• Title/Summary/Keyword: Flow Experience Theory

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Investigating the Adoption of IPTV Services Influenced by Socio-cultural Factor, Flow Experience and Perceived Behavioral Control (사회문화적 요인과 플로우 경험 및 지각된 행위통제가 IPTV 서비스 수용에 미치는 영향 분석)

  • Lee, Bong-Gyou;Lee, Sung-Joon;Seoh, Hyun-Sik;Kim, Jun-Ho
    • Journal of Internet Computing and Services
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    • v.11 no.3
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    • pp.105-119
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    • 2010
  • The purpose of this study is to examine diverse factors influencing the adoption of IPTV services and relationships among them. To achieve the purpose, this study modified and applied the established theory of the Extended Technology Acceptance Model(ETAM) incorporating socio-cultural factor, flow experience and perceived behavioral control as related constructs. The suggested model was empirically tested through the structural equation modeling approach. The results are as follows: First, the socio-cultural factor and the perceived behavioral control have significant direct influences on the adoption of IPTV services. Second, the flow experience does not have a significant indirect influence mediated by the attitude toward IPTV services. Third, the socio-cultural factor has the significant relationships with the perceived usefulness and the perceived ease of use. Finally, the flow experience was influenced by the perceived usefulness and the perceived ease of use.

A Study on the Structural Relationships between Flow Experience and Satisfaction about School Library Use (학교도서관 이용에 대한 플로우 경험과 만족도의 인과관계에 관한 연구)

  • Lee, Byeong-Ki;Song, Gi-Ho;Kim, Sung-Jun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.119-140
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    • 2015
  • The domestic and foreign standards of school libraries suggest that school library should be run to give useful and pleasant experiences to students. This study applies Csikszentmihalyi's 'flow theory' to analyze the relationships between students' flow experience and their satisfaction about school libraries use. The variables selected in this study are students' satisfaction, flow experience, library skill, challenge of library use, types of library use and students' learning styles. The research model is designed by using these 6 variables in this study. The data are collected from 293 students and analyzed by structural equation modeling. The results of this study are as follows: The entire casual relationships show that library skills influence in types of library use, types of library use affect students' learning styles and students' learning styles influence in satisfaction through flow. To improve students' satisfaction about school library use, this study proposes effective ways related to teacher librarians' role performances to expand students' flow experience and increase their library skills.

A Study on the Affecting Factors for the Acceptance of the Advertisement through Mobile Media: Cases of Korea and Japan (이동통신매체광고의 수용영향요인에 관한 연구: 한국, 일본 중심으로)

  • Yoo, Sang-Jin;Kim, Hyo-Jung
    • The Journal of Information Systems
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    • v.15 no.4
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    • pp.149-170
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    • 2006
  • This research investigates the determinants of the customer's acceptance intuition for the ads on cellular phone. For this purpose, this research set up a model with such variables as entertainment information irritation, credibility, flow experience, attitudes and acceptance intention based on TAM and Flow theory. For the more reasonable and generalizable results, this study targets two different customer groups in Korea and Japan and compare the responses from these two groups using AMOS, the structural equation modeling and a second-generation multi - variant techniques.

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Impacts of e-Sports Specialization on Flow Experience and Satisfaction - The case of League of Legends- (e스포츠 전문화 수준이 플로우(Flow)와 관람만족에 미치는 영향 - LOL을 중심으로-)

  • Kim, Joo-Hee
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.61-72
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    • 2019
  • This study has meanings by adapting recreation specialized theory, focusing on outdoor recreation activities, on indoor recreation, e-sports. LoL is leading the e-sports fever now, and this study is targeting its spectators, reflecting and analyzing recent e-sports consumers' leisure feature statistically. For the further research, adapting a theory to various fields to generalize is required. Also, the researches on e-sports leisure need both quantitative and qualitative methods.

A Study on the Factors Affecting the Acceptance Intention for Mobile Ads. (모바일 광고의 수용의도에 영향을 미치는 요인에 관한 연구)

  • Yoo, Sang-Jin;Tang, Hung-Lian;Kim, Hyo-Jung
    • Information Systems Review
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    • v.9 no.1
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    • pp.1-21
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    • 2007
  • This research investigates the determinants of consumer's acceptance for the mobile Ads. Based on TAM(Technology Acceptance Model) and Flow theory, our research adopts some factors for a theoretical model such as entertainment, information, irritation, credibility, flow experience, attitudes and acceptance intention. For examining an implied relationships by this research model, a field study using survey methodology for data collection was conducted. This data was analyzed based on using AMOS, the structural equation modeling and a second generation multi variant technique, and has gained distinct advantages over other technique. After some model modification according to model generating strategy approach, this study shows that entertainment, irritation, credibility and flow experience have significant effects on the attitudes. And also, this attitudes have acceptance intention in mobile Ads. In conclusion, implications are discussed along with limitations and further research direction.

