• Title/Summary/Keyword: Characteristics of Mobile SNS

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The Effects of Mobile Social Networking Service-Based Cognitive Behavior Therapy on Insomnia in Nurses (모바일 SNS를 활용한 불면증 인지행동치료 프로그램이 간호사의 수면에 미치는 효과)

  • Kim, Ji Eun;Kim, Suk-Sun
    • Journal of Korean Academy of Nursing
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    • v.47 no.4
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    • pp.476-487
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    • 2017
  • Purpose: This study aimed to examine the effects of cognitive behavior therapy for insomnia (CBT-I) based on the mobile social networking service (SNS) on dysfunctional beliefs and attitudes about sleep, sleep quality, daytime sleepiness, depression, and quality of life among rotatingshift nurses in a hospital in Korea. Methods: A nonequivalent control group pre-post test design was used. The participants included 55 nurses with rotating three-shift work (25 in the experimental group and 30 in the control group). For the experimental group, CBT-I using mobile SNS was provided once a week for 60 minutes over six weeks. Data were analyzed using descriptive statistics, $x^2-test$, independent samples t-test, and Mann-whitney U test with the SPSS 21.0 program. Results: In the homogeneity test of the general characteristics and study variables, there were no significant differences between the two groups. Nurses in the experimental group had significantly lower scores on dysfunctional beliefs and attitudes regarding sleep and sleepiness than nurses in the control group. Nurses in the experimental group had significantly higher scores on sleep quality and quality of life than nurses in the control group. Conclusion: These findings indicate that using the mobile SNS-based CBT-I is feasible and has significant and positive treatment-related effects on rotating-shift nurses' irrational thoughts and beliefs in association with sleep, sleep quality, daytime sleepiness, and quality of life. These contribute to expanding our knowledge of rotating-shift nurses' sleep issues and their preferences for intervention.

An exploratory study on Social Network Services in the context of Web 2.0 period (웹 2.0 시대의 SNS(Social Network Service)에 관한 고찰)

  • Lee, Seok-Yong;Jung, Lee-Sang
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.143-167
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    • 2010
  • Diverse research topics relating to Social Network Services (SNS) such as, social affective factors in relationships among internet users, social capital value of SNS, comparing attributes why users are intending to participate in SNS, user's lifestyle and their preferences, and the exploratory seeking potential of SNS as a social capital need to be focused on. However, these researches that have been undertaken only consider facts at a particular period of the changing computing environment. In accordance with this indispensability, the integrated view on what technical, social and business characteristics and attributes need to be acknowledged. The purpose of this study is to analyze the evolving attributes and characteristics of SNS from Web 1.0 to Mobile web 2.0 through the Web 2.0 and Mobile 1.0 period. Based on the relevant literature, the attributes that drive the changing technological, social and business aspects of SNS have been developed and analyzed. This exploratory study analyzed major attributes and relationships between SNS and users by changing the paradigms which represented each period. It classified and chronicled each period by representing paradigms and deducted the attributes by considering three aspects such as technological, social and business administration. The major findings of this study are, firstly, the web based computing environment has been changed into the platform attribute for users in the aspect of technology. Users can only read, listen and view information through the web site in the early stages, but now it is possible that users can create, modify and distribute all kinds of information. Secondly, the few knowledge producers of web services have been changed into a collective intelligence by groups of people in the aspect of society. Information authority has been distributed and there is no limit to its spread. Many businesses recognized the potential of the SNS and they are considering how to utilize these advantages toward channel of promotion and marketing. Thirdly, the conventional marketing channel has been changed into oral transmission by using SNS. The market of innovative mobile technology such as smart phones, which provide convenience and access-ability toward customers, has been enlarged. New opportunities to build friendly relationship between business and customers as a new marketing chance have been created. Finally, the role of the consumer has been changed into the leading role of a prosumer. Users can create, modify and distribute information, and are performing the dual role of customer and producer.

