• Title/Summary/Keyword: 지각된 즐거움

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A Study on Unified Theory of Acceptance and Use of Technology(UTAUT) Improvement using Meta-Analysis: Focused on Analysis of Korea Citation Index(KCI)-Listed Researches (메타분석을 활용한 통합기술수용모형의 개선 연구: KCI 등재 논문 분석을 중심으로)

  • Hwang, Jeong-Seon;Lee, Hong Joo
    • The Journal of Bigdata
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    • v.2 no.2
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    • pp.47-56
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    • 2017
  • The UTAUT was presented as a comprehensive of eight existing theories to improve the limit of Technology Acceptance Model (TAM), and it has been also utilizing in various fields related to acceptance and diffusion of new technology. In this study, we analyzed factors utilized in UTAUT through meta-analysis, and confirms the consistency of the model. We presented the principal factors and the additional factors. Moreover, we presented differences and suggestions through comparative analysis with previous researches. The meta-analysis showed that satisfaction, hedonic motivation, attitude, perceived enjoyment showed a important factors as additional factors. Based on this result, we presented an extended UTAUT model. In the case of Korea studies, it was found that increasing the degree of behavior intention is the most important factor leading to use behavior. The results of this research will be able to support researchers who research the acceptance and diffusion of new technologies, and companies trying to launch new products.

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A Study on The Impact of Perceived Crowding on Emotional Response and Revisit Intention (공항 이용객의 혼잡지각이 감정적 반응과 재방문의사에 미치는 영향에 관한 연구)

  • Kim, Seung-Lee;In, Ok-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.141-150
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    • 2015
  • The object of this study is finding out the relational effect of perceived crowding of international airport on emotional response and revisit intention. The data of this study was collected by questionnaire and based on Incheon international airport visitors. A total 260 validity sample was analyzed a frequency analysis, reliability analysis, exploratory factor analysis and correlation coefficient analysis from SPSS 21, a hypothesis through out confirmatory factor analysis and structural equation modeling from AMOS 7.0. As a result of this study, visitors' human perceived crowding of international airport and positive emotional response showed a significant effects on revisit intention.

The Study on the User Behavioral Effects of Perception and Characteristics on the Common Essential Applications of Smartphones (스마트폰 공통 필수앱에 대한 이용자 인식과 특성이 이용 행동에 미치는 영향)

  • Youn, Bo Heum;Lee, Yoon Jae;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.27 no.3
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    • pp.415-436
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    • 2022
  • This study was conducted by the customer survey of 15 to 65 years old in order to identify the user behavioral effects of perception and characteristics on the common essential applications of smartphones with the United Theory of Acceptance and Use of Technology (UTAUT) and Value-based Acceptance Model (VAM). As a result, it was found that performance expectancy, enjoyment, facilitating conditions, effort expectancy, and social influences, excluding information privacy concern, have a positive effect on use behavior. The moderating effect by age was found that the youth was higher between perceived value and behavioral intention, and the middle-aged was higher between enjoyment and perceived value. This study has significance in providing implications for establishing strategies on designing and pre-loading apps, and increasing usage rate.

The Effect of Personal trait on Perceived Value and Recommendation Intention : Focus on one-person media contents (개인성향에 따른 1인 미디어 콘텐츠의 가치 지각 및 추천의도에 미치는 영향)

  • Ju, Seon-Hee;Song, Min-Young;Kim, Byung-Kuk
    • Journal of the Korea Convergence Society
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    • v.9 no.12
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    • pp.159-167
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    • 2018
  • As the popularity of single-person media content increases, We investigated the causal relationship between perceived value and intention to recommend to others. Individuality was studied on the tendency to sensation seeking and novelty seeking, which is a tendency to take boredom sensitive to monotonous and repetitive daily routines, and novelty seeking refers to new information and stimuli. The hypothesis was that high sensation seeking and high novelty seeking would perceived emotional value, epistemic value, and economic value for a single person 's media content. Hypothesis testing was performed using multiple regression analysis using SPSS21. As a result of the hypothesis test, The novelty seeking has a positive effect on emotional value, epistemic value, and economic value. Users who want to explore and enjoy new things could perceived the emotional value of having fun, fun, and sadness through single-person content, perceived a epistemic value and enjoy new information and situations as a tool to recognize new stimuli and know what they didn't know. And it could be seen that users perceive the economic value that they can enjoy at low cost or free service. The sensation seeking has a significant effect on epistemic value, but it did not affect emotional value and economic value significantly. Those who have a high tendency to sensation seeking can perceive curiosity about one-person media contents, so that they can perceive epistemic value. However, those who feel that they have not significant influence on economic value and emotional value can easily understand that expecting one's content does not feel bored by paying for a low cost or free service.

