the study on the influencing factors the QR code user's pre and post acceptance behavior and applied the examined variables, existing Expanded TAM, TRAM, PAM which is a contribution points. As a result of this study, first, it was confirmed that the personal innovativeness affected user's perceived usefulness, joyfulness, use intention, and satisfaction. Second, it was confirmed that innovativeness affected perceived usefulness, use intention and this route connected to WOM, in other side, it was discussed that innovativeness affected joyfulness, satisfaction and this route connected to WOM. The above result means that 'joyfulness', 'satisfaction' are important elements, in terms of marketing aspect, for the companies to take an advantage of QR Code as a means of advertising. It should be understood that users don't spend their time on the service having no joy as quality of life improves. After all, it means that uninteresting QR Code isn't suitable for mediums of advertising.

An exploration of the meaning of work through job crafting by Learning Village Activists (학습마을활동가의 잡 크래프팅을 통한 일의 의미 탐색)

  • Song, Seong-Suk
    • Journal of Industrial Convergence
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    • v.19 no.3
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    • pp.51-60
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    • 2021
  • This study aims to do in-depth exploration of the meaning of learning village activists' work, focusing on job crafting. A qualitative case study was conducted through participant observation and in-depth interview from March 23, 2020 to March 05, 2021. As a result of the analysis, a task crafting showed 'task performance using one's own strengths and resources', 'executing additional tasks other than the specified tasks', and 'changes in work methods for efficient task performance'. In a cognitive crafting, 'recognition of the importance of work and sense of vocation', 'recognition of happiness and pleasure in work', and 'recognition of roles to expand work expertise' appeared. In a relation crafting, 'building a community of practical learning with colleagues', 'a mediator of the growth and change of village residents', and 'coexistence of conflict and cooperation with business associates' were shown. In conclusion, learning village activists were actively changing their work through the job crafting and this can be used as basic data to improve the satisfaction with their work. A follow-up study was proposed for activists in learning villages in other regions.

A Study on Factors Affecting Customer's Intention using Cyber Community (1인 미디어 커뮤니티 이용의도에 영향을 미치는 요인에 대한 연구)

  • Kim, Jun-U;Lee, Gi-Dong;Kim, Hak-Hui;Park, Cheon-Ung;Kim, Gyeong-Jun
    • 한국디지털정책학회:학술대회논문집
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    • 2006.06a
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    • pp.139-147
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    • 2006
  • 최근 1인 가상커뮤니티가 성숙화 단계에 들어서면서, 이에 대한 많은 연구들이 이루어지고 있다. 특히, 사이버 커뮤니티는 일반 사용자에게 고립감을 벗어나 사회적 관계(social network)를 맺을 수 있는 기능을 포괄적으로 확장시키고, 이용자들에게는 공동의 관심사와 관계 형성의 공간을 제공한다는 점에서 기존 오프라인 커뮤니티와 같은 역할을 한다고 할 수 있다. 더욱이 '카페' 나 '클럽' 중심의 키뮤니티에서 개인형 커뮤니티 추세로 급변하고 있는 최근에는 블로그 사용자가 급증함에 따라 다양한 초점에서 많은 연구가 필요하다. 이에 본 연구에서는 최근 새로운 미디어로 각광받고 있는 개인형 커뮤니티인 블로그 사용자를 새로운 정보기술의 사용자로 파악하여 기술수용모형(TAM)을 기본모형으로 하여 선행연구로부터 도출된 개인특성 변수들에 대하여 실증분석 한다. 본 연구의 학문적 시사점은 기술수용모델이 블로그 사용 환경에서도 적용 가능한지를 검증한 것이고, 기술수용모델 이외의 요소인 주관적 규범, 인지된 즐거움 그리고 자기 유능감이 블로그 서비스 사용에 미치는 영향력을 알아본 점에서 의의가 있다.

