• Title/Summary/Keyword: Influencing Usage Intention

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The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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A Study on the Apple Watch Satisfaction and Continuous Use Intention : Evidence from the Chinese Market (애플워치 만족도와 지속적 사용의도에 대한 실증연구 : 중국시장을 중심으로)

  • Ruan, Jing-kun;Song, Hyo-jung;Kim, Tae-ha
    • Journal of Venture Innovation
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    • v.6 no.3
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    • pp.73-93
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    • 2023
  • This study provides a prospect for the fast growing the smartwatch market by investigating the relationship between the satisfaction and the continuous use intention of Apple watch users, as well as the factors influencing their satisfaction. Based on the TAM, this study uses system quality, information quality, and self-efficacy as independent variables, perceived usefulness, perceived ease of use, and satisfaction as mediators, and continuous use intention as the dependent variable. We analyze the data of 256 individuals who completed an online survey with SPSS 26.0 and AMOS 26.0 software. This study conducts several tests and analyses to empirically evaluate the data including reliability analysis, factor analysis, feasibility analysis, path analysis, hypothesis verification, and mediation analysis. Our results investigate which factors may influence consumers' intention to continuously using Apple Watch devices in the future. In summary, satisfaction has a positive effect on the intention to continuously use smartwatchs. Perceived usefulness and perceived ease of use have a positive effect on satisfaction. Among the three factors (system quality, information quality, and self-efficacy), only self-efficacy has no significant impact on perceived usefulness but had a positive effect on perceived ease of use. In addition, system quality and information quality positively affect perceived usefulness, perceived ease of use, satisfaction, and continuous intention to use an Apple Watch. Taking the Apple Watch as the subject of our research topic, this study provides theoretical value by exploring the impact of user's satisfaction with their smartwatch on their continuous usage intention. This study further explains the influence of system quality, information quality, and self-efficacy on user satisfaction. Additionally, this research offers valuable insight to practitioners by confirming that information quality, system quality, and self-efficacy are important features for enhancing satisfactory user experiences which in turn may increase users' intention to continued using smartwatches.

Psychological Factors Influencing Continuous Use of Mobile Healthcare Applications (모바일 헬스케어 앱의 지속사용의도에 미치는 심리적 요인의 영향 연구)

  • Lee, Lee-Sac;Lee, Sang-Hyun;Jeong, Jae-Seon;Noh, Ki-Young
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.445-456
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    • 2017
  • Mobile healthcare apps should be paid more attention not just as software, but also as significant health information providers. We examine the impact of psychological factors (e,g., instrumental efficacy, informational efficacy, health information orientation, playfulness, and responsiveness) on intention to continuous use of mobile healthcare apps. Based on an expanded technology acceptance model (TAM II), this study examined the effects of psychological factors influencing the usage of mobile healthcare apps. The results showed that informational efficacy and instrumental efficacy influenced intention to use through perceived ease of use and perceived usefulness. Playfulness influenced intention to continuous use directly as well as indirectly through perceived ease of use and perceived usefulness. Health information orientation and responsiveness influenced intention to continuous use through perceived usefulness. This study suggests the need for adopting instrumental, informative perspectives and playfulness in contemporary health research and production of mobile healthcare apps.

A Study of the Effects of Job-seeking Efficacy on Use Intention and Outcome of the Work-net (구직효능감(job-seeking efficacy)으로 인 한 Work-net의 이용의도 및 성과에 관한 연구)

  • Oh, Seong-Uk;Yoon, Sung-Joon
    • Journal of Global Scholars of Marketing Science
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    • v.13
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    • pp.113-133
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    • 2004
  • The present study examines the the role of subjectively perceived factors of the attitude toward job-seeking activities in forming an intention to use a web. An integrative research model is presented and tested empirically. It includes the following two aspects of belief in Davis' TAM: perceived usefulness, perceived ease of use. Specially, internet job-seeking efficacy, or the belief in one's capabilities to organize and execute courses of Internet actions required to achieve given goals, is a potentially important factor in efforts to gain more favorable attitude toward Internet uses. Survey data were collected to develop a reliable operational measure of Internet job-seeking efficacy and to examine its construct validity. An four-item Internet job-seeking efficacy scale developed for the present study was found to be reliable and internally consistent. Also, many previous studies have established that perceived usefulness is an important factor influencing user acceptance and usage behavior of information technologies. However, very little research has been conducted to understand how that perception forms and changes over time. The current work presents and tests the determinants of perceived usefulness. The present study found that higher internet job-seeking efficacy is an important concept which is significantly related to job-seeking activities by positively influencing intention and performance as well as usefulness on the Internet.