An Empirical Study on the Factors Affecting Continuous Usage Intention of Games (게임의 지속적 이용에 영향을 미치는 요인에 대한 실증적 연구)

  • Kim, Han-Min;Kim, Jong Uk;Park, Sang Cheol
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.525-535
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    • 2022
  • The purpose of this study is to identify the factors influencing the user's continuous usage intention of computer games. A research model was developed which shows that the independent variables of value, expectation confirmation, perceived enjoyment affect user satisfaction and continuous usage intention. To test the six hypotheses, survey data were collected from 104 respondents, and hypotheses tests as well as a confirmatory factor analysis were conducted using a partial least square analysis tool. The statistical analysis result showed that expectation confirmation had a significant positive effect on satisfaction, and satisfaction also had a strong positive effect on the game user's continuous usage intention. Perceived enjoyment showed a highly strong positive effect on satisfaction. In addition, satisfaction was found to have full mediation effects in the relationship between expectation confirmation and continuous usage intention, and perceived enjoyment and continuous usage intention respectively. This result provides an important implication that continuous usage intention occurs through user satisfaction, and also indicates the contribution of this study for the game industry. Another contribution of this study is to introduce critical independent variables from the marketing and information technology domains in order to explain continuous usage intention of computer games.

The Research of Exploring Factors Impact on User's Continuance Usage of Chinese Short-clip Application: Based on the Unified Theory of Acceptance and use of Technology (UTAUT) and Flow Theory (중국 쇼트 클립 어플리케이션 지속 이용의도 연구: 플로우 이론과 통합기술수용모형을 바탕으로)

  • Xiang, Yue;Nam, Yoonjae
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.568-580
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    • 2019
  • This research explored how the various of factors including performance expectancy, effort expectancy, social influence and facilitating conditions and some external factors consisting of critical mass, attention, perceived enjoyment, and time distortion had impacts on users' usage of short-clip application based on flow theory and the UTAUT model. The research employed SEM with 263 valid questionnaires. The results showed that social influence and satisfaction factors had positive impacts in sustainable usage of mobile short-clip application, while the other factors have no special effect on it. The results also indicated that time distortions had a negative effect in the intention of continuous usage. Furthermore, performance expectancy, perceived enjoyment, and time distortions had positive impacts in users' satisfaction. The beneficial effects of critical mass on social influence had been recognized through this study.

Deokhu: Differences of investment activity and flow level according to self-perception, emotional change before-after deokhu activity (덕후: 자기 지각에 따른 투자 활동과 몰입 수준 차이, 덕후 활동 전후의 정서 변화)

  • KIM, SU-SIE;Lee, Heung-Pyo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.1
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    • pp.75-84
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    • 2019
  • The purpose of this study was to investigate whether there is a difference between the deokhu activities and the flow level of the deokhu group. We also tested whether there are any real differences in emotion before and after the deokhu activities. The study included 227 adults and results were as follows. First, the deokhu group had a high cost of investing and a high rate of one-day investments, particularly for one-week activities and years of duration compare to the non-deokhu group. Second, the higher the degree to which they perceived themselves as deokhu and the level of deokhu activities were higher in flow. and the group of deokhu was more absorbed than the non-deokhu group. Third, there has been no change in positive and negative feelings before and after deokhu activities in the non-deokhu group. For the deokhu group, the positive emotions of happiness, joy, tranquility, pleasure increased and negative emotions such as anger, anxiety, sadness, shame, and guilt were significantly reduced after deokhu activities. The perception of deokhu and deokhu activities have positive functions that increase the level of flow, relieve negative feelings and enhance positive emotions.

