• Title/Summary/Keyword: 인터넷 커뮤니티

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Research Trends of the Credibility of Information in Social Q&A (지식검색커뮤니티 정보의 신뢰성에 관한 연구 동향 분석)

  • Kim, Soo-Jung
    • Journal of the Korean Society for information Management
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    • v.29 no.2
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    • pp.135-154
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    • 2012
  • Social Q&A sites such as Yahoo! Answers and Naver Knowledge-iN have become a viable method for information seeking and sharing on the Web. Considering their immense popularity and growing concerns about their validity as information sources, questions about the credibility of the information provided on social Q&As are timely. Therefore, this paper summarizes recent research on credibility related to the social Q&A context, identifies research gaps, and presents a research agenda for future research to advance this newly developing area.

A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld (싸이월드의 사례 분석을 이용한 온라인 게임의 커뮤니티 구성 요소에 대한 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.3-13
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    • 2004
  • On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.

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Relationship among Privacy Concerns, Self Discrepancy and Sense of Virtual Communities (커뮤니티 서비스에서 프라이버시 염려, 자아불일치 및 공동체 의식의 관계)

  • Kwak, Soo-Hwan;Ryoo, Sung-Yul;Lee, Yun-Hee
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.360-369
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    • 2010
  • The objective of this research examines the relationships among privacy concerns, self discrepancy, and sense of virtual communities. According to the relevant literature review, we considered information privacy concerns factor as information collection, control, and awareness of privacy practice, and sense of community factor as membership and immersion on virtual communities. This research surveyed for the online community user and employed hierarchical regression model for the moderating effect test. The results of empirical analysis turns out that awareness of privacy concerns practice has negative impact on the self discrepancy, on the other hand, information collection and control factors do not affect. The next finding is internet use duration has moderating effect on the self discrepancy with information control and awareness of privacy concerns practice. The last findings are self discrepancy affect on the community membership and does not affect on the community immersion. It could be a good guide line for the operational direction on virtual community.

A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities (가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
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    • v.30
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    • pp.7-33
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    • 2005
  • This study examined the type of needs involved in the activities of a virtual community and the impart of gender on online participants' needs and 'perceived control behavior'. In addition, the study tried to figure out how people behave on certain factors. The survey was conducted to 230 local students who have experienced online community activities. The study results showed there were three factors related to a virtual community, 'relational need', 'entertainment need', 'instrumental need'. There was, however, no significant effect between gender and the type of needs, and between gender and 'perceived behavior control'. The results also showed that 'entertainment need' is the most important factor to predict a virtual community participation. This might not Imply the improvement of information technologies helps us return to the communities in which Individuals have a close and affectionate relationship each other.

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Influence of On-line Brand Communities on Customers' Attitudes -Focusing on the Brand Selection of Online Universities- (온라인 브랜드커뮤니티가 소비자 태도에 미치는 영향 -온라인 대학 브랜드 선택을 중심으로-)

  • Rhie, Jinny
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.366-377
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    • 2010
  • As internet and mobile technology brings rapid transformation to this society of information, how relations are conducted between customers have become a critical factor influencing companies. Companies are creating Internet communities based on their brands, encouraging customers to actively form and develop brand communities. Thus, this report proposes a plan to analyze the effectiveness of community activities based on the customers active involvement and how to effectively manage and utilize it. The purpose of this research is to understand the effects on-line brand communities and their characters have on customer behavior. Also, it will study the effects community attitudes have on brand decisions and oral transmission communication when on-line brand communities choose a brand. This report was conducted to survey on-line university students to understand how communities' attitude affects the decision of on-line university brand and oral transmissions when students choose to study at a on-line university. According to research, those factors brought positive responses to character of the brand communities(confidentiality of information, interactivity, convenience, intimacy) and by doing so, on the customer's attitude side, positive results on intention of purchase and oral transmissions can be expected. In addition, the character of the brand communities affects intention of purchase and oral transmission communication. Based on this research, it is possible to propose a marketing strategy that revitalizes brand communities' activities.