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Factors Affecting the Viewing Intention for Untact Performance Using Value-Based Acceptance Model (가치기반수용모델을 활용한 언택트 공연 관람의도 영향요인 연구 : COVID-19 팬데믹 시기 온라인 스트리밍 공연을 중심으로)

  • Kwon, Sunjung;Son, Jaeyoung
    • 지역과문화
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    • v.8 no.2
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    • pp.49-68
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    • 2021
  • The pandemic of COVID-19 also affected performing arts business and stimulated 'Untact' performances, which means online streaming of the shows including real-time streaming. This study sought to examine factors to the consumers' acceptance. The research framework was based on the VAM, a revised model of TAM for the ICT products and services. For the research, consumer survey was conducted, where ndependent variables are perceived usefulness, pleasure, technicalty and innovation resistance, and dependent variables are percieved value and acceptance. Smart PLS was used to test the hypothesis. The result shows that the significant factors were percieved usefulness(+), pleasure(+) and innovation resistance(-). The percieved technicalty was not significant, the major reason would be that the digital devices and the internet technology are percieved a commodity these days in Korea. Percieved value was significant factor to acceptance. This study is meaningful because it is about the new phenomenon of 'untact' performance through the VAM methodology and it examined the significant factors to the attitude from the perspective of benefits and costs. There is limit that this study didn't consider old peoples' attitude. It is the reason that the continuous researches are necessary.

Effect of Interactivity on Cognitive-affective-behavioral User Responses: Focusing on Korean and Chinese Mobile Users (상호작용성이 사용자의 인지-정의-행위적 반응에 미치는 영향: 한국과 중국 모바일 사용자를 중심으로)

  • Um, Myoung-Yong
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.135-150
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    • 2016
  • This study aims to investigate how perceived interactivity between the mobile messenger application and its user gives rise to user's enjoyment and continuous usage intention. Perceived interactivity was assumed to be formed by the combination of control, share, and responsiveness in light of the previous studies. The relations between perceived interactivity, enjoyment, and usage intention are hypothesized on the basis of the pleasure-arousal-dominance emotional state model, the theory of reasoned action, and the theory of planned behavior. Survey data were collected from 481 mobile messenger users in Korea and China. In order to test hypotheses, structural equation modeling analyses were conducted. As a result, perceived interactivity concerning connectedness and responsiveness not only positively affected enjoyment, but also had a significant effect on usage intention. However, while control positively influenced usage intention, it was not significantly related to enjoyment. In addition, there was a positive relation between enjoyment and usage intention. Incidentally, multi-group analysis was conducted to explore the differences between Korean and Chinese users. The findings would provide managerial implications for mobile messenger corporations on causal effects of perceived interactivity and the differences of the path coefficients between in Korea and China.

An Empirical Study on Consumer's Continuous Usage Intention of Smartphone Services in China (중국 스마트폰 서비스의 지속적 사용의도에 관한 실증연구)

  • Chen, Yan;Moon, Taesoo
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.95-117
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    • 2015
  • With the active smartphones user exceeding 500 million by the end of 2014, China has now become the largest smartphone market in the world. Smartphone companies provide variety of information through a range of applications, such as communications, entertainment, games, and so on. There were many studies conducted about the user acceptance and continuous intention of mobile service. However, it is still not quite clear what factors attract people to reuse smartphone in China. This paper examines the continuous intention of smartphone about Chinese customers. This study incorporates perceived enjoyment as a additional construct into a extended TAM model, by integrating a hedonic service of smartphone. We propose a research model that reflects the individual characteristics and usage contexts of smartphone, such as innovativeness, social influence, and service quality, and analyze the structural relationship between the main variables through empirical study. This study empirically investigated a research model and conducted a survey of smartphone service users in China. Our study proved that perceived enjoyment has a positive influence on continuous intention to use smartphone services. This paper provides the managers an insight that smartphone companies should take more consideration on how to provide more enjoyable service and attract customers to reuse their services.