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A Study on Consumer Preference and Purchase Intention to Smart Phone : Focused on Perceived Cost and Expected Benefit (스마트폰에 대한 소비자선호도 및 구매의도에 관한 연구 : 지각된 비용과 기대혜택을 중심으로)

  • Han, Sung-Hee
    • Journal of Families and Better Life
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    • v.29 no.2
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    • pp.23-37
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    • 2011
  • This study examined the preference and the purchase intention of male and female from 20s through 405 to smart phones. This study verified the differences between the groups according to the socio-demographic factors, the usage pattern of mobile phone, and the perceived cost and the expected benefit. The analysis of the relative influence of those relevant factors was followed. The summaries of this study are as follows; First, the high level factors in purchasing smart phones were the perceived cost and the expected benefit pointed over 3.82. It means that they arc interested in smart phones highly, and if they can support to buy smart phones and situations can be permitted, they would like to buy them. Second, the differences between groups of the preference and the purchase intention were found according to the ages, the marital status and the education level. The results showed that those preference and the purchase intension were measured high at the group of the 20s-30s, the married, and the higher educational level of collage students. Third, expected benefit on smart phones was shown to be divided into two characterized factors through factor analysis. One was 'functional expected benefit' and the other was 'emotional expected benefit'. The functional and the emotional benefit on the using of smart phones were presented high level in group of over graduated students. Forth, the results of the stepwise multiple analysis, which was carried out to find out the influencing factors on the preference and the purchasing intension to smart phones, showed that the most effective factor was the functional expected benefit. The self-expressive propensity, and the education level were followed sequentially. The purchase intention was influenced by both of the functional and the emotional expected benefit. The result of this study shows that the level of the consumer's perceived cost(economic, psychological) and the expected benefit were measured high at the same time. That means that it is necessary to make the consumer information and communicating smoothly in order to lower the cost and enhance the benefit. In addition, This study has its meaning because it found out that functional expected benefit is a factor which has an influence on the Consumer Preference and Purchase Intention on Smart phone. If consumer's function requirements on smart phone are satisfied, it will be able to reduce the consumer problems and increase the consumer satisfaction. The result of this study would be applicable when Smart Phone is used as one of the auxiliary tools for smart consumption.

Identifying Factors Affecting Behavioral Intent of Potential and Existing N-screen Service Users

  • Kwon, Bo-Ram;Ryu, Sunghan;Kim, Young-Gul
    • ETRI Journal
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    • v.37 no.2
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    • pp.417-427
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    • 2015
  • With recent advances in media technology, the creation of a relatively new service, N-screen, has been realized. N-screen provides seamless connections among various media and enables users to enjoy entertainment content at any time and any location. With such recent advances comes opportunity; therefore, for those N-screen service providers who have established an early edge in the ICT industry, it is imperative that they maintain this and stay ahead of the ensuing competition. In this context, the objective of this study is two-fold; first, we aim to find factors influencing the behavior of existing and potential N-screen service users, and then second, to examine the differences in how these factors operate within the two user types. The results of this study show that the perceived value and subjective norm are important influencers in both user types. However, price fairness and innovativeness are only influential on the attitude and intention of potential users, while some aspects of media usage have only significant influences on the behavior and loyalty of existing users. Based on these results, we provide some implications for both researchers and practitioners who wish to better understand the nature of N-screen users.

An Empirical Study on Practical Use of U-Services through RFID in University (대학에서 RFID를 통한 u-서비스의 활용에 관한 실증연구)

  • Lee, Sang-Shik;Bae, Sun-Mi
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.207-215
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    • 2006
  • In this paper, we attempt to investigate the factors influencing usage and acceptance of ubiquitous services in campus, based on the Technology Acceptance Model(TAM). This study conceptualizes and develops three dimensions of u-Services, such as real time service, information security, customization service, and tests the relationship among u-Services, perceived usefulness and perceived ease of use, and intention to use. Data were collected from 162 respondents in K-University and research model was tested using multiple regression analysis. As a consequence, this study found that customization service is an important factor which is influenced to perceived usefulness and perceived ease of use.

