• 제목/요약/키워드: Chinese Social Networking Applications

검색결과 3건 처리시간 0.017초

중국의 사회 연결망 서비스 이용에 영향을 미치는 요인에 관한 연구 (A Study on the Factors Influencing the Use of Social Networking Services in China)

  • 방화룡;권순동
    • Journal of Information Technology Applications and Management
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    • 제16권2호
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    • pp.45-63
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    • 2009
  • China has the largest number of the user of web 2.0 such as messengers and blogs, as of 2008 year. Chinese Internet digital market will grow from $85 billion in 2007 to $264 billion in 2015. The importance of Chinese Internet business is increasing, because of its size and growth potential. This research is focused on following two questions. First, what are the major characteristics of social networking services in China? In order to find out the answer about this question, the case study on Tencent QQ and Sina Poco, the most representative social networking services company in China, was done. And the reason of the use of social networking services, their contents, and the attitude toward the paid service were identified. Second, what are the major factors influencing the use of social networking services in China. User participation, network effect, usefulness, and system quality were inferred as the factors influencing the use. These factors were based on motivation theory, technology acceptance model, and the related research papers. This research model was proved by data analysis using Partial Least Square. As results, the use of social networking services was influenced by usefulness, network effect, user participation, and system quality. But social influence was not significant of the use of social networking services.

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게이미피케이션 모델을 이용한 사용자의 소셜 앱 지속 활용도 분석 (Analysis of User's Continuous Utilization of Social Apps Using the Model of Gamification)

  • 구쉐핑;이현석
    • 디지털융복합연구
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    • 제19권1호
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    • pp.315-325
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    • 2021
  • 소셜 앱에 게이미피케이션 방식이 적용되면서 유저들의 흥미와 제품에 대한 몰입을 보다 더 유발시키며, 그 가치와 중요성이 커지고 있다. 게이미피케이션이란 게임이 아닌 분야에 게임의 기법과 사고를 적용하여 사용자의 몰입을 유도하는 것을 의미한다. 이에 본 논문은 게이미피케이션 분석 모델인 옥탈리시스를 차용하여 중국 3대 소셜 앱에 대한 사용자의 지속 활용도를 분석하여 그 특성을 도출하는 것을 목적으로 한다. 이를 위한 연구의 전개는 첫째, 게이미피케이션의 구성요소와 특성에 대해 기존 사례를 통해 살펴본다. 둘째, 중국 3대 소셜 앱인 위쳇, QQ, 샤오홍슈에 대해 옥탈리시스의 8가지 분석 툴을 통해 설문조사를 실시하고 그 지속 활용도에 대해 분석한다. 분석 결과 게임 메커니즘의 외적 표현인 세 가지 요소 포인트(Point), 배지(Badge), 리더보드(Leadboard)는 사용자의 활용도가 지속되지 않았으며, 이는 단지 하나의 수단일 뿐임을 알 수 있었다. 반면, 소셜 앱의 특성과 콘텐츠 그리고 사용자의 욕구가 결합되어야 게임화 된 사고를 극대화 할 수 있으며, 이에 따라 사용자의 지속 활용도가 유지 됨을 알 수 있다.

SNS 이용과 기업 특성이 성과에 미치는 영향 : 중국여행사를 중심으로 (Impact of the SNS Utilization and Firm's Characteristics on the Performance of the Travel agency in China)

  • 왕천군;박상문;김명수
    • Journal of Information Technology Applications and Management
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    • 제24권4호
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    • pp.215-227
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    • 2017
  • The development of information technology are leading to the rapid evolution of SNS (Social Networking Services) in various directions and industries. Initially, SNS have been used as the form of networking between user's groups. Currently SNS has been developed towards multiple purposes and platforms such as the promotion and the advertising of a company. There are many SNSs including QQ, Weibo, and Wechat and so on in China. However, the use of companies in terms of advertising and information sharing with the customers do not meet the trend in China. Especially, there were little researches for Chinese travel agencies how to utilize SNS for attracting new customers and making them contribute to the firm's performance. In this study, we try to investigate the impact of the firm's characteristics and the usage of SNS on the performance of Chinese travel agencies. Based on Top 100 China travel agencies in 2009, we analyzed the relationships between firm's characteristics and the usage of SNS, and firm's performances in 2013. We expect that our study can contribute to the increasing academic and practical needs on the empirical evidence of the impacts of the SNS utilizations on the firm's performance.