• Title/Summary/Keyword: Contents-people interactivity

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The Effects of Interactivity on Consumer-Internet Brand Relationship and Repurchase Intention in Internet Shopping Mall (인터넷 쇼핑몰에서의 상호작용성이 소비자-인터넷 브랜드 관계, 재구매 의도에 미치는 영향)

  • Chae, Jin-Mie
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.3
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    • pp.79-92
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    • 2012
  • The purpose of this study is to investigate the effect of interactivity on consumer-internet brand relationship and consumer's repurchase intention in internet shopping mall. The survey research was limited to the respondents over 20 years old living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. Questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed by descriptive statistics, exploratory factor analysis, confirmatory factor analysis, reliability analysis, pearson's correlation analysis using Amos 19. The results of this study were as follows: First, each interactivity dimension had a Significantly positive effect on consumer-internet brand relationship. Also it showed stronger effect on 'trust' than on 'affective commitment'. Second, People-people interactivity showed stronger effect on each consumer-internet brand relationship dimension compared with contents-people interactivity. It suggested that internet shopping mall marketer should respond quickly to consumer's need and provide the strategic method to make consumers communicate each other. Third, only 'trust' dimension of consumer-internet brand relationship positively affected consumer's repurchase intention. while 'affective commitment' dimension did not affect consumer's repurchase intention.

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The Effects of Interactivity on Consumer-Internet Brand Relationship and Repurchase Intention According to Relationship Tendency with Internet Brand (인터넷 브랜드와의 관계정도에 따라 상호작용성이 소비자-인터넷 브랜드 관계, 재구매 의도에 미치는 영향)

  • Chae, Jin-Mie
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.4
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    • pp.191-204
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    • 2012
  • The purpose of this study is to investigate the effect of interactivity on consumer-internet brand relationship and consumer's repurchase intention according to relationship tendency with internet brand. The survey was limited to the respondents over 20 years old living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. Questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed using Amos 19. The results of this study were as follows: First, after respondents were divided into the strong relationship group and the weak relationship group, the path model was verified according to each group. All the paths except 'affective commitment${\rightarrow}$ repurchase intention' were accepted for the strong relationship group, while three paths were accepted for the weak relationship group. As for the weak relationship group, people-people interactivity dimension had a significantly positive effect on consumer-internet brand relationship. Also it showed stronger effect on each consumer-internet brand relationship dimension for both groups compared with contents-people interactivity. Second, respondents were divided into 'more than one year' group and 'less than one year' group according to relationship period. All the paths were accepted for 'more than one year' group, while three paths were accepted for 'less than one year' group. Both interactivity dimensions showed stronger effect on 'trust' than on 'affective commitment'.

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The Effects of Interactivity on Consumer's Repurchase Intention in Internet Shopping Mall According to Fashion Involvement and Internet Familiarity (패션관여와 인터넷 친숙도에 따라 인터넷 쇼핑몰과의 상호작용성이 재구매 의도에 미치는 인과모형 분석)

  • Chae, Jin-Mie
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.1
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    • pp.111-121
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    • 2013
  • The purpose of this study is to investigate the effect of interactivity on consumer's affective commitment, trust, and repurchase intention according to fashion involvement and internet familiarity. The survey was limited to the respondents over 20 years old males and females living in Seoul and other metropolitan areas who had purchased fashion products in internet shopping mall. The questionnaire was collected from February 1, 2012 to February 12, 2012 and 562 useful data were analyzed using Amos 19. The results of this study were as follows: After respondents were divided into four groups including the high fashion involvement/high internet familiarity group, the high fashion involvement/low internet familiarity group, the low fashion involvement/high internet familiarity group, the low fashion involvement/low internet familiarity group, the path model was verified according to each group. All the paths except 'affective commitment ${\rightarrow}$ repurchase intention' were accepted for the high fashion involvement/high internet familiarity group. Comparing the low fashion involvement/low internet familiarity group with the low fashion involvement/high internet familiarity group, contents-people interactivity had more influence on the relationship with internet shopping mall in high internet familiarity group while people-people interactivity had more influence on the relationship with internet shopping mall in low internet familiarity group. Also 'trust' showed stronger effects on repurchase intention than 'affective commitment'.

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A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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Interworking between Smart TV and Smart Device to Enhance Interactivity of Smart TV Platform Game (스마트 TV 기반 게임콘텐츠의 상호작용성을 높이기 위한 스마트 TV와 스마트 디바이스의 연동 방법 연구)

  • Kim, Yoseob;Kwon, Chong-San;Woo, Tack
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.31-46
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    • 2013
  • TV has evolved into thin and wide shaped due to the huge sales of LCD. And it makes many houses own large TV easily. After that TV technology focuses on large and high-definition screen. Recently majority of TV market is that of smart TV which is equipped with internet and GPOS(General Purpose Operating System) so people can install several applications on TV. Yet smart TV's remote controllers are not suitable for several applications. Especially there is no way to provide people with sufficient interactivity with game contents of TV. In this paper, we proposed new methodology for interworking between smart TV and smart device to enhance interactivity of smart TV platform game.