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Voluntary Insurance for Ensuring Risk-Free On-the-Go Banking Services in Market Competition: A Proposal for Bangladesh

  • Rahman, Akim M.
    • The Journal of Asian Finance, Economics and Business
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    • v.5 no.1
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    • pp.17-27
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    • 2018
  • In 21st Century business world, services are carried out in multifaceted, competitive and rationality manner that are characterized by evolving many factors, which are often unpredictable. On-the-go banking is a product in financial sector. However, it faces serious pitfalls being it riskiness. Bank customers compete for time-saving options. On contrary, PCBs compete for marginalizing its operating costs for enhancing its revenues. On strategic tactics, PCBs targets city customers in multi-facets including offering incentives for enhanced usages of on-the-go banking. Influencing customer's intention, attitude and behavior in banking, PCBs also offers incentive under market system along with often informational asymmetry. However, it causes exploitation. In most cases customers don't read terms & conditions of services. They don't save contract-copy. These weaknesses cause abuses. Customer faces hidden charges, extra fees, account hacked. Addressing the issue, Voluntary Insurance Option is proposed where PCBs will introduce it as a product of bank-services. Transferring risk away from customer will benefit both PCBs and bank-customers. This product can attract new customers who were on the brink using digital banking but just felt it was too risky. This model can facilitate the parties involved for increasing usage of on-the-go banking-services while customers can maintain optimal utility of usages.

Exploring Effective BIM Workflow Among Practitioners by Technology Acceptance Model: A Case Study on the Construction of Facade

  • Guo, Jingjing;Yang, Jinze;Peng, Senlin;Mao, Chao
    • International conference on construction engineering and project management
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    • 2017.10a
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    • pp.201-209
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    • 2017
  • Facade structure system plays an important role in modern architecture and design. Many contractors start using Building Information Modeling (BIM) to help design and lay-out façade walls in recent years. However, there are still some users refuse to accept BIM on façade construction. Therefore, we employed Technology Acceptance Model (TAM) to assess the users acceptable of BIM work flow, with using a practical case of facade construction in Chongqing Wanda City. The factors that will affect the builder's decision of whether using BIM or not when construct façade, and the relationship among them will be found via this model. Through the analysis using TAM, this research found that the direct factors influencing the completely acceptance of BIM in façade construction is the BIM quality and Result Demonstrating, and the parameter impacting the intuition engendering is the Exterior Condition. Therefore, this paper proposes a more systemic model of BIM acceptance in curtain wall to analyze the user's acceptance. The solution can also offer a reference for future research and construct on façade structure. The acceptance model has the significance that it can help to analyze the reason why users refuse to use BIM in façade construction, thus to help users accept BIM.

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Research on Factors Influencing Consumers' Willingness to Use Community Group Buying Platform

  • Youwei QI;Jing SONG;Yiming LIU;Zhuoqi TENG
    • Journal of Distribution Science
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    • v.22 no.5
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    • pp.1-10
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    • 2024
  • Purpose: The study aims to identify the key factors that influence consumers' propensity to utilize community group buying platforms, employing the Technology Acceptance Model (TAM) as a theoretical framework. Research design, data and methodology: The research design involved selecting 192 consumers with experience in community group buying and analyzing the data statistically using SPSS 23.0. Hypotheses were tested utilizing the structural equation modeling software AMOS. Results: Key findings indicate that the attributes of products offered on community group buying platforms significantly enhance consumers' perceptions of usefulness and ease of use. Furthermore, these perceptions directly correlate with consumers' intentionsto use the platform. Conclusions: Thisresearch, grounded in the TAM, delves into how external factors of the community group buying platform impact perceived usefulness and ease of use, and subsequently, how these perceptions affect consumers' purchasing intentions. Based on these insights, several recommendations can be proposed for the platform's development: The platform should strive to enhance product quality and cultivate a positive reputation. Strategic promotional initiatives should be designed to attract new users while retaining existing customers. Continuous optimization of platform functionalities is necessary to augment users' perception of usefulness. These measures are anticipated to foster user engagement, increase adoption rates, and contribute to the overall success and sustainability of the community group buying platform.