• Title/Summary/Keyword: 지각된 즐거움

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Relationships among Mobile Fashion Shopping Characteristics, Perceived Usefulness, Perceived Enjoyment, and Purchase Intention -Mediating Effect of Ease of Use- (모바일 패션 쇼핑 특성, 지각된 유용성과 즐거움, 구매의도의 관계 -사용용이성의 매개효과-)

  • Kim, Chunyeon;Hwang, Jin Sook;Cho, Jaejeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.161-174
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    • 2015
  • This study investigates relationships among mobile fashion shopping characteristics, perceived usefulness, perceived enjoyment, and purchase intention as well as examines the mediating effect of ease of use in mobile fashion shopping. A final sample of 379 (from the distributed questionnaires) was used for data analysis. The statistical analyses used for the study were PASW 18.0 to verify the reliability of items and AMOS 16.0 to conduct confirmatory factor analysis and structural equation modeling. The results were as follows. Both measurement models and structural models showed an acceptable model fit. Three constructs of mobile fashion shopping characteristics were significantly associated with perceived usefulness, perceived enjoyment, and ease of use. In addition, ease of use influenced perceived usefulness and perceived enjoyment. Perceived usefulness and perceived enjoyment had a positive impact on attitude and attitude influenced purchase intention positively. Finally, there was a mediating effect of ease of use on the relationship of mobile fashion shopping characteristics, perceived usefulness and perceived enjoyment. The findings provide useful implications for fashion marketers to build effective mobile fashion shopping strategies.

A Study on Structural Relationship between Privacy Concern and Post-Adoption Behavior in SNS (SNS 이용자의 프라이버시 염려도와 수용후 행동 간의 구조적 관계에 관한 연구)

  • Jung, Chul-Ho;Namn, Su-Hyeon
    • Management & Information Systems Review
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    • v.30 no.3
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    • pp.85-105
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    • 2011
  • The primary purpose of this study is to examine the effects of privacy concern on user's satisfaction and continuance intention in SNS. Based on relevant literature reviews, this study posits five characteristics, that is, privacy concern, perceived usefulness, perceived enjoyment, satisfaction, and continuance intention as key factors. And then we structured a research model and hypotheses about relationship between these variables. A total 298 usable survey responses of SNS users have been employed in the analysis. The major findings from the data analyses are as follows. Firstly, privacy concern had a significant influence upon perceived usefulness and enjoyment, however, privacy concern had not a significant influence upon satisfaction Secondly, perceived usefulness and enjoyment had a positive influence upon satisfaction. Lastly, user's perceived usefulness, perceived enjoyment, and satisfaction had significantly related to continuance intention in SNS. From this study, we expect to suggest practical and managerial implications to SNS providers.

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A Study on Smartphone Acceptance for the Visually Impaired (시각장애인의 스마트폰 수용에 관한 연구)

  • Kim, Eun Jung;Park, Seong Je;Kim, Jong Weon
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.4
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    • pp.79-94
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    • 2016
  • Anytime, anywhere, we can be connected through the Internet and obtain information by using the smart device. However, people with disabilities are unable to take advantage of smart IT environment. Many studies pointed out that this has been the cause of the digital divide and social problems. In this study, we conducted an empirical study on the use of smart devices to help the blind acceptance of conduct. According to the study results, innovativeness had the impact on perceived usefulness, perceived ease of use, perceived enjoyment, and self-esteem and self-efficacy appeared to affect the perceived ease of use. In addition, the perceived usefulness, perceived ease of use, perceived enjoyment affected the intention to re-use. These study results contribute to both theory and practice.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

Factors Influencing the Continuous Watching and Paid Sponsorship Intentions of YouTube Real-Time Broadcast Viewers: Based on the S-O-R Framework (유튜브 실시간 방송 시청자의 지속시청 및 유료후원 의도에 영향을 미치는 요인: S-O-R 프레임워크를 기반으로)

  • Kwon, Ji Yoon;Yang, Seon Uk;Yang, Sung-Byung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.285-311
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    • 2022
  • In this study, based on the S-O-R framework, how individual's stimuli (i.e., video characteristics, YouTuber characteristics, real-time broadcasting characteristics of YouTube channel) form organisms (i.e., perceived usefulness, perceived pleasure, social presence), leading to viewers' responses (i.e., continuous watching intention, paid sponsorship intention) on real-time YouTube channels. For this purpose, a research model and hypotheses were constructed, and 369 questionnaire data collected from users of real-time broadcasting channel services on the YouTube platform were analyzed. Result findings confirmed that some video/YouTuber/real-time broadcasting characteristics significantly affect viewers' perceived usefulness/perceived pleasure/social presence, and further influence continuous watching/paid sponsorship intentions. Theoretical and practical implications of the findings are discussed in conclusion.

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.

