Purpose Research purpose is extraction of the factors affecting game flow and satisfaction in mobile game. Design/methodology/approach In mobile game, the factors affecting game flow were classified into three parts: mobile game platform characteristics, user cognition characteristics, and user individual characteristics through previous studies for existing online game and mobile game. In the research we extracted the factors as follows: the connectivity, usability, network speed, pleasure, service quality, relatedness, proficiency, self-fulfillment, early adopter tendency, and competitive spirit. Using the factors, we established research model and tested hypotheses empirically. This survey was conducted five months targeting from teenagers to fifties with mobile game experience. The questionnaire items were reconstructed according to the questionnaires of the present study or those newly developed by the game experts and total 56 items in the literature of Internet game, smartphone game, and mobile game based on the existing literature study respectively. Findings According to the analysis result, this study showed that ease of use, enjoyment, self - fulfillment and competitive spirit had a significant influence on user flow and also that service quality, proficiency and competitive spirit had a significant influence on user satisfaction in mobile games.
The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.
This paper investigates the lifestyles in Korean market. We will classify the groups using cluster analysis, and exploit the characteristics of innovators. These groups can be verified by multiple comparisons. This research is accomplished by sample survey between June 92003 and June 27 2003. Korean market for innovation can be classified into four groups such as innovators, early adopters, late majority, and laggards, which are similar to Rodger's classification. The ratios of four groups are 11%, 24.4%, 48.9%, 15.7% respectively. innovators, and late majority are heavy groups in that early adopter group is omitted on the contrary. Whereas innovators have a tendency to adopt the innovation quickly, rest groups have resistance for innovations and adopt slowly. The brief demographic characteristics of innovators are that the ratio of students is 44.44%, the ratio of single is 69.44%, the age between 15 and 25 is 56.95%, and the salary is relatively low compared with other cluster. The summary of lifestyle of innovators is that they are active, want to do worldwide business, want to have good relationship with high society, want to know the information of innovations, etc.
Referral marketing plays an important role in promoting new products. When it comes to innovative agricultural products, early adopter's review or recommendation has a more critical impact on follower's purchase decision making. Hence, understanding of consumer's characteristics and needs play more important role in success of innovation. More particularly, other researchers pay attention to the role of consumer innovativeness. This study attempts to fill this gap in knowledge between innovative propensity of consumer and her/his intention to generate positive word of mouth about new agricultural products. Furthermore, in this paper, we adopt Vandecasteele and Geunes' motivated consumer innovativeness model to investigate consumer innovativeness in extrinsic motive and intrinsic motive level, and examine the moderating role of referral efficacy. For empirical verification, survey method is used for data collection. Partial least square (PLS) is adopted to analyze the data. Finally, several theoretical contributions and practical implications are discussed.
In this paper, factors affecting intra-organizational diffusion of Big Data systems from the perspective of the Big Data system vendors have been analyzed. In particular, the theory of resistance against innovation that exists in some form before the adoption or rejection of innovation has been focused on. In order to do that, the resistance has been divided into three categories : postponement, rejection and opposition. The variables affecting each type are also divided into four independent variables : perceived risk, innovation characteristics, user attributes, and organizational attributes. As a result of the survey, it was confirmed that the influences of each variable are different according to the type of resistance. As the strength of the resistance was increased, the influence of the trialability was increased as well. As the strength of the resistance was decreased, the satisfaction with the existing system became more influential on the resistance. The time risk and the satisfaction with the existing system were found to affect all types of resistance. From the vendor's point of view, strategic implications are presented in terms of marketing or system development for diffusion, depending on the degree of resistance of the adopter.
Purpose - This research aims to examine the effect of e-business adoption on firm's growth and profitability in the distribution industry. The value added from the distribution industry acts as the cost of other industries. As the distribution industry develops, its stage becomes shorter and the distribution margin becomes smaller. Therefore, e-business is expected to have a different effect on the distribution industry than other industries. Research design, data and methodology - The previous research generally used e-business adoption as an independent variable and firm's performance as a dependent variable. This study elaborated the model using a dynamic panel model that includes the performance variable of the previous year as an independent variable. By employing system GMM (Generalized Method of Moments), the endogeneity problem in the dynamic panel model can be solved. For the analysis, I extracted the distribution companies as the raw data in the National Statistical Office's Business Activity Survey over the period 2006 to 2012. Results - The growth rate of firms adopting e-business was 0.299%p higher than that of the non-adopter. However, only ERP (Enterprise Resource Planning), KMS (Knowledge Management System) and SCM (Supply Chain Management) contributed positively to the growth rate. In the case of profitability, it was 0.04%p higher than the distribution companies that did not adopt e-business. ERP and LMS (Learning Management System) improve profitability, while SCM reduces profitability. Consequently, while ERP improves both growth and profitability, SCM improves growth but reduces profitability. In addition, KMS improves firm's growth only, and LMS does only profitability, showing that each e-business has a differentiated effect. Conclusions - Since the distribution industry has different characteristics from manufacturing and other service industries, the introduction of e-business may not guarantee the growth and profitability of distribution companies. Careful introduction considering the characteristics of the distribution industry is required. In particular, it is necessary to select an e-business meeting the characteristics and needs of a distribution company, and thereafter, it is required for the company's own efforts to internalize it within the system.