Future Direction of Expert Communities (전문가 커뮤니티의 발전 방향)

  • 이주영;한선화
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2003.11a
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    • pp.517-524
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    • 2003
  • 현재 전 세계 각국은 지식 경쟁력 확보에 혈안이 되어 있으며, 우리나라는 풍부한 인터넷 인프라를 구비하여 지식 강국으로 발돋움하기 위한 충분한 토대를 마련하고 있다. 특히, 인력은 인터넷 시대의 핵심적 지식 자원으로서, 전문가 두뇌 연계 망(네트워크)의 구축과 운영을 통해 해당 분야 전문가간 협력 및 교류가 진행되면, 지식 정보의 동시 생성, 공유, 활용 체제의 확립이 가능하다 전문가 커뮤니티의 구성원은 정보의 공유와 확산에 자발적으로 기여하는 지식의 선 순환 구조를 이루게 될 것이다. 본 논문에서는 국내외 과학기술 전문가로 구성된 한민족과학기술자 네트워크(KOSEN, www.kosen21.org)를 사례로 전문가 네트워크의 역할과 특징을 살펴보고, 지식 기반 사회에서 전문가 네트워크의 발전 방향을 제안하고자 한다. KOSEN은 지식의 생성, 공유, 활용 등의 지식관리 프로세스를 지원하는 과학기술 전문가 커뮤니티이다. 향후 인적 자원 및 정보 자원의 적절한 연계를 통해 지식의 활용 측면을 더욱 확대하여 본격적인 지식 정보 활용의 장으로 거듭나야 한다. 컨텐트 가치증대를 통한 전문가 참여 확대, 전문가들간 상호 연계의 확대를 통한 소 공동체 형성, 전문가들간 상호 학습, 정보 거래 메커니즘 구축 등의 다양한 방안을 통해 보완될 것으로 기대한다.

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A Study on the Customer Satisfaction of Community site (커뮤니티 사이트 고객만족에 관한 연구)

  • 김재륜;신영균
    • Journal of the Korea Computer Industry Society
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    • v.2 no.7
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    • pp.905-912
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    • 2001
  • The systematic understanding of a satisfied customer creation on the internet site is very important. Especially, this study focus on the customer satisfaction of community site and form hypotheses and test it. results are as follows; Community and contents were significantly and positively related to satisfaction. Also, satisfaction had effect on behavior intention. Surprisingly, convenience and design had no effect on satisfaction. 1 guess it reflect the internet environment of current.

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뉴21 커뮤니티

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.68
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    • pp.22-22
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    • 2005
  • 아침 9시까지만 출근하면 근무시간 중 운동을 하러가거나 개인 일을 봐도 아무도 뭐라고 하지 않는 회사. 그러면서도 주5일 근무이고, 자기개발비와 운동비를 꼬박꼬박 지급하는 회사. 이 꿈같은 회사가 바로 올해로 설립 8년째를 맞은 새싹벤처 뉴21커뮤니티다. 이들은 자유분방한 회사 분위기만큼이나 인간미 흐르는 인터넷 만들기에 노력한다.

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User Innovation through Online Communities: Processes and Strategies (온라인 커뮤니티를 통한 사용자혁신의 과정과 전략)

  • Bae, Jong-Tae;Kim, Jung-Hyeon
    • Proceedings of the Technology Innovation Conference
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    • 2009.02a
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    • pp.3-24
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    • 2009
  • 본 논문은 온라인 커뮤니티를 통해 사용자들이 정보교류와 의사소통을 활발히 전개하여 사용자혁신 (User Innovation)을 촉진하는 사례들과 이와 관련된 현안 이슈들, 그리고 기업의 사용자혁신 활용 전략을 다루고 있다. 특히 인터넷의 보급과 확산을 통해 사용자들이 온라인 커뮤니티를 형성하고 상호 교류할 수 있는 장이 마련되어 사용자혁신이 더욱 활성화 될 수 있으므로, 휴대기기 산업에서 이러한 사례를 발굴하여 분석하였다. 특히 본 연구에서는 MP3 플레이어 산업에서 기업이 온라인 커뮤니티를 통해 고객정보를 어떻게 획득/처리/활용하는지, 그리고 스마트폰인 블랙잭 제품에서 어떤 과정을 통해 사용자혁신이 이루어지는 지를 사례연구 하였다. 본 연구의 결과는 1)온라인 커뮤니티에서 사용자의 역할과 (정보공유, 아이디어 창출, 문제해결, 정보취합, 제품테스트, 사용의견 제시, 제품홍보 등) 기업의 대응전략, 2)기업과 고객간 커뮤니케이션 패턴 (질문/불평/사용후기 및 피드백/시제품/공지 등) 특성, 3)온라인 커뮤니티 내에서 사용자간 커뮤니케이션 패턴과 현안, 4)온라인 커뮤니티 활성화를 통한 신제품개발 촉진방안 등으로 구분하여 제시되었다. 마지막으로 이러한 사용자혁신 사례를 바탕으로, 사용자혁신을 촉진하고 신제품개발과정에서 사용자의 참여를 강화할 수 있는 정책적 함의를 정리하였다. 특히 개방형 혁신이 강조되는 상황에서 사용자혁신은 개방형 혁신의 한 형태도서도 의미가 있으며, 향후 더 많은 사례연구와 실증분석이 요구된다.

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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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