The Effect of Trance Media Using Webtoon on Loyalty and Perceived Pleasure - Focusing on The Mediating Effect of Commitment and The Moderating Effect of Gender - (웹툰을 활용한 트랜스 미디어가 충성도 및 지각된 즐거움에 미치는 영향 - 몰입의 매개효과 및 성별의 조절효과를 중심으로 -)

  • Liu, Fan-Jia;Choi, Eun-Kyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.295-306
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    • 2022
  • This study examined the effects and roles of transmedia such as trailer (i.e., trailer) and webtoon OST (i.e., Original Sound Track), which have recently served as extended content in webtoons. In recent years, the number of transmedias using webtoons has increased rapidly, and production and consumption in various directions have been taking place. However, studies on whether these contents lead to positive emotions and attitudes toward webtoons are not actively conducted. Therefore, this paper examined the effect through loyalty and perceived enjoyment, and found that 'increasing immersion in content through transmedia' plays a major role as a major variable. In addition, it is determined whether these mechanisms appear differently by gender, and in the case of women, media consumption tends to be based on emotional signals compared to men, so transmedia will further increase the level of immersion, but webtoon content did not show gender effects on media consumption. This is a meaningful result that shows that in general, media consumption methods according to gender appear differently in webtoons. Therefore, based on the results, this study presented directions and implications to keep in mind when planning the production of various transmedias using webtoons.

The psychological factors and impacts in lottery-purchasing decisions (복권 구매행동의 심리적 결정요인과 그 영향)

  • Taekyun Hur
    • Korean Journal of Culture and Social Issue
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    • v.10 no.3
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    • pp.19-36
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    • 2004
  • An experimental research investigated the components of lottery games affecting lottery-purchasing behaviors and the psychological consequences of the behaviors. In the experiment, participants were given a chance to purchase a lottery tickets during a series of computer games and their decision of purchasing the lottery ticket was measured. Also, the size and probability of the lottery games were manipulated and the perceived difficulty, satisfaction of the mid-outcome, and perceived probability of success in the computer game were measured in order to examine their impacts on participants' lottery-purchasing decisions. In addition, the behavioral tendency, satisfaction of the final outcome, and perceived self-capability in the computer game were measured at the end of the computer games in order to examine the effects of lottery-purchasing experiences on the variables. Participants who perceived the games as easier and estimated the probability of their success highly were more likely to buy the lottery tickets. However, the winning prize and odd of lottery tickets, perceived satisfaction of their own performance, and the performance itself did not influence the purchasing decisions. The common beliefs on the negative effects of lottery-purchasing experiences on human motivation and behaviors were not supported. The implications of the present research findings and limitations of the experimental research on lottery were discussed.

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The Effects of Chinese Tourists' Perceived Experiential Value on Product and Store Satisfaction (중국 관광객의 지각된 쇼핑 경험 가치가 제품 및 점포 만족도에 미치는 영향)

  • Lee, Ha Kyung;Kim, Jimin;Kim, Eung Tae;Choo, Ho Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.561-573
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    • 2015
  • The influence of tourists on the retail market in Korea continues to grow, and China has become the largest outbound-spending nation in the world. Korea's retail industry must comprehend the sophisticated consumption behavior of Chinese tourists. Hence, we explored how the experiential value of shopping in Korea affected Chinese tourists' satisfaction levels regarding stores and products. Findings from this study suggest entertainment and escapism mediate the effect of experiential value on consumer attitudes toward products and stores. This research was conducted with Chinese female tourists who shopped in Korea during their latest visit to this country. CFA and SEM were implemented using AMOS 20.0. The analysis of survey data produced interesting results. Visual appeal, crowding, and service excellence had positive impacts on entertainment, and they had a positive influence on both store satisfaction and product satisfaction. Regarding escapism, crowding and economic benefits had positive impacts, whereas visual appeal and service excellence had no effects. Results showed that escapism had a negative influence on attitudes toward both products and stores. To be clear, escapism refers to the status of absorption by which consumers are highly occupied with pleasant feelings, therefore, shopping when the motive of escapism is high is likely to be less rational and more impulsive. In this study, the diverse roles of different emotions associated with entertainment and escapism in the context of tourism shopping were identified. The findings provide practical implications for developing retail strategies and highlight the importance of the experiential values of shopping for tourists.