The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach (가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.446-460
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    • 2017
  • The purpose of this study is to discover the nature of users' flow experience in virtual reality education services. To this end, we analyzed the factors that affect the user's immersion in virtual reality by applying grounded theory, which is one of the qualitative research method. An experiment was conducted on 11 subjects who were interested in conducting virtual reality education, and conducted interviews after experiments. All of the interviews were documented and configured to construct a paradigm model through the steps of opening coding, axial coding, selective coding. Based on the results, it presents suggestions for future virtual reality education services.

The Effect of Social Influence on Flow, Perceived Usefulness and Intention to Use in Online Community (온라인 커뮤니티에서 사회적 영향이 플로우, 지각된 유용성, 이용의도에 미치는 영향: 싸이월드를 중심으로)

  • Ryu, Il;Choi, Hyuk-Ra
    • The Journal of Information Systems
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    • v.17 no.2
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    • pp.113-135
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    • 2008
  • This study introduces the construct of social influence and combines the construct with the flow theory and TAM framework Subjective norm, image, and visibility identified as the dimensions of social influence are hypothesized to influence flow and perceived usefulness, and then the intention to use of online community. Data were collected through a survey of respondents who have the experience of using an online community, and analyzed by using structure equations modelling. The major findings of this study are as follows: First, subjective norm was found to have a positive influence on flow and intention to use. Second, image was found to have a positive effect chi flow and perceived usefulness. Third, visibility was found to have a positive influence on perceived usefulness. Finally, flow and perceived usefulness were also found to have a positive effect on the intention to use. Implications of these findings are discussed for researchers and practitioners.

The Effects of Flow in a Metaverse-based Virtual Brand Space on Satisfaction and Purchase Intention of Virtual and Actual Fashion Products (메타버스 기반 브랜드 가상 공간 내 플로우가 만족과 가상 및 실제 패션 제품 구매의도에 미치는 영향)

  • Hyesim Seo;Eunah Yoh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.5
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    • pp.891-906
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    • 2023
  • The essence of fashion brands' marketing with metaverse-based virtual spaces is to capture more potential consumers and boost the sales of companies' virtual and physical products. However, existing research has not fully addressed customer responses and behavioral outcomes regarding fashion virtual brand spaces. This study uses flow theory to address this gap and explores the factors that lead to the flow experience in virtual brand spaces. It also establishes the causal relationships between the flow experience, satisfaction with virtual spaces, the intention to purchase virtual products, and the intention to purchase actual products. We chose "Ralph Lauren World" of Ralph Lauren on Zepeto as the virtual brand space for this study and analyzed 239 valid data sets. We tested the hypotheses using structural equation modeling and bootstrapping for the mediation analyses. The findings indicate that the flow experience in virtual brand spaces positively and indirectly affects the purchase intention of virtual products via satisfaction with virtual brand spaces. In addition, virtual space satisfaction had an indirect, positive effect on actual product purchase intention through virtual product purchase intention. The research emphasizes that the purchase intention of virtual and actual products has a positive causal relationship.

Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

A Study on the Influencing Factors on Social Media Use Intensity and Fatigue, and the Moderating Effect of Process Incentive Expectations (소셜 미디어 사용 강도 및 피로감에 미치는 영향 요인과 성과기대의 조절 효과 연구)

  • Park, Kiho
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.215-227
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    • 2021
  • This study empirically studied the factors affecting the intensity of use of mobile social media and fatigue. Theories for the research framework were based on the theory of planned behavior, the theory of private information protection, the theory of flow, and the theory of process incentives. As a result of data analysis, it was found that self-efficacy, user habits, and flow experience positively influence the intensity of mobile social media use. This study assumed that personal information protection issues negatively affect the intensity of mobile social media use, but have little influence on the use intensity. The intensity of media use had a positive effect on media fatigue. In other words, when the intensity of using mobile social media increased, the feeling of fatigue increased. The expected process incentives variable did not show a moderating effect between media use intensity and social media fatigue. The findings will have implications for social media-related companies and organizations that want to use social media tools for business and public services.