• Title/Summary/Keyword: 지각된 복잡성

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The Innovation Resistance of IT Workforce to Mobile Commerce (모바일 상거래에 대한 IT인력의 혁신저항)

  • Lim, Sang Hyun;Lee, Choong Kwon;Cha, Kyung Jin;Seo, Jongwon
    • The Journal of Society for e-Business Studies
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    • v.20 no.1
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    • pp.61-78
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    • 2015
  • This study investigates the differences between IT workers, who possess a high understanding of technology, and non-IT workers in the resistance to accepting an innovative service like mobile commerce. From a total of 317 survey respondents, the results of the study revealed that perceived risk, compatability, and complexity were the significant factors for resistance to mobile commerce for IT workers, while relative advantage, compatibility, and complexity were the factors of resistance for non-IT workers. Higher innovation resistance was shown to result in lower intention of use for both groups of mobile commerce users.

A Study on Factors Affecting Innovation Resistance and Intention of Use of Social TV Non-Users: Focused on Innovation Diffusion Theory and Innovation Resistance Model (소셜TV 비이용자의 혁신저항과 이용의도에 관한 연구: 혁신확산 이론과 혁신저항모델을 중심으로)

  • Lee, Byung-Hye
    • Journal of Internet Computing and Services
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    • v.18 no.6
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    • pp.101-112
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    • 2017
  • The purpose of this study was to examine the factors affecting innovation resistance and intention of use of social TV non-users focused on innovation diffusion theory and innovation resistance model. The results were as follows: First, compatibility among perceived innovation characteristics by social TV non-users influenced negatively on innovation resistance, and complexity among perceived innovation characteristics by social TV non-users influenced positively on innovation resistance. Second, perceived risk by social TV non-users influenced positively on innovation resistance. Third, compatibility among perceived innovation characteristics by social TV non-users influenced positively on social TV intention to use. And complexity among perceived innovation characteristics by social TV non-users influenced negatively on social TV intention to use. Fourth, perceived risk by social TV non-users influenced not significantly on social TV intention to use. Fifth, innovation resistance by social TV non-users influenced negatively on social TV intention to use.

A Study of the Innovation Resistance of Users and Intention to Use toward Smart Learning for Education Business Ventures (교육벤처창업을 위한 스마트러닝 사용자의 혁신저항과 이용의도에 관한 연구)

  • Cho, Sanghoon;Yang, Hongsuk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.10 no.1
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    • pp.55-67
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    • 2015
  • This study examines innovation resistance to smart learning, an emerging innovative technology for startups and corporate ventures in the education market. The study explores whether the relative advantage, compatibility and complexity of an innovation, attitudes toward existing learning method(s), and perceived self-efficacy significantly affect innovation resistance. Additionally, the effects of such innovation resistance on future use and the moderating effect according to demographic characteristics are examined. The results of the analysis using a structural equation model showed that all the factors considered (except relative advantage) affects innovation resistance, innovation resistance significantly affects intention to use.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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HSDPA 휴대전화 사용의도에 영향을 미치는 요인

  • Kim, Jong-Guk;Jeong, In-Geun
    • 한국경영정보학회:학술대회논문집
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    • 2007.11a
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    • pp.445-452
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    • 2007
  • 2007 년 3 월 3.5 세대인 HSDPA 의 전국 서비스가 시작되면서 HSDPA 휴대전화는 영상통화를 중심으로 한 다양한 기능으로 소비자를 유혹하고 있지만 설문조사에 의하면 HSDPA 에 대해 소비자들은 과반수 이상이 필요성을 못 느끼고 있고 3 세대에서 2 세대로의 '역(逆) 번호이동'도 꾸준히 늘고 있는 것으로 나타났다. 이는 소비자들이 HSDPA 휴대전화라는 신기술에 대해 기술 수용과 혁신 저항을 동시에 하고 있는 것으로 판단된다. 따라서 기술 수용과 혁신 저항의 관점에서 연구를 진행하였다. 연구결과는 유용성, 편이성, 혁신제품의 특징, 더 좋은 제품 기대가 태도에 영향을 미치는 것으로 나타났고 자기효능, 복잡성, 지각된 위험, 기존 제품에 태도는 태도에 영향을 미치지 않는 것으로 나타났다.

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The Study on the Factors Affecting Discontinuance Intention of FinTech Payment Service: Focusing on Y University Students (핀테크 지급결제 서비스 사용중단의도 영향요인 연구: Y대학 재학생을 중심으로)

  • Chang, Eun-Jin;Hwang, Sin-Hae;Kim, Jeoung-Kun
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.117-129
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    • 2022
  • In the perspective of value-based adoption mode, this study empirically examined the factors that affect the intention of users of Fintech payment services to stop using them. A survey of college students who are familiar with digital devices, have no objection to payment and settlement services, and have high service access. A total of 148 questionnaires were analyzed using SPSS and SmartPLS. The study results show that perceived benefits, complexity, and security concerns are significant factors influencing the discontinue intention of Fintech payment services. Among them, the perceived benefit showed the most significant influence. Based on the results of this study, Fintech providers will be able to build a service environment to provide continuous benefits for maintaining long-term relationships with users, improve systems to secure various uses, and reduce users' negative perceptions of security. Recently, the use of services by the elderly has increased, so it is necessary to expand the scope of this study to target various age groups in future research.

