• Title/Summary/Keyword: 지속 이용 의도

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Why do We Listen to Books?: Exploring Factors Affecting the Purchase Intention of Audiobooks (우리는 왜 책을 듣는가: 오디오북 구매의도에 영향을 미치는 요인 탐색)

  • Kim, Hyoung-Jee;Kim, Junghwan
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.118-128
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    • 2021
  • As interest in the audiobook market is growing, this study examined the influence of audiobook usage on purchase intention. An online survey was conducted in December 2020 targeting those in their 20s to 40s with experience using audiobooks. PLS-SEM was employed and the results are as follows. First, information, relaxation, and convenience motivation of audiobooks had a positive impact on user satisfaction. Second, while innovativeness of users had a positive impact on satisfaction, multitasking did not significantly affect satisfaction. Third, satisfaction had a positive impact on continued use and purchase intention. Finally, the continued use intention positively affected the purchase intention. This study is significant as an early study on the use of audiobooks. It is also meaningful in that it explored the process of evolving books in accordance with changes in technology and market demand.

A Study on User Satisfaction and Continued Use of Mobile Rewards Applications: Focused on User Type, Gender and Experience of Using Reserved Value (모바일 리워드 어플리케이션의 이용 만족과 지속적 이용의도에 관한 연구: 사용자 유형과 성별 그리고 적립금 사용경험을 중심으로)

  • Kim, Eun-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.605-619
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    • 2016
  • This study aims to figure out effects of the rewards applications receiving a lot of attention recently as mobile advertising using the smartphones. Therefore, this study examines differences of user satisfaction and continued use intention according to a user characteristic, demographic characteristic and rewards application characteristic. The research results are as follow. First, in terms of user satisfaction of the rewards applications, there is a significant difference according to the user gender and existence of the reserved value experience. Second, there is a significant difference in the continued use intention of the applications according to the user type and gender. Third, it is also found that there is an interaction effect between the user gender and existence of the reserved value use experience on the continued use intention. This study is significant in that the results may provide future researchers with practical foundations for marketing strategies to activate the rewards applications.

Effects of Information Quality on Customer Satisfaction and Continuous Intention to use in Social Commerce (소셜 커머스 사이트에서의 정보품질이 소비자의 만족과 지속적 이용의도에 미치는 영향)

  • Jun, Byoung-Ho;Kang, Byung-Goo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.127-139
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    • 2013
  • Social commerce has not been studied in depth as it is a more common recent phenomenon. Especially, social commerce has not been examined academically in terms of information quality despite its importance. The purpose of this paper is to investigate the effects of information quality on customer satisfaction and continuous intention to buy in social commerce market. This study addresses two research questions as following. First, this study aims to examine the effects of information quality on customer satisfaction and then investigate the relationship between customer satisfaction and continuous intention to use in social commerce market. According to the result of analysis, all aspects of information quality except price information quality were found to be significantly related to the customer satisfaction. Finally, customer satisfaction was shown to be significantly related to the continuous intention to use. This study has academic and practical significance in that it analyses the customer satisfaction in terns of information quality and then provides strategic guide for enhancing customer satisfaction in rapidly developing social commerce market.

The Effect of Perceived Enjoyment and User Characteristics on Intention of Continuous Use of Mobile Social Network Games: Focusing on Mediating Effect of Flow Experience (모바일 소셜 네트워크 게임에 대한 지각된 즐거움과 이용자 특성이 지속적 이용의도에 미치는 영향: 플로우 경험의 매개효과를 중심으로)

  • Youm, Dongsup
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.415-425
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    • 2017
  • The purpose of this study is to examine the effect of perceived enjoyment and user's characteristics on the intention of continuous use when users play social network games on a mobile device. In addition, the study empirically investigated the mediating effect of flow experience in this process. To fulfill the purpose, this study conducted a survey on 244 college students and collected data. When the collected data was analyzed, the followings were known. First, perceived enjoyment, and both self-efficacy and innovation propensity of user's characteristics turned out to have a positive (+) effect on the intention of continuous use in mobile social network game. Second, in the process, it was known that flow experience played a mediating role. These findings are expected to be useful data in developing game contents of high quality or making a marketing strategy for continuous improvement of online social network game industry. In addition, future studies are expected to generalize the research to various age groups.

Determinants of the User's Satisfaction and Continued Usage Intention in IPTV Services (IPTV 서비스 이용자의 만족과 지속이용의도에 영향을 미치는 요인)

  • Jung, Chul-Ho;Chung, Young-Soo
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.137-146
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    • 2012
  • The purpose of this study is to identify the influecing factors on the user's satisfaction and continued usage intention in IPTV services. For this purpose, a research model and hypotheses are developed based on the relevant literature reviews. Data have been collected from 310 users who have used IPTV and the research hypotheses were tested by covariance structural model analysis. The results of this empirical study are summarized as follows. First, perceived enjoyment was confirmed to have a positive effect on user's satisfaction and continued usage intention, however, we found no evidence of a statistically significant relationship between perceived enjoyment and perceived usefulness. Second, perceived ease of use was found to positve influence perceived usefulness, however, we found no evidence of a statistically significant influece on user's satisfaction. Third, confirmation was found to positively influence satisfaction and continued usage intention. Fourth, perceived usefulness had a positive influence on continued usage intention, and both perceived usefulness and satisfaction had a positive influence on continued usage intention. Based on these findings, we suggested the implications and further research directions.

