• Title/Summary/Keyword: Effect of Adoption

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A Study on the Effect of Strategic Human Resource Management on Innovation Behavior and Organizational Performance (전략적 인적자원관리가 혁신행동과 조직성과에 미치는 영향에 관한 연구)

  • Kim, Moon-Jun
    • Industry Promotion Research
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    • v.5 no.1
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    • pp.21-33
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    • 2020
  • The purpose of this study is to investigate the impact of strategic human resource management perceived by members of SMEs on organizational performance and innovation behavior. In addition, the mediator effect of innovation behavior of organizational members on the relationship between strategic human resource management and organizational performance was verified using the statistical program SPSS 21.0 program. First, the hypothesis 1, strategic human resource management (adoption and compensation, job design, training and career management, participation in decision-making) was adopted by showing positive impact on the positive impact on organizational performance. Second, hypothesis 2, strategic human resource management (recruitment and compensation, job design, training and career management, participation in decision-making) was adopted after demonstrating statistically significant influence on innovation behavior. Third, the innovation behavior perceived by Hypothesis 3 organizational members showed a positive influence on organizational performance. Hypothesis 3 was therefore adopted. Fourth, as a result of verifying the mediating effect of innovation behavior in the relationship between hypothesis 4, strategic human resource management and organizational performance, innovation behavior was analyzed to be partially mediated. In other words, strategic human resource management of organizational members has a direct impact on organizational performance, but it can show a higher positive impact on organizational performance through innovation actions in its performance.

A meta-analysis on the variables related to children's psychosocial maladjustment -from the eco-systemic perspective- (아동의 심리사회적 부적응 상관요인에 관한 메타분석 -생태체계적 접근-)

  • Kim, Yei-lee;Lim, Kyeong-soo;Kim, HyunSoo
    • Journal of the Korean Society of Child Welfare
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    • no.56
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    • pp.165-193
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    • 2016
  • In this study, systematic review and meta-analysis were performed in order to identify the variables related to children's psychosocial maladjustment at the individual, family, school, and community levels from the eco-systemic perspective. A total of 36 research studies published in Korea from 1999 to 2016 were selected: 21 variables and 65 data regarding externalizing problems, and 22 variables and 70 data regarding internalizing problems were used in the final meta-analysis. As a result of the analysis, the biggest effect size concerning externalizing problems was as follows: stress coping, among child individual factors; family communication, among family factors; adoption to school, among school factors; and satisfaction for community welfare services, among community factors, respectively. On the other hand, the biggest effect size concerning internalizing problems was as follows: child temperament, among children individual factors; family relationships, among family factors; peer relationships, among school factors; and social support, among community factors, respectively. According to each system, the mean effect size was enumerated as individual > family > school/community in both externalizing and internalizing problems. We also presented the results of moderating effects regarding differences according to eco-systemic factors.

The Influence of Mobile Service Delivery Characteristics on Perceived Interactivity and Attitude towards Mobile Service (모바일 서비스 전달 특성에 따른 상호작용성 지각이 고객 태도에 미치는 영향)

  • Lee, Yoonjae;Lee, Jeonghoon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.402-411
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    • 2013
  • Mobile contents market is growing with the rapid adoption of smart-phones. Online access via mobile compared to PC-based online access, has distinctive service delivery characteristics which are ubiquitous connectivity and contextual offer. In addition, this study includes characteristics which are relatively disadvantageous for mobile services compared to PC-based services. These are response time and supporting non-verbal informations. This study investigates the influence of service delivery characteristics to perceived interactivity and mobile service attitude. The results show that mobile services' ubiquitous connectivity and contextual offer showed a positive relationship with the perceived interactivity of the mobile service. And the response time also showed a positive relationship with the perceived interactivity, but non-verbal information didn't. When the trade-off is met between response time and nonverbal information, mobile service developer should choose response time since it has positive effect on perceived interactivity and attitude.

The Effect of PP&E Revaluation under K-IFRS on Information Asymmetry (K-IFRS에 따른 유형자산 재평가 정보가 정보비대칭 감소에 미치는 영향)

  • Shin, Chan-Hyu
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.163-173
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    • 2018
  • This study examined the difference between the information asymmetry in pre- and post K-IFRS adoption used each samples. Efficient market assumption suggests that capital markets already have recognized real value of PP&E and applied those values for estimating the item, in which case PP&E revaluation is not additional information in the capital market but simply an activity to makes costs. This study examined whether the information asymmetry had reduced significantly after adopting K-IFRS or not, verified each period samples those are pre- and post-adopting the asset revaluation since it could have been adopted in advance from 2008. As study results, I confirmed PP&E revaluation affected to reduce the information asymmetry in pre- adopting K-IFRS, but not in post- adopting K-IFRS. These results could be one of proofs which are supported that capital market have been judging PP&E revaluation as the window dressing.

Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

A Study on the Effect of e-Learning Characteristic on the Adoption Intention (이러닝 특성이 채택의도에 미치는 영향)

  • Kwon, Sun-Dong;Yun, Suk-Ja
    • Proceedings of the Korea Society of Information Technology Applications Conference
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    • 2007.05a
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    • pp.126-142
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    • 2007
  • 인터넷은 학교 교육은 물론 기업의 교육을 변화시키고 있다. 인터넷을 학습에 활용하는 이러닝(electronic learning)은 1990년대 말에 도입되어 7년 이상 경과되었다. 이러닝은 오프라인교육(집체교육)에 비해 시간과 공간의 제약을 받지 않고 비용이 저렴하며 반복학습이 가능하다는 장점이 있다. 이러한 특성 때문에 이러닝은 지역간, 계층간 교육 불평등을 해소하면서 사회 구성원의 학습욕구를 충족시킬 수 있다. 이러닝은 평생교육의 일환으로 학교 교육은 물론 기업 교육과 사회 교육을 변화시키면서 점차 확산되고 있다. 지금까지 이러닝에 대해 연구된 논문들은 주로 이러닝을 사용하게 하는 주요 요인에 대해 초점이 맞춰져 있었다. 그러나 아쉽게도 이러닝은 초기에 기대했던 만큼 크게 확산되지는 않은 실정이다. 따라서 확산되지 않은 요인을 확인하고 이러닝 보급을 확산시킬 방안을 찾는 것이 매우 중요하게 부각되고 있다. 따라서 향후에는 이러닝에 대한 연구의 초점이 이러닝을 왜 채택하지 않고 있는가에 맞춰져야 한다. 이와 같은 연구의 필요성에 따라 본 연구에서는 이러닝을 왜 사용하지 않는가라는 기존의 입장과는 정반대의 관점에서 이러닝을 연구하였다. 본 연구에서 규명하고자 하는 주요 가설은 다음과 같다. 가설1: 이러닝 단점은 채택의도에 부의 영향을 미친다. 가설2-1: 이러닝장점은 채택의도에 정의 영향을 미친다. 가설2-2: 이러닝장점은 용이성을 통해 채택의도에 정의 영향을 미친다. 가설2-3: 이러닝장점은 유용성을 통해 채택의도에 정의 영향을 미친다. 가설3-1: 재미는 채택의도에 정의 영향을 미친다. 가설3-2: 재미는 유용성을 통해 채택의도에 정의 영향을 미친다. 가설3-3: 재미는 용이성을 통해 채택의도에 정의 영향을 미친다. 가설4: 유용성은 채택의도에 정의 영향을 미친다. 가설5: 용이성은 채택의도에 정의 영향을 미친다. 가설6: 용이성은 유용성에 정의 영향을 미친다. 본 연구의 대상은 자발적으로 이러닝을 채택할 수 있는 대학생을 대상으로 하였고, 설문 데이터 분석을 통한 실증연구를 수행하였다. 분석방법으로는 PLS 분석도구를 사용하였다. 분석결과 가설6을 제외하고는 모두 유용한 것으로 입증되었다.

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Which is the More Important Factor for Users' Adopting the Serious Games for Health? Effectiveness or Safety (건강 기능성 게임의 확산을 위한 유통 전략 연구: 유효성과 안전성에 대한 사용자 인식을 중심으로)

  • Yong-Young Kim
    • Journal of Industrial Convergence
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    • v.21 no.9
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    • pp.23-32
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    • 2023
  • Interest in Serious Games for Healthcare (SGHs) that can improve health through games is increasing. Digital Therapeutics (DTx) is a treatment that must be approved for effectiveness and safety, so it should follow the traditional drug distribution method, but SGHs are wellness products that are more flexible in terms of adoption and diffusion than DTx. SGHs are effective because it can provide customized services through continuous monitoring and feedback. When SGHs are applied to cognitive impairment treatment or behavioral correction, malfunctions and side effects are minor. This study developed research model based on the Valence Framework, gathered data from 142 undergraduates, and demonstrated that only the perceived benefits have a statistically significant positive (+) effect on SGHs acceptance intentions. Based on these results, this study suggests that SGHs companies should promote benefits in accepting SGHs for general users and they need for a distribution and analytics platform strategy based on a data-driven approach.