간편결제 서비스에 대한 지각된 용이성과 유용성이 쇼핑몰 재구매의도에 미치는 영향에 관한 연구

  • Kim, Yong-Geum;Jang, Un-Uk;Bae, Byeong-Yun
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.53-53
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    • 2017
  • 페이 춘추전국시대에 간편결제 서비스는 네이버페이, 카카오페이, 삼성페이, L페이, T페이, 시럽 페이, 스마일 페이, 케이페이, 페이나우, 페이코, SSG페이, H-Wallet, 구글페이, 애플페이, 알리페이, 안드로이드페이 등 '페이'관련된 서비스들은 각 회사마다 계속 등장하고 있는 추세이다. 온라인 또는 모바일 쇼핑의 끝에서 복잡한 인증절차와 관련 프로그램 설치로 결제를 포기를 하거나 다른 결제 회사를 선택해서 또 다시 카드번호, 카드 비밀번호, 인증절차를 거치는 번거로움과 시간을 소비하는 일이 많았다. 예전 방식에 비해서 눈 깜짝할 사이 결제를 진행하는 간편결제 서비스는 말 그대로 '빠르고 편리하다'는 장점을 지녔으며, '온라인에 처음 한번만 카드정보를 등록하면 그 다음부터는 비밀번호만 입력하면 결제가 완료된다. 요즘 각 간편결제 서비스 회사들은 가격 할인, 적립금, 포인트 지급 등으로 소비자의 결제 형태를 바꾸고 있다. 쇼핑몰 결제 싯점이라는 중요한 포인트에서 이 연구의 목적은 간편결제 서비스에 대한 지각된 용이성과 유용성이 고객만족과 쇼핑몰 충성도로 인터넷 쇼핑몰 재구매의도에 미치는 영향에 관한 실증적 연구를 하고자 한다.

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The Effect of Perceived Risks and Performance regarding Psychic Distance (심리적거리가 지각된 위험과 성과에 미치는 영향)

  • Hwang, Hwa-cheol
    • Journal of Distribution Science
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    • v.7 no.2
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    • pp.63-87
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    • 2009
  • The conclusions shown by this study are as follows: Firstly, Despite the similarity of the objective distance caused by the geographic distance and cultural similarities. it is found that the psychic distance factor still exists. Secondly, a new affective factor of psychic distance has been noted. As to the shaping method, even though culture and psychic distance involve homeogenic factors, psychic distance is more complex in that it is affected not only by cultural changes but also by other affective factors. Culture is a very significant factor, which can have an effect on forming psychic distance, but it is short of being a measurement variable for measuring psychic distance. Thirdly, psychic distance can have a direct effect on customers' buying response. If it is just a belief shared among the people of a nation, it can't become an important notion.

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Effects of Initiation and Perceived Similarity on the Evaluation of Online Communities (온라인 커뮤니티 속 가입절차 및 지각된 유사성에 따른 평가의 차이)

  • Yoo, Jihyun;Kang, Hyunmin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.25-36
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    • 2018
  • Nowadays, it is hard to imagine one's life without smart phones or the internet. Furthermore, not only do people form groups offline, but also online. Based on the cognitive dissonance theory, there have been many studies about how an offline group's initiation affects attitudes toward the group. However, there has not been a study about how an online group's initiation can affect attitudes toward the group. Therefore, this study aims to find out how cognitive dissonance aroused by initiation affects the attitudes toward the online community, which represents groups that are formed online. In addition, this study examined how perceived similarity affects changes in attitude aroused by cognitive dissonance. Participants were assigned to a group in three ways as follows: without a registration process, with a simple registration process, and/or with a complex registration process. Perceived similarity was calculated by the difference between the current body mass index (BMI) and the target BMI of the participant. Attitudes toward the online group were measured by perceived source credibility, perceived information quality, satisfaction, information usefulness, and continuance intention. Contrary to the cognitive dissonance theory, the results showed that when applied to offline social groups, there were conflicting results. There were cases where there was no difference in the evaluation between initiation conditions. However, other cases showed that groups with the most complex registration process were found to have the worst evaluation. People were more favorable toward the group when the perceived similarity was larger. Interestingly, people who had higher perceived similarity had more positive attitudes toward the groups that had been assigned with a registration process compared to the group formed without a registration process. Conversely, people with lower perceived similarity had more positive attitudes toward the group when there was no initiation process. Online communities may use the results of this study to design more suitable registration processes for their communities.

The Aesthetic Evaluative Response of Eating and Drinking Space Design -Focused on the Relationships between Aesthetic Variables and Preference by Perceptual-Cognitive and Affective Judgment- (식음 공간 디자인의 심미적 평가 반응 -지각적.감정적 판단에 따른 미적 변수와 선호도의 관계를 중심으로-)

  • Choi, Eun-Hee;Kwon, Young-Gull
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.21-32
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    • 2007
  • To quantitatively measure or evaluate aesthetic factors is not easy in comparison with physical, functional, behavioral or economic factors. Yet aesthetic factors essentially play an important role in design modeling process. Despite its importance, research on aesthetic assessment or the interaction of aesthetic influential elements is insufficient. Therefore, this study is intended to find the relationships between visual preference and aesthetic variables of perceptual-cognitive dimension and affective dimension in commercial space design. According to the result of this substantiation research, aesthetic variables that give a positive effect on the preference of commercial space design are unity, order, and clarity in perceptual-cognitive dimension and 'pleasant', 'relaxing' in affective dimension. On the other side, aesthetic variables that give a negative effect on the preference are contrast, complexity, and ambiguity that is a contrary concept of clarity in perceptual-cognitive dimension and 'exciting', 'arousing' in affective dimension.

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