• Title/Summary/Keyword: 쾌락적 신념

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Understanding Users' Continuing Use of Hedonic Information Systems (쾌락적 정보시스템의 지속적 사용의도에 영향을 미치는 요인에 관한 연구)

  • Kang, Hee-Taek;Kim, Seung-Woon
    • Information Systems Review
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    • v.8 no.3
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    • pp.153-174
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    • 2006
  • The purpose of this study is to identify the factors affecting users' continuing use of Hedonic Information Systems(HIS). Focusing on users' post-adoption behaviors, this study proposes a research model which incorporates technology acceptance theory into expectation disconfirmation theory and investigates the causal relationship among five factors; perceived usefulness, perceived ease of use, disconfirmation, user satisfaction, and continuance intention to use a blog as HIS. The results show that satisfaction is significantly influenced by disconfirmation and post expectations(perceived usefulness and perceived ease of use), and in particular the impact of disconfirmation on user satisfaction is stronger than those of perceived usefulness and perceived ease of use. The results also indicate that while perceived usefulness and user satisfaction have significant impacts on continuance intention, perceived ease of use does not do so and has only an indirect impact on continuance intention through perceived usefulness and user satisfaction.

Assessing the Causal Relationships among Hedonic belief, Ambivalence, Subjective norm, Attitude and Meat Consumption Behavior (육류에 대한 쾌락적 신념, 양면가치, 주관적 규범, 태도와 육류 소비행동의 인과관계 평가)

  • Kang, Jong-Heon;Jeong, Hang-Jin
    • Korean Journal of Human Ecology
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    • v.17 no.1
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    • pp.141-150
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    • 2008
  • The purpose of this study was to assess the causal relationships among hedonic belief, ambivalence, subjective norm, attitude and meat consumption behavior. A total of 318 questionnaires were completed. Structural equation model was used to measure the causal effects of constructs. Results of the study demonstrated that fit of the restricted baseline model is significantly worse than that of the unrestricted proposed model, in which more parameters are estimated. The effects of hedonic belief, ambivalence and subjective norm on attitude were statistically significant. The effects of hedonic belief, subjective norm and attitude on meat consumption were statistically significant. The effect of attitude on intention was statistically significant. Moreover, attitude played a mediating role in the relationships between hedonic belief and meat consumption, between ambivalence and meat consumption, and between subjective norm and intention. This study suggested that the consumer decision-making process for eating meat products is best modeled as a complex system that incorporates both direct and indirect effects on meat consumption. This study believed the evidence presented supports this position. Moreover, this study appeared to be a worthy area of pursuit.

The Effects of Shopping Value, Ease of Use, and Usefulness on Mobile Purchase Intention (쇼핑가치, 사용용이성, 유용성이 모바일 구매의도에 미치는 영향)

  • Chae, Jin Mie
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.73-86
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    • 2017
  • The purpose of this study was to investigate the influence of consumers' shopping value(SV), ease of use(EOU), and usefulness(U) on their purchase intention(PI) in mobile shopping mall. Path hypotheses in structural equation model which was constructed for this purpose were verified. In addition, the research model was analyzed according to the groups classified by the level of purchase experience in mobile shopping mall. The survey was limited to the respondents in their 20s and 30s living in Seoul and other metropolitan areas who had purchased fashion products in mobile shopping mall. 411 useful data collected from on-line survey were analyzed by descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis, and pearson's correlation analysis using SPSS 21 and AMOS 19. The results of verifying the hypotheses were as follows: First, SV was composed of two factors which included hedonic shopping value(HSV) and utilitarian shopping value(USV). Second, the research model was verified as an acceptable model in explaining the influence of consumers' SV, EOU, and U on PI. Third, seven hypotheses among nine hypotheses were accepted in high purchasers. HSV did not have a significant influence on PI, and EOU did not affect PI significantly. Fourth, five hypotheses were accepted in light purchasers. HSV affected U significantly while USV had a significant impact on EOU and PI. EOU affected U, and U affected PI significantly. In conclusion, USV was proven to be the factor affecting PI directly as well as indirectly. Eou and U also had a significant influnce on PI in mobile fashion shopping. These results will provide mobile marketers with the differentiated strategies to make consumers lead to mobile purchase.

A Study on the influences of COO image on Brand Association Knowledge in Utilitarian and Hedonic product - Focused on the moderating effect of Consumers' ethnocentrism - (제품유형별 브랜드 원산지이미지와 브랜드 연상지식에 관한 연구- 소비자 자민족중심주의성향 정도에 따른 상호조절효과 중심으로 -)

  • Park, Sung-Young;Yu, Sung-Duk;Na, Woon-Bong
    • CRM연구
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    • v.2 no.2
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    • pp.21-40
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    • 2009
  • This study conducted to examine how consumer's perception of COO(Country of (Brand) Origin) image affects brand association knowledge, how coo image and brand association knowledge affect buying intention, how these relationship differs in hedonic and utilitarian products and the moderating effect of consumer's ethnocentrism in the influence of brand association to buying intension. The results indicated the followings: First, it was significant COO Image affect brand association knowledge, more strong significant in Hedonic products than in utilitarian products. But it was not supported COO Image affect buying intension significantly. Second, Brand association knowledge affected buying intention significantly. And the last, consumer's ethnocentrism mediated between brand association knowledge and buying intention strong significantly.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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디지털홈서비스의 수용에 영향을 미치는 요인에 관한 실증연구