The Factors Influencing on the Loyalty of Self-Media (개인미디어의 충성도에 영향을 미치는 요인)

  • Nie, Yan-Ting;Kim, In-Jai
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.103-121
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    • 2018
  • Purpose As web 2.0 has taken root in the Internet environment, people began to create specific values to produce and disseminate contents on their own. In order to emphasize the personalized media attributes, the concept of self media was derived. In this paradigm shift, self media has emerged that succeeded in commercializing themselves in social media. Taking advantage of the influence of self media will have a tremendous positive impact on management activities such as marketing strategy, brand promotion, customer retention, and profit growth. This study examines the factors affecting the loyalty of self media in Korea and China because the studies in the area of selfmedia is not enough. Design/methodology/approach This study analyzed what factors influenced the loyalty of self-media in terms of Korea-China comparison. The research model was proposed on the basis of previous research papers. Content value, interactivity, ease of access, self-congruity, sympathy, and reputation were used as independent variables. Trust and satisfaction are used as mediating variables, nationality as moderator variables, and loyalty to self-media as a dependent variable. Results As a result, it was found that all independent variables directly influence the loyalty of self-media except interactivity, and interactivity indirectly influence loyalty through trust and satisfaction. There was a moderating effect of nationality between satisfaction and loyalty, but was not a moderating effect between trust and loyalty.

Factors Influencing on the Flow and Satisfaction of YouTube Users (유튜브 이용자의 몰입경험과 만족에 영향을 미치는 요인 연구)

  • Lee, Kang-You;Sung, Dong-Kyoo
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.660-675
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    • 2018
  • This study is designed to investigate how the perceived characteristics of the online video services affect the 'flow' as positive experience and satisfaction of users. For the study, we conducted a questionnaire survey on 289 people using YouTube, and then analyzed the relationships among variables using hierarchical regression analysis. As a result, it was confirmed that interactivity, newness of recommendation service, diversity of content, and entertainingness of contents all affect the lower level of flow experience. On the other hand, the accuracy of the recommendation service did not affect the flow experience, but positively affects the level of satisfaction. Finally, it is also confirmed that flow has a direct effect on user satisfaction, and mediates relationship between the characteristics of YouTube and satisfaction. The results of this study are helpful to understand user's perception and experience of online video platform service and suggest the discussion points to be considered by the industry to satisfy users.

The Effect of Heuristic Cues on the Intention to Watch Contents in Searching Information on YouTube (유튜브 내의 휴리스틱 단서들이 정보검색 콘텐츠 시청의도에 미치는 영향)

  • Jiwon Chae;Jai-Yeol Son
    • Information Systems Review
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    • v.22 no.3
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    • pp.119-142
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    • 2020
  • This study aims to examine the role of IT features as heuristic cues in choosing a content on YouTube. According to the heuristic-systematic model, people tend to rely on heuristic cues when they have to choose and process useful information quickly so that they could save time and reduce demands for thinking. Based on this line of reasoning, this study posits that YouTube users rely on certain IT features as heuristic cues in choosing contents before they actually watch them. Based on the prior literature and interviews with YouTube users, we develop a research model in which social endorsement, self-presentation, and interactivity are identified as potential determinants of users' attitude toward contents, which in turn influence their intention to watch them. To empirically test the research model, we conduct a laboratory experiment and a follow-up survey. The results of data analysis show that social endorsement for the content, YouTube creator's self-presentation, and interactivity have significant and positive effects on their attitude toward the content, leading to their intention to watch it. This study suggests that IT features on YouTube could be wisely utilized to increase the chance that users choose a particular content out of many competing contents when they search certain information on YouTube.

A Study on Education Application of Digital Concrete Poetry through the Web Interactivity (웹 인터랙티비티를 통한 디지털 구체시의 교육적 활용에 관한 연구)

  • Park, Min-Hee;Kim, Jung-A;Yim, Sung-Yul;Choung, Yu-Jean;Kim, Dong-Ho
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.97-102
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    • 2008
  • In this paper, we propose an educational content which can be applied to the web interactivity. Rapidly growing digital media has been applied to various fields and made people experience multiple media. The development of digital media also influenced education. As a result, the environment of computer-based education was produced based on CD-ROM titles, video, and the web. Active communication with students is impossible using traditional educational methods. However, the students' motive for learning can be enhanced through the digital media. In this paper, we apply concrete poetry which is simple, brief, and focused on visualization to the web environment. It has made people easily and interactively access the web to learn better through participation. We also applied concrete poetry to the web based educational games for self-motivated learning.

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Video Art and Media Environment in City Space (도시 공간에서의 비디오 아트와 미디어 환경에의 재고)

  • Sohn, Young-Sil
    • The Journal of the Korea Contents Association
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    • v.11 no.4
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    • pp.196-206
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    • 2011
  • The development of projection technology produces series of discussions associated to various form of visual immersing possibilities by the way of projecting image directly to the obscure surface surrounded us. Besides, the significance can be found in terms of that this kind of image projection offers chance to citizens to enjoy high standard images and makes people consider media environment of city. Video art as the digital technology grafts penetrates formative space of city by projecting images. The certain thing about questions how the media has status in city is that media is now not existing for self neither for abstractly and virtual reality is existing in the general appearance of metropolis. This paper treats media environment of city and the meaning of image projection as from of video art in the city. It accesses about the meaning of video form visual art in big city- new reality, the virtual and the real, immersion and interactivity. And media reality of metropolis defines that there is not one major discourse in the gigantic text -metropolis rather they are different discourses each other simultaneously compatible in the gigantic text -metropolis and in fact, they affect each other and interact.