Scalable Overlay Multicast supporting QoS and Reliability (QoS와 신뢰성을 제공하는 확장성 있는 오버레이 멀티캐스트)

  • Rhee, Choon-Sung;Song, Jung-Wook;Choi, Byoung-Uk;Han, Sun-Young
    • The KIPS Transactions:PartC
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    • v.13C no.6 s.109
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    • pp.767-774
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    • 2006
  • In order to support overlay multicast with scalability and reliability, in this paper, we introduced a new multicast tree construction method and a regional multicast. The architecture we introduce efficiently transmits streaming data to the users from multicast source in an environment in which non-multicast network and multicast network. The new multicast tree construction method enables the connection with a remote relay which is an optimum condition in case there is no relay in subnet. Besides, by defining a new service type to traffic class of IPv6 header, a selective adoption or FEC and a distinctive transmission became possible. In order to verify the effect of the solution we suggested, we embodied an environment which is similar to the actual service environment by a simulator and tested it. The result of the test shows that the proposed method is more efficient than the traditional unicast approach method and the existing overlay multicast.

A Study on the Moderating Effect of Perceived Voluntariness in the Organizational Information System Usage and Performance (정보시스템 사용과 성과에 있어서 자발성의 조절효과에 관한 연구)

  • Lee, Seung-Chang;Lee, Ho-Geun;Jung, Chang-Wook;Chung, Nam-Ho;Suh, Eung-Kyo
    • Asia pacific journal of information systems
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    • v.19 no.2
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    • pp.195-221
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    • 2009
  • According to an industry report, a large number of organizations have invested in Organizational Information System(OIS) in the past few years. Several research results indicate that successful investments in OIS lead to productivity enhancement, while failed ones result in undesirable consequences such as financial losses and dissatisfaction among employees. In spite of huge investments, however, many organizations have failed in achieving the hoped-for returns from OIS. Thus, understanding user acceptance, adoption, and usage of new IS(Information Systems) is an important issue for IS practitioners. Indeed, study of the user acceptance of new information system has been one of the most important research topics in the contemporary IS literature. Several theoretical models are tested to examine 'user acceptance' and 'usage behavior' in IS context. While many research models incorporate 'ease of use' or 'usefulness' as important factors in explaining user acceptance, Technology Acceptance Model(TAM) has been one of the most widely applied models in user acceptance and usage behavior. Even in recent IS studies that employ theories of innovation diffusion in the area of IS implementation, a major focus has been on the user's perception of information technologies. In this research, we study 'voluntariness' as an important factor in IS acceptance by users. Voluntariness is defined as "the degree to which the use of the innovation is perceived as being voluntary, or of free will" When examining the diffusion of accepting OIS, a thoughtful consideration should be given to 'perceived voluntariness.' Current article has following research questions: 1) What models are appropriate to explain the success of OIS? and 2) How does the 'voluntariness' affect the success of OIS? In order to answer these questions, a research model is proposed to describe the detailed nature of association among three independent variables (IT usage level, task interdependency, and organizational support), a mediating variable (IS usage), a dependent variable (perceived performance), and a moderating variable(perceived voluntariness). The central claim of this article is that organizations hardly realize expected returns from OIS investments unless perceived voluntariness is effectively managed after operating OIS. As an example of OIS in this study we have selected the Intranet of Republic of Korea Air Force (ROKAF). ROKAF has implemented the Intranet in an attempt to improve communication and coordination within the organization. To test our research model and hypotheses, survey questionnaires were first sent out to 400 Intranet users. With the assistance of ROKAF, Intranet users were initially identified among its members, and subjects were randomly drawn from the pool. 377 survey responses were finally returned. The unit of measurement and analysis in this research is a personal level. Path analysis based on structural equation modeling was used to test research hypotheses. Construct validity represents accordance between the theoretical base concept of constructs and its measurement items. Tests for the reliability and discriminant validity are accepted, thus verifying our survey instrument. In this research, we have proposed a conceptual framework to highlight the importance of perceived voluntariness after organization deploys OIS. The results of our analysis present several key finding. First, all three independent variables (IT usage level, task interdependency, and organizational support) have significant effects on IS usage, which will eventually improve performance. Thus, IS usage plays a mediating role between antecedent variables (IT usage level. task interdependency, and organizational support) and performance improvement. Second, the effect of the task dependency was the highest for IS usage among the three antecedent variables. This is highly plausible since one of the Intranet's major capabilities is to facilitate communication among members within an organization. Accordingly, we conclude that the higher the task dependency, the higher Intranet usage. The effect of user's IT usage level was the second, while the effect of the organizational support was the third. Finally, the perceived voluntariness plays a pivotal role in enhancing perceived performance in personal level after launching the Intranet. Relationships among investigated variables were significantly different between groups with a high level and a low level of voluntariness. The impact of the Intranet usage on the performance was greater in the higher level voluntariness group than in the lower one. For the lower level voluntariness group, the user's IT usage had the highest effect on the Intranet usage among the three antecedent variables. In short, our study suggests that the higher the perceived voluntariness is the more IS usage will be. Perceived voluntariness was found to have a moderating effect on the relationships among user IT usage level, task interdependency, IS usage, and perceived performance, supporting all the hypotheses on the moderating effect. Most of all, user IT usage level has the strongest influence on IS usage, indicating that users with superior IT usage are more likely to enjoy a high level of perceived performance.