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A Study on the Mobile Video Contents Application (모바일 어플리케이션 의 영상콘텐츠 사례 연구)

  • SHI, YU;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.3
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    • pp.311-316
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    • 2020
  • is a mobile application based SNS video platform that launched its service in China in 2016. At the beginning of the service, TikTok is a music video content platform, and later, it evolved into a social platform that provides a wide variety of contents, and the process of creating, producing, and editing videos was easily provided. Since started its service, it has analyzed various social phenomena that have appeared to young people and the types and characteristics of video content popular in this app. The demand for vertical video content in the form of short clip is on the rise rapidly, which can be expected to improve the quality of video content in accordance with the development of mobile-based imaging technology. Useful for mobile based on the creative video producers through this study data are to be used to.

An Analysis on the Purchasing Behavior of the User through the Characteristics of Social Commerce

  • Kim, Jong-Jin;Ku, Hyeon-Ju;Youn, Myoung-Kil
    • East Asian Journal of Business Economics (EAJBE)
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    • v.3 no.4
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    • pp.5-8
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    • 2015
  • In addition to the increased used for smart phones daily, various characteristics and problems for social commerce have been drawn attention recently, and also, have been analyzed by various impact factors which were given to the purchasing behaviors of consumers through social commerce. The study investigated consumers' use of social commerce based on SNS by using articles of Fair Trade Commission, Korea Consumer Agency and so on. As a result, cost reduction characteristics of social commerce, the impulse buy, and to understand in Review effect, latest mobile shopping growth of increases explosively, market by market conditions to move from offline to online, the social commerce it was found to have a significant impact on the time of the purchase of the consumer. In addition, the study has discussed the results of the significance and limitation. With those things, they can be a suggestion for future research. More than half of the consumers were satisfied with social commerce. The consumers made use of social commerce 1 or 2 times a month and when they were watching banner advertising. In detail, food and beverage tickets such as restaurants, café and bars occupied 35%, and they showed the highest. 'We-make-price', 'Ticket Monster' and 'Coupang' were used to investigate as representative social commerce companies.

The Impact of Mobile Commerce Quality on Customer Satisfaction and Repurchase Intention (모바일 커머스 만족과 불만족, 지속사용의도에 미치는 영향요인에 관한 연구)

  • Jang, Mi-Ri;Lim, Dong-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.2
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    • pp.195-203
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    • 2018
  • With the explosion of SNS(social network services) users, the social commerce market has emerged as a new consumer market, and will continue to grow in recent years. Despite the market environment, however, studies are lacking as to the causes of frustration that are hurting social commerce activation. This study is based on the 'Hezbollah' 2 Factor Theory and is a study of social commerce users' satisfaction and frustration factors. For this purpose, social commerce site characteristics and user characteristics were first derived from interviews and literature reviews to confirm their relationship to satisfaction and dissatisfied products. The results showed that the price discount rate, diversity, regional infrastructure, and e-commerce familiarity resulted in the impact on the definition of satisfaction, while the price discount rate, interoperability and innovation resulted in the definition of unsatisfactory goods. It also showed that satisfaction affects the definition of intended use. In particular, the price discount rate was found to be the only factor affecting the definition of unsatisfactory as well as affecting the definition of satisfaction.

Effect of Mobile Advertising Characteristics on the Continuity and Avoidance Intention of Mobile Advertisement (모바일 광고특성이 모바일광고 지속의도와 회피의도에 미치는 영향)

  • Moon, Jun-Hwan;Lee, Sin-Bok;Lee, Jae-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.1
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    • pp.237-252
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    • 2017
  • This study suggests a strategy to provide effective mobile advertising marketed by identifying factors affecting the use and avoidance intention of mobile advertising on SNS. This article has three main findings. First, each factor of usefulness, novelty and irritation have a significant effect on satisfaction and usefulness, clutter and irritation factor have a significant effect on dissatisfaction. Second, satisfaction and dissatisfaction of mobile advertising exist at the same time, and it is confirmed that they are considered when consumers use mobile advertising. The third finding is that effective mobile advertising avoids the boredom of ads through moderating irritation and should be used in fresh form with more useful information than other ads' form. The result of this study should be an important criterion that mobile advertising providers make advertisements that consumers want in the future.