`Early adopters,` a term first used by Everett Rogers in 1957, refers to people who are among the first to try a new product and like to evaluate the product for others. Early adopters in the digital age of the 21st century, greatly influence others by exchanging information on products and writing product reviews on Internet boards. Technological products have recently been released in the fashion world to become important fashion items, and early adopters are active buyers of these products. The purpose of this study is to examine the values and characteristics of early adopters as consumers of technological fashion products, and present a standard for designing fashion products in the future. This study was based on documentary research, Internet research and in-depth interviews. Documentary research was carried out to examine the lifestyles, characteristics and consumption habits of early adopters. Internet research was done to understand the tendencies of Korean early adopters, and a total of 18 websites were studied in 7 product categories. The subjects of in-depth interviews were 6 people who were either webmasters or members of early adopter-related websites. IT field early adopters tended to pursue new technologies, and fashion early adopters placed importance on how well a person could express their own style. New, unique, useful and pretty were the key words to describe the tendencies of early adopters, and fashion early adopters preferred the latest contemporary styles. Interviewees placed most importance on price, design and function of products. Since IT related products are continuously being added on to clothes and becoming fashion products themselves, further research on technology-related fashion design would be significant.
This paper empirically analyzes determinants of DTV (Digital Television) adoption in household survey data with IT-related household demand characteristics. To this purpose, we conducted a survey for the adoption of DTV to 1,000 households nationwide. In the questionnaire, various questions asking socio-economics characteristics such as age, education, income were included. Also, status of adoption and usage of IT services such as paid broadcasting, internet, and DVD were asked. To analyze the determinants of intention of purchasing, decision of purchasing, and the timing of purchasing DTV, we adopted the ordered logit, binary logit and multinomial legit models. When there is an order among groups, ordered logit was employed and when there is no orders among groups, multinomial logit was emplyed for the estimation. It is found that when conditions of other explanatory variable are constant, the more educated household heads are, the more probable they become early adopters of DTV. It is also found that other conditions being constant, the income level of households and IT-related household demand characteristics are very important factors affecting DTV adoption. Since the likelihood of purchasing DTV is much higher for those who know the government policy of analog broadcasting termination schedule than others who do not know, dissemination of the Korean government's digital broadcasting policy will affect significantly the adoption of DTV. And policy with various incentives ought to be employed to accelerate DTV adoption, because households with the older TV sets are more likely to purchase DTV. It is suggested that the Korean government should develop policy to connect both DBS (Direct Broadcast Satellite) and DTV since DBS subscribers are more likely to be an early adopter than non-subscribers.
Today, firms are constantly transforming and innovating to survive under the rapidly changing business environment. The introduction of cloud computing services has become popular throughout society as a whole and is expected to result in many changes and developments not only in firms and but also in the public sector subject to innovation. The purpose of this study is to investigate the effect of the characteristics of cloud computing services on the perceived expected performance according to innovativeness based on innovation diffusion theory. The results of the analysis of the data collected from this research are as follows. The convenience and understanding of individuals' work as well as the benefits of cloud computing services to them depend on the innovative trend of cloud computing services. Further, the expectations for personal benefit and those for organizational benefit of cloud computing services are different from each other. Leading firms in the global market have been actively engaged in the utilization of cloud computing services in the public sector as well as in private firms. In consideration of the importance of cloud computing services, using cloud computing services as the target of innovation diffusion research is important. The results of the study are expected to contribute to developing future research models for the diffusion of new technologies, such as big data, digital convergence, and Internet of Things.
In this study, the problems In the current HDTV programming strategies were critically inquired into and reform measures were sought through in-depth interview with HDTV programming staff and program directors of the three major terrestrial broadcasting systems that are in their fourth year of HDTV broadcasting, and through analysis of the characteristics of HDTV programming. The analysis of this study showed that the time allocated to HDTV programs far exceeded the thirteen hours per week set by the Korean Broadcasting Commission. However, the percentage of HDTV programs broadcasted during the prime time was low, which as a result, limited the opportunity for the audiences to experience HDTV. furthermore, the low percentage of programs such as documentaries, sports, movies, etc. that are preferred by early adopters and through which the features of HDTV including high quality of picture, wide screen, etc. can be fully applied and shown did not appear to help in accelerating the popularization of HDTV In order to improve these problems, despite their having to bear the initial production costs, the broadcasting systems must come up with an aggressive strategies for the programming of documentaries, sports programs and dramas in order to strengthen the competitiveness in HDTV production and secure future adopters, and together with this, full support from the policy planning authorities and companies manufacturing electric home appliances, the other leaders in DTTB(Digital Terrestrial Television Broadcasting) transition, are necessary in order to promote the production of HD contents.
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