• Title/Summary/Keyword: Acceptance Attitude of Advertising

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The Determinants of Continuance Use Intention to Use Web Portal (포털사이트의 지속사용의도에 영향을 미치는 요인에 관한 연구)

  • Park, Ki-Woon;Ok, Seok-Jae
    • The Journal of Information Systems
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    • v.17 no.2
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    • pp.49-72
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    • 2008
  • Today, the World Wide Web (WWW) impacts many facets of our lives, including communication, entertainment, social activities, shopping, etc. The web portal is the most accessed type of site and is advertising-supported the more users who visit the site, the more income it generates. User perception to a web site is very important much research has focused on the internet users' behavior. Some well-known theories, such as the technology acceptance model have been used to examine variables that motivate individuals to accept and use an IS. But Understanding continued use is the goal of this study. We focus on user beliefs (specifically, perceived usefulness) and attitude because pier studies of IT usage, predominantly based on the technology acceptance model (TAM) and similar models, have established these perceptions as the dey determinants of both initial IT usage (acceptance) and long-term usage (continuance) intention and behavior (Bhattacherjee 2001; Davis et al. 1989). Any change in beliefs or attitudes will likely have a corresponding impact on, and may even revers, users' continuance intention and behavior. Also, continuance use have some features which are prior use, habit, feature-centric view of technology. So this research reflected continuance use features. Examination of the paths in the model revealed several interesting results. First, Perceived usefulness was a stronger predictor of acceptance intention in TAM than attitude, But attitude was a stronger predictor of continuance intention in this study than perceive usefulness. Second, confirmation was not affect directly to attitude. Last, Habit was strongest predictor of continuance intention in this study.

Effects of advertisement acceptance according to brand familiarity on ease of imitation and behavioral intention of mobile payment (브랜드 친숙도에 따른 광고 수용성이 모방 용이성과 모바일 간편결제 사용의도에 미치는 영향)

  • Kim, Yun-Jeong
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.48-58
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    • 2019
  • Recently, companies that have already the brand familiarity based on IT technology are changing the way of financial transactions by providing mobile simple payment service. It is difficult to apply the results of research conducted on traditional financial products, although the familiarity of the brand positively affects the brand attitude and intention of use in the preceding studies. To confirm this, this study verified whether mobile simple payment services of a company with high brand familiarity can copy the service easily and have intention of use through advertisement acceptance. The empirical results showed that the advertising of brand with high familiarity could be a motivation factor to imitate new services more easily. This results is meaningful in that it confirms the importance of strategic advertising because the more higher the brand's familiarity is, the more efficient the advertising can be used in the mobile simple payment service.

Structural Relationship between Mobile Advertisement Characteristics, Personal Characteristics, Purchasing Attitude and Purchasing Behavior -Focus on Youth Consumers- (모바일 광고특성, 개인특성, 구매태도와 구매행동과의 구조적 관계 -청소년 소비자를 중심으로-)

  • Bae, Jong Seo
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.303-317
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    • 2020
  • As the penetration rate of smart phones has spread and functions have been developed variously, a new advertising medium called mobile advertising has emerged. In addition, various mobile advertisements targeting teenagers, where most of their daily lives are conducted using smartphones, have been activated. Adolescents in the modern society called Generation Z have the longest time to use a smartphone among age groups. Even during the economic downturn, adolescent consumers are an important consumer group that can overcome the economic recession, so mobile advertisements targeting their purchasing power are being created like a flood. Therefore, in this study, the influence of mobile advertisement characteristics and personal characteristics on purchasing attitudes for adolescents using smartphones was identified, and how this was linked to purchasing behavior again. To conduct the research, a survey was conducted on 324 high school students using smartphones, and the results are as follows: First, the higher the recognition of convenience in mobile advertising characteristics and brand preferences, the higher the brand preference. Characteristics and brand trust had a positive effect on acceptance as the awareness of convenience, information, and entertainment increased. Third, the influence of adolescents' personal characteristics on purchasing attitudes had a positive effect on brand preferences by pursuit of fashion, pursuit of personality, and practical pursuit. Fourth, as a result of analyzing the relationship between purchase attitude and purchase behavior, it was verified that brand preference and brand trust among purchase attitude have a positive influence on purchase behavior. This study has significance in that it has grasped the influence of mobile advertising on purchasing behavior among teenagers who are rapidly growing as mobile consumers.

A Study on the Effects of Technology Acceptance and Economic Factors on the Loyalty of Power Bloggers (파워 블로거들의 충성도를 결정하는 기술수용 및 경제적 요인에 관한 연구)

  • Hong, Jin-Young;Park, Sun-Ju;Chung, Seung-Wha
    • Korean Management Science Review
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    • v.26 no.3
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    • pp.185-204
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    • 2009
  • Power bloggers have become one of the most important resources of blog service companies, and only those who attract and secure power bloggers will be able to have competitive edge and profitability in blog related businesses. This study examines the effects of technology acceptance factors and economical factors on the loyalty of power bloggers. The analysis results show that the usefulness, power of social influence and enjoyment positively affect the attitude and intention to continuous use. The relationship between the attitude and intention to continuous use is demonstrated as significant. The economical benefit exhibits weakly positive influence on the attitude to blogging, but not on the intention. This indicates that although many power bloggers receive economic benefits through their blogging activities, such economical benefits do not have big impact on their activities and the intention to use. The blog service providers may use the analysis results when developing new blog services. In particular, the usefulness, which is often considered as one of the most important factors in the success of the blogosphere, is found to have less impact than the enjoyment among power bioggers. This is because blog users, especially power bloggers, use the blog not for a specific purpose or for generating a special product; most of them use the blog to satisfy their own personal desires. When developing blog services, therefore, it is important to cater to the users' enjoyment and their psychological compensation. What is surprising is that the effect of the economical factor is not ad significant as one might have expected. This implies that the new blog services that provide profit sharing or advertising revenue sharing may not be as successful as one would have hoped for in maintaining the loyalty of power bloggers.