A Study on the Effects of User Participation on Stickiness and Continued Use on Internet Community (인터넷 커뮤니티에서 사용자 참여가 밀착도와 지속적 이용의도에 미치는 영향)

  • Ko, Mi-Hyun;Kwon, Sun-Dong
    • Asia pacific journal of information systems
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    • v.18 no.2
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    • pp.41-72
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    • 2008
  • The purpose of this study is the investigation of the effects of user participation, network effect, social influence, and usefulness on stickiness and continued use on Internet communities. In this research, stickiness refers to repeat visit and visit duration to an Internet community. Continued use means the willingness to continue to use an Internet community in the future. Internet community-based companies can earn money through selling the digital contents such as game, music, and avatar, advertizing on internet site, or offering an affiliate marketing. For such money making, stickiness and continued use of Internet users is much more important than the number of Internet users. We tried to answer following three questions. Fist, what is the effects of user participation on stickiness and continued use on Internet communities? Second, by what is user participation formed? Third, are network effect, social influence, and usefulness that was significant at prior research about technology acceptance model(TAM) still significant on internet communities? In this study, user participation, network effect, social influence, and usefulness are independent variables, stickiness is mediating variable, and continued use is dependent variable. Among independent variables, we are focused on user participation. User participation means that Internet user participates in the development of Internet community site (called mini-hompy or blog in Korea). User participation was studied from 1970 to 1997 at the research area of information system. But since 1997 when Internet started to spread to the public, user participation has hardly been studied. Given the importance of user participation at the success of Internet-based companies, it is very meaningful to study the research topic of user participation. To test the proposed model, we used a data set generated from the survey. The survey instrument was designed on the basis of a comprehensive literature review and interviews of experts, and was refined through several rounds of pretests, revisions, and pilot tests. The respondents of survey were the undergraduates and the graduate students who mainly used Internet communities. Data analysis was conducted using 217 respondents(response rate, 97.7 percent). We used structural equation modeling(SEM) implemented in partial least square(PLS). We chose PLS for two reason. First, our model has formative constructs. PLS uses components-based algorithm and can estimated formative constructs. Second, PLS is more appropriate when the research model is in an early stage of development. A review of the literature suggests that empirical tests of user participation is still sparse. The test of model was executed in the order of three research questions. First user participation had the direct effects on stickiness(${\beta}$=0.150, p<0.01) and continued use (${\beta}$=0.119, p<0.05). And user participation, as a partial mediation model, had a indirect effect on continued use mediated through stickiness (${\beta}$=0.007, p<0.05). Second, optional participation and prosuming participation significantly formed user participation. Optional participation, with a path magnitude as high as 0.986 (p<0.001), is a key determinant for the strength of user participation. Third, Network effect (${\beta}$=0.236, p<0.001). social influence (${\beta}$=0.135, p<0.05), and usefulness (${\beta}$=0.343, p<0.001) had directly significant impacts on stickiness. But network effect and social influence, as a full mediation model, had both indirectly significant impacts on continued use mediated through stickiness (${\beta}$=0.11, p<0.001, and ${\beta}$=0.063, p<0.05, respectively). Compared with this result, usefulness, as a partial mediation model, had a direct impact on continued use and a indirect impact on continued use mediated through stickiness. This study has three contributions. First this is the first empirical study showing that user participation is the significant driver of continued use. The researchers of information system have hardly studies user participation since late 1990s. And the researchers of marketing have studied a few lately. Second, this study enhanced the understanding of user participation. Up to recently, user participation has been studied from the bipolar viewpoint of participation v.s non-participation. Also, even the study on participation has been studied from the point of limited optional participation. But, this study proved the existence of prosuming participation to design and produce products or services, besides optional participation. And this study empirically proved that optional participation and prosuming participation were the key determinant for user participation. Third, our study compliments traditional studies of TAM. According prior literature about of TAM, the constructs of network effect, social influence, and usefulness had effects on the technology adoption. This study proved that these constructs still are significant on Internet communities.