• 제목/요약/키워드: Fun factors

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라이브 커머스 특성이 구매 의도에 미치는 영향 : 신뢰와 몰입의 이중매개 효과를 중심으로 (Effect of Live Commerce Characteristics on Purchase Intention : Focusing on the Parallel Multiple Mediating Effect of Trust and Flow)

  • 김성종;정병규
    • 벤처혁신연구
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    • 제5권1호
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    • pp.59-73
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    • 2022
  • 코로나19로 인하여 언택트 마케팅이 활성화되고 있다. 그로 인하여 e 커머스 시장에서도 언택트 판매인 라이브 커머스가 활성화되고 있다. 이에 본 연구에서는 소비자들이 라이브 커머스를 통해 구매할 경우 어떠한 요인이 영향을 미치는지에 대해 알아보고자 했다. 특히 이제 막 활성화되고 있는 라이브 커머스 플랫폼과 제품에 대한 소비자의 신뢰가 중요하고 콘텐츠에 대한 소비자들의 몰입이 중요하므로 이들의 매개 효과를 분석하였다. 연구 모형은 선행 연구를 바탕으로 라이브 커머스 특성 중 공통 변인을 도출하여 설정하였다. 실증 분석을 위해 온라인 설문조사를 진행하였다. 라이브 커머스에서 1회 이상 구매한 사용자 200명을 분석 대상으로 삼았다. 연구 결과는 다음과 같다. 라이브 커머스 특성 중 오락성, 경제성, 전문성은 구매 의도에 정(+)의 영향을 미치는 것으로 나타났다. 반면, 사용 용이성은 구매 의도에 유의한 영향을 미치지 못했다. 영향력은 오락성, 전문성, 경제성 순으로 나타났다. 신뢰의 매개 효과는 오락성, 경제성, 전문성이 구매의도에 영향을 미침에 있어서 매개역할을 하는 것으로 나타났다. 반면 사용 용이성과 구매 의도간에는 유의한 매개효과가 검정되지 않았다. 몰입의 매개 효과는 오락성, 경제성이 구매의도에 영향을 미침에 있어서 몰입이 매개 역할을 하는 것으로 나타났다. 반면 사용 용이성과 경제성이 구매의도에 영향을 미침에 있어서 몰입의 매개효과는 검정되지 않았다. 몰입과 신뢰의 이중 매개효과는 오락이 구매의도에 영향을 미침에 있어서는 몰입의 매개효과가 신뢰의 매개효과 보다 강하게 나타났다. 전문성이 구매의도에 영향을 미침에 있어서도 역시 몰입의 매개효과가 신뢰의 매개효과 보다 강하게 나타났다. 반면, 경제성이 구매의도에 영향을 미침에 있어서는 신뢰만 매개효과가 있는 것으로 분석되었다. 이러한 연구 결과는 학술적으로 소비자들이 라이브 커머스를 이용함에 있어서 콘텐츠의 재미와 흥미 요소인 오락성이 가장 중요한 요인임을 실증적으로 검증한 점이다. 또한 신뢰와 몰입이 동시에 매개 역할을 하기도 하고 전혀 매개 역할을 못하는 경우등 다양한 결과를 도출한 점이다. 라이브 커머스 플랫폼 사업자와 판매업체들에게 소비자에게 다가가기 위해서 무엇에 우선 순위를 두어야하는지에 대한 단초를 제공하였다는 점에서 실무적인 시사점을 찾을수 있다.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.