  • Mun, Hyo-Gon;O, Jae-In
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2006.06a
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    • pp.130-137
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    • 2006
  • 본 논문은 디지털홈서비스의 실제 이용자들에 대한 실증분석을 통해 수용에 영향을 미치는 요인들을 밝히기 위한 연구이다. 디지털홈서비스의 특성에 맞게 기술수용모형(TAM)을 확장, 수정된 연구모형을 개발, 가설을 설정하여 분석하였다. 외부변수로 이용자의 특성을 채택하였으며, 디지털홈서비스가 가정 내 기술임을 고려하여 신념변수로 '지각된 이용용이성'과 '시각된 즐거움'외에 '지각된 편의성', '지각된 안전성', '지각된 삶의 질 향상'이라는 변수를 추가하였고 종속변수로는 '이용행동'을 설정하였다. 205명의 실제 이용자를 대상으로 한 설물조사 중 201개의 유효표본을 분석하였고, 신뢰성과 타당성 모두 통계적으로 적합한 것으로 나타났다. AMOS 4를 이용한 구조방정식 모형분석을 통해 24개의 가설검증 결과, 13개의 가설이 채택되었다. 이용자 개인의 특성 중 경험과 교육훈련은 지각된 이용용이성에 정(+)의 영향을 미쳤으며 혁신성은 지각된 즐거움, 지각된 편의성, 지각된 안전성, 지각된 삼의 질 향상에 대하여 정(+)의 영향을 미치고 있었다. 또한 지각된 이용용이성이 다른 신념변수인 지각된 즐거움, 지각된 편의성, 지각된 안전성, 지각된 삶의 질 향상에 정의 영향을 미치고 있었다. 종속변수인 이용행동에는 지각된 즐거움과 지각된 편의성, 지각된 삶의 질 향상이 긍정적인 영향을 미치나, 지각된 이용용이성과 지각된 안전성은 영향을 미치지 않았다. 가정에서 쉽게 이용할 수 있다는 것만으로는 적극적인 이용 행동을 기대할 수 없으며, 즐거움 및 실용적인 효익들의 제공 및 이를 위한 다양한 컨텐츠와 프로그램 개발등이 매우 중요하다는 것을 시사하고 있다.3-25%까지 감소하였다. 하지만 산간지역에서는 발육속도가 빨라지고 수량이 증가하거나 큰 변화가 없는 곳도 많아 온난화조건에서도 지역별 정밀기후 추정과 이에 근거한 최적품종의 선택, 이앙기 및 수확기 등 생육기간의 조절이 온난화 대응기술로서 유효할 것으로 기대된다.결과를 분석한 데이터를 차기 메일 발송에 꾸준히 적용함으로써 성공적인 이메일 마케팅 결과를 얻을 수 있을 것으로 기대된다.여 수평적인 의견도출과 각자 역할의 확대 및 변화를 시도할 수 있는 제작흐름이 되도록 고안된 제작구조이다.성을 환기시켜 객관적이고 비판적인 의식을 환기시키는 브레히트의 '소격화'의 효과가 소비자의 관심을 환기시켜 특정한 목적을 달성하려는 광고에 효율적으로 적용된 예 인 것이다. 재미, 기타 독특한 체험을 통해 소비자에게 유희라는 쾌락적 경험을 제공하고자 한다.고도로 통계적 유의차(p<0.001)가 있었다. 즐기는 음료로는 ${\ulcorner}$콜라${\lrcorner}$가 가장 많았으며(46.8%), 그 다음은 사이다, 주스 등의 순으로 나타났으나, 남 여 대학생간에는 유의성있는 차이는 없었다. 음식의 먹는 시기는 점심과 저녁사이의 ${\ulcorner}$간식${\lrcorner}$이 가장 많았으며(42.2%), 남 여 대학생간에는 유의한 차이는 없었다. 패스트푸드는 많은 사람들이 ${\ulcorner}$${\lrcorner}$이 좋기 때문에 이용하며(62.8%), 남 여 대학생간에는 통계적 유의성(p<0.05)이 인정되었다. 5. ${\u

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The Effects of Self-esteem, Shopping Motivations, and Shopping Tendencies on the Clothing Purchase Behavior of the MZ Generation (MZ세대의 자아존중감, 쇼핑동기 및 쇼핑성향이 의복구매행동에 미치는 영향)

  • Lee, Myeong-Jin;Lee, Min-Ji;Kim, Hye-Kyung
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.308-321
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    • 2022
  • The purpose of this study is to understand how self-esteem, shopping motivations, and shopping tendencies affect the clothing purchase behavior of the so-called "MZ generation," a cohort that includes both millenials and Generation Z and exerts significant influence in various areas. The results of this study can be summarized as follows: First, it was found that extrinsic purchase motivations (purchased made due to the influence of other people), trend-seeking shopping tendencies, and pleasure-seeking shopping tendencies had a positive and significant effect on personal needs among the sub-factors of clothing purchase behavior of the MZ generation. Second, it was found that the MZ real purchase shopping motivations, trend-seeking shopping tendencies, pleasure-seeking shopping tendencies, and convenience-seeking shopping tendencies had a positive and significant effect on actual needs among the sub-factors of clothing purchase behavior among the MZ generation. Third, it was found that social self-esteem, extrinsic purchase motivations, and convenience-seeking shopping tendencies had a positive and significant effect on clothing marketing strategies among the sub-factors of clothing purchase behavior of the MZ generation. On the other hand, personal self-esteem was found to negatively affect the marketing strategies of clothing purchase behavior. In other words, the expectation that the MZ generation would buy clothes in accordance with their individual preferences and beliefs was not supported by the findings of this study. It would appear that the beliefs and behaviors of the digitally savvy MZ generation are changed by the fashion trend-related information they readily access when purchasing clothing. From the above research results, it can be concluded that there many variables that influence the clothing purchase behavior of the MZ generation and it is thus necessary to consider this cohort a new consumer segment and establish marketing strategies accordingly.