Effect of User Possession Attachment and Characteristics of Mobile Media on Acceptance of Mobile AD (모바일미디어 이용자의 소유인식과 상호작용성 구성요인이 모바일광고 수용에 미치는 영향)

  • Shin, Il-Gi;Choi, Yun-Seul;Shin, Hyun-Sin
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.183-192
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    • 2014
  • This study aims to empirically investigate how personalized and socialized mobile media impacts on users' acceptance of mobile advertising, given the consideration of users' mobile possession attachment. For this, the current study used focus group interview and surveyed mobile users. Interestingly, the findings reveal that personalized and socialized mobile characteristicssignificantly affect users' acceptance of mobile ads. That is to say, users' personalized mobile characteristics play an important role in either awareness of mobile ads or exposure to mobile ads.

The Sidedness Effects of Advertising Message: Moderating Effect of Self-Construal and Product Type (광고 메시지의 측면성 효과: -자아해석과 제품유형의 조절효과-)

  • Moon, Jae-Hak
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.413-422
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    • 2011
  • The purpose of this study is to examine sidedness effects of a Ad message and moderating roles of consumers' psychological characteristics such as self-construal. This study also examine moderating roles of product type in these direct effects. To test these research hypotheses, this study conducted experimental designs. Two hundred thirty-eight undergraduate students were assigned to one of the four experimental groups. Message type and product type were manipulated as between-subject factors. The data demonstrate that message types have a significant effect on both attitude toward Ad and acceptance intention. In addition, consumers' self-construal plays a significant moderating role between the message types and the dependent variables. Furthermore, product types also shows a moderating effect on the accpetance intention, yet not on the attitude toward Ad. The results of this study suggest various implications by indicating Ad message as an important factor which can enhance customers' positive responses but has been passed over by the previous research. We also indicated the limitations of this study, and suggested the future research directions.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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Predicting the Application of Huawei Augmented Reality on Media Façade: Using the TAM Model

  • Chen, Yan;Liu, Shanshan;Lee, Jong Yoon
    • International Journal of Contents
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    • v.18 no.2
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    • pp.32-46
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    • 2022
  • In recent years, large-scale and high-density use of LED on facades has exposed some disadvantages, such as light pollution, high energy consumption, unsustainability, and poor interactivity. Because of the development of smartphones and augmented reality (AR), AR has emerged as a new technology available to users to interact with the media façade. As an augmented reality app for public space, the AR map app can superimpose virtual images on the surface of a building to form an AR media façade, which can be applied in the fields of navigation, advertising, interactive public art, smart retail, etc. This study establishes the variables influencing usage intention and the consequent outcomes of Huawei AR map app and uses the technology acceptance model (TAM) to discuss their relationship. Results show that consumer innovativeness, information quality, and design quality have a strong influence on perceived ease of use. Information quality has a positive impact on perceived usefulness, but design quality has a weak influence. Also, the design quality of Huawei AR map app and consumer innovativeness have a higher effect on perceived enjoyment than information quality. Users' usage attitude and perceived usefulness when using Huawei AR map app are key factors determining their usage intention. This study inspires city planners, architects, developers, and designers of AR apps that augmented reality can partly replace media façade, and that investment in augmented reality will achieve significant sustainable economic and social benefits.

Storytelling and Digital Discourse in Advertising : focusing on Corporate Ads of Mobile Telecommunication Companies (광고 스토리텔링과 디지털 담론 : 이동통신 3사의 기업PR광고를 중심으로)

  • Chung, Sung Hye
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.149-167
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    • 2013
  • This study focuses how storytelling in advertising has introduced and determinated mobile telecommunication technology as a digital technology in the process of its rapid acceptance into our society. The objective of the study is to confirm the role of advertising in introducing technology into a society and the relation between advertising and technology by chasing the digital discourse produced by advertising while digital technology permeates through our society. This study uses content analysis for basic research and discourse analysis for exploring the change of digital discourse in the corporate ads of mobile telecommunication companies since 15 years. As a result, 1) 'digital' and 'analogue' discourses were found to be competing and contesting with each other across the years. Digital discourse mainly connected to a new mode of thinking and lifestyle appeared predominant in the early period, but eventually gave way to its alternative, analogue dialogue. The analogue discourse was brought with such values as humanity, slowness and happiness, which has been by and large undermined by the new, fancy digital technologies and their world, 2) whereas some mixed forms of these two discourses were also found. 3) In the meantime, digital-based mobile communication technologies were identified with people who think outside of box and have an innovative attitude toward their life in the ads. Through this signification process, the ads contribute to permeation of mobile communication technology into our daily life.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.