Formulating Strategies from Consumer Opinion Analysis on AI Kids Phone using Text Mining (AI 키즈폰의 소비자리뷰 분석을 통한 제품개선 전략에 대한 연구)

  • Kim, Dohun;Cha, Kyungjin
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.71-89
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    • 2019
  • In order to come up with satisfying product and improvement, firms use traditional marketing research methods to obtain consumers' opinions and further try to reflect them. Recently, gathering data from consumer communication platforms like internet and SNS has become popular methods. Meanwhile, with the development of information technology, mobile companies are launching new digital products for children to protect them from harmful content and provide them with necessary functions and information. Among these digital products, Kids Phone, which is a wearable device with safe functions that enable parents to learn childern's location. Kids phone is relatively cheaper and simpler than smartphone but it is noted that there are several problems such as some useless functions and frequent breakdowns. This study analyzes the reviews of Kids phones from domestic mobile companies, identifies the characteristics, strengths and weaknesses of the products, proposes improvement methods strategies for devices and services through SNS consumer analysis. In order to do that customer review data from online shopping malls was gathered and was further analyzed through text mining methods such as TF/IDF, Sentiment Analysis, and network analysis. Customer review data was gathered through crawling Online shopping Mall and Naver Blog/$Caf\acute{e}$. Data analysis and visualization was done using 'R', 'Textom', and 'Python'. Such analysis allowed us to figure out main issues and recent trends regarding kids phones and to suggest possible service improvement strategies based on sentiment analysis.

A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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Study on Smartphone Addiction of the Disabled (장애인 스마트폰 중독 실태 연구)

  • Seo, Bo Kyung;Kim, In Hye;Nam, Gil Woo;Kwon, Mi Su
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.10 no.3
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    • pp.185-197
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    • 2016
  • This study purposed to analyse smartphone addiction characteristics of people with disabilities and suggested to establish related prevention policies for them. The analysis of 20-50 aged 494 disabled people resulted, that the smartphone addiction rate of the disabled people was 12.55%. Smartphone use-, mobile messenger-, SNS- and game time were nearly the same or higher than the potential and high risk group from the survey on internet overdependence 2015. In the question about the awareness of smartphone addiction they answered the smartphone addiction is severe in the society, and they are aware of smartphone addiction counseling center. But they will not get a service form the centers. That suggests, that the government should promote the policy of smartphone addiction for the disabled. It should provide institutional strategy and structural change for prevention of smartphone addiction for the disabled.

A Study on the Effect of Characteristics and Interactions of MSNG on User Satisfaction (MSNG의 특성과 상호작용이 사용자만족에 미치는 영향에 관한 연구)

  • Oh, Eun-Hae
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.622-635
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    • 2018
  • On top of presenting the possibility of expanding the game space to social space through mobile communication, MSNG reinforces the strengths of SNS and the fun of games through closer networks between users. This study empirically verified the effects of the characteristics of MSNG on interactions and user satisfaction by dividing the main characteristics of MSNG into graphics, challenge spirit, and reward, and then dividing the main characteristics of mobile social network service into social interaction and technical interaction. In the results of study, the main characteristics of MSNG such as graphics, challenge spirit, and reward all had significant effects on the social interaction and technical interaction while the social interaction and technical interaction of MSNG also had significant effects on the user satisfaction, so that the hypotheses of this study were all selected. The influence of the characteristics of MSNG on interactions might be because of shared feedbacks through graphics, game tasks, and reward in the performance process of MSNG, and such interactions make diverse people have the horizontal or circular communication, which is led to the increase of user satisfaction.