The Effect of Dynamic Shopping Experience on Experiential Perception of Value : Internet Shopping and TV Shopping (동태적 쇼핑 경험이 경험 가치 지각에 미치는 영향에 관한 연구 : 인터넷 쇼핑과 TV 홈쇼핑을 중심으로)

  • 이승창;유수연
    • Proceedings of the Korean DIstribution Association Conference
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    • 2003.05a
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    • pp.149-175
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    • 2003
  • 1990년대 이후 인터넷을 비롯한 각종 기술의 발달로 TV 홈쇼핑, 인터넷 쇼핑, 카탈로그 쇼핑, 모바일 쇼핑 등과 같은 새로운 소매업태가 등장함에 따라 각기 다른 소매업태, 즉 각기 다른 쇼핑 환경들이 어떻게 소비자의 가치지각에 영향을 미치는 가에 대한 연구가 필요성이 제기되었다. 이를 위해 본 연구에서는 인지 심리학의 한 이론인 인지 연속성 이론의 동태적 과업시스템을 소비자의 쇼핑 행동에 적용하였다. 즉 소비자의 쇼핑 경험을 소비자와 쇼핑 환경이 상호작용하는 동태적 과업으로 간주하였으며 이에 따른 가치지각을 연구하고자 한 것이 본 연구의 목적이다. 본 연구에서는 동태적 쇼핑 경험의 구성요소로서 내ㆍ외면적 특성인 소비자의 쇼핑성향과 쇼핑 환경을 정의하였으며 소비자의 경험가치에 있어서는 Holbrook의 경험가치 척도를 적용하여 소비자의 동태적 쇼핑경험이 쇼핑가치지각에 어떠한 영향을 미치는 가를 실증적으로 분석하였다. 본 연구에서 적용한 경험가치척도는 경제적 가치, 효율성, 내면적 즐거움, 현실도피성과 같은 추구 가치와, 시각적 매력, 엔터테인먼트 가치, 서비스 우수성과 같은 수동적 가치로 구분되며 실증분석 결과 이러한 경험가치들은 각각 동태적 쇼핑 경험의 내ㆍ외면적 특성에 따라 서로 다른 영향을 받는 것이 검증되었다.

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Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity (패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향)

  • Lee, Eun-Jung;Jeon, Jihye
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.387-395
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    • 2022
  • This study empirically studied the effect of the characteristics of consumer experience in a virtual store in the metaverse of a fashion brand on consumers' perceived utility and self-congruence for the medium. As a result of the analysis, all three factors (reality, ubiquity, anonymity) of the fashion brand metaverse virtual reality store experience had a significant positive effect on the perceived avatar consistency. On the other hand, realism and ubiquity had a significant positive effect on perceived fun, but the effect of anonymity on perceived fun was not significant. On the other hand, perceived avatar identity was found to have a significant positive effect on perceived consumer-brand self-congruence. Finally, it was found that the perceived fun in the metaverse fashion brand virtual reality store had a statistically significant positive effect on perceived consumer-brand self-congruence.

The Role of Perceived Cost toward on Continuance Intention of Mobile TV: Focused on Chinese users (지각된 비용이 모바일 TV 지속사용의도에 미치는 영향: 중국 사용자를 중심으로)

  • Fu, Bin;Jung, Chul-Ho;Chung, Young-Soo
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.295-303
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    • 2013
  • This study highlight the role of perceived cost on user's continuance intention to use mobile TV service in china. We proposed research model based on the expectation-confirmation model(ECM) and reclaim 243 questionnaires from experienced users in china. Above all, the analysis results support significant relationship perceived variables, satisfaction, and continuance intention of mobile TV. First, while expectation confirmation has positive influence on perceived playfulness and satisfaction, the effect on perceived usefulness is not significant. Second, perceived cost can significantly predict perceived usefulness and satisfaction, however, we found no evidence of a statistically significant influence on perceived playfulness. Third, perceived usefulness and perceived playfulness have a positive influence on satisfaction, and perceived usefulness, satisfaction, and perceived playfulness have a positive influence on continuance intention. This results provide implications from both theoretical and managerial perspectives and the limitations have been discussed for future research.

A Study on Consumers' Intention to Continue Use of Unmanned Stores in the Non-face-to-face Era : Focusing on the Moderating Effect of COVID-19 Social Risk (비대면시대 소비자의 무인점포 지속적이용의도에 관한 연구: COVID-19 사회적 위험의 조절효과를 중심으로)

  • Oh, Jong-chul
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.1-21
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    • 2020
  • Recently, the emergence of new technologies caused by the Fourth Industrial Revolution caused a great change not only in the overall society but also in the retail industry. In the retail industry, unmanned stores based on new technologies have emerged, changing the consumption behavior of consumers. In particular, the global pandemic caused by COVID-19, which appeared in December 2019, raised social risks, and as a result of this, the beginning of the non-face-to-face era, interest in unmanned stores is increasing. In this study, the effects of benefits factors (perceived usefulness, perceived economics, perceived enjoyment, relative advantages) and sacrifice factors (perceived risk, technicality) perceived by unmanned store users on continuous use intention through perceived value. In addition, it is a study to test through empirical analysis what role the social risk from COVID-19 plays in the process of consumption through unmanned stores. The purpose of this study is to provide strategic implications for the activation of unmanned stores in the non-face-to-face era. In this study, a total of 293 copies of data were collected for users of unmanned stores for hypothesis testing. In addition, the collected data was analyzed using SPSS 21.0 and AMOS 21.0 statistical programs. The results of the study are summarized as follows. First, it was found that the perceived benefits (perceived usefulness, perceived economics, perceived playfulness, and relative advantages) of unmanned stores all had a significant positive effect on perceived value. Second, it was found that all perceived sacrifices (perceived risk, technicality) of unmanned stores had a significant negative effect on perceived value. Third, it was found that the perceived value of unmanned stores had a significant positive effect on the intention to continue use. Finally, the social risk from COVID-19 has been shown to play a moderating role when the perceived sacrifice of unmanned stores affects the perceived value.