An Integrated Model for the YouTube 'Mukbang' Content use Motivation and Continuous Use Intention: Focusing on Uses and Gratifications Approach and Technology Acceptance Model (유튜브 '먹방' 콘텐츠 이용 동기와 지속이용의도 통합모델: 이용과 충족접근, 기술수용모델을 중심으로)

  • Gweon, Oh-Cheon
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.413-425
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    • 2021
  • This study examines the motivation for using YouTube 'mukbang' content by integrating the use and satisfaction approach and the technology acceptance model, and identified the determinants that affect the continuous use intention. A survey was conducted on 358 YouTube 'mukbang' content users, and major results were derived through exploratory/confirmatory factor analysis and path analysis using the SPSS 21.0 program and the AMOS 21.0 program. The main results are presented as follows. First, information seeking motive, stress relief motive, and time spending motive had a positive effect on perceived usefulness, and information seeking motive and time spending motive had a positive effect on perceived ease of use. Second, information seeking motivation, stress relief motivation, and time spending motivate had a positive effect on perceived enjoyment and perceived novelty. Third, perceived enjoyment did not have a significant effect on perceived usefulness. Fourth, both perceived enjoyment and perceived novelty had a positive effect on continuous use intention. Fifth, perceived ease of use had a positive effect on perceived usefulness, and perceived ease of use and perceived usefulness had a positive effect on continuous use intention. This study will have academic significance in that it elaborates a model that can identify the continuous use of YouTube 'mukbang' content by integrating the uses and gratifications approach, and technology acceptance model. Future follow-up studies should contribute to the refinement of models related to the determinants of the intention to continue using YouTube's 'mukbang' content through an attempt to integrate various models.

Effects of Service Characteristics of a Subscription-based OTT on User Satisfaction and Continuance Intention: Evaluation by Netflix Users (구독형 OTT 서비스 특성이 이용자 만족과 지속 사용 의도에 미치는 영향: 넷플릭스 이용자를 대상으로)

  • Chung, Yongkuk;Zhang, Wei
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.123-135
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    • 2020
  • This study examined how the quality of Netflix service affects user satisfaction and continuance intention. This study classified the quality of Netflix service as content diversity, rate system appropriateness, recommendation system, N-screen service, binge viewing, and service quality, and examined the effect of each dimension on user satisfaction and continuous intention. We conduced an online survey on 202 Netflix users and analyzed the data with the SEM. Results are as follows. First, content diversity, recommendation system, binge-viewing and service quality are positively associated with user satisfaction. Second, the N-Screen service has neither direct nor indirect effects on continuance intention. However, rate system has a direct effect on continuance intention. On the other hand, content diversity, recommendation systems, binge-viewing, and quality of service affect continuance intention positively through user satisfaction. Finally, it is shown that user satisfaction and continuance intention have a significant static correlation as predicted.

Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness- (VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로-)

  • Jang, Hyung-Jun;Kim, Kwang-Ho
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.420-431
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    • 2018
  • This study approaches the subject of satisfaction and persistent use intention based on presence based on virtual reality (VR). VR presence, user characteristic, and VR sickness, content satisfaction and system satisfaction, and continued use intention through this of 569 men and women commissioned by the survey agency were investigated. In the content of the study, the constituent factors of VR presence, an independent variable, were set as realism, immersion, and interaction. The user characteristics were set as the individual 's propensity to innovate, the degree of immersion, and the experience of using VR. VR Presence, User Characteristics, VR Sickness of Intention of Continuous Usage were set as research problems and models. Eight hypotheses were adopted in the analysis of the research problem applying the structural equation modeling (SEM) model. In conclusion, this study suggests that content satisfaction, which has the greatest influence on VR content satisfaction and persistent intention, is suggested.

The Effects of Internal Communication, Techno-stress, and Task-Technology Fit on Intention of Continuous Use of Enterprise Content Management System (사내 커뮤니케이션, 기술 스트레스, 업무기술 적합성이 기업콘텐츠관리시스템 지속적 이용 의도에 미치는 영향)

  • Hwang, Inho
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.133-153
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    • 2021
  • Recently, organizations are making significant technology investments to build a centralized content management system. However, high-quality technology adoption can conversely create techno-stress in the user and cause negative behavior. The purpose of this study is to suggest the negative effects and mitigation directions of enterprise content management system(ECMS) related techno-stress. In order to verify the hypothesis, this study conducted a questionnaire survey on employees of organizations that adopted content management technology and conducted structural equation modeling. As a result of the analysis, ECMS related techno overload and complexity decreased the intention of continuous use of ECMS. But, internal communication activities reduced ECMS related techno stress and task-technology fit moderated the relationship between techno-stress and intention of continuous use of ECMS. The study has implications in terms of suggesting a strategic direction to minimize the negative causes of the use of content management systems.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.