• 제목/요약/키워드: Intension to Use

검색결과 61건 처리시간 0.031초

SNS 사용자의 이용습관과 감정적 요인 관점에서 기업 SNS 계정의 지속적 사용의도에 관한 연구 (Continuous Use of Corporate SNS Accounts from a Habit and Emotional Perspective)

  • 함주연;유현선;지성훈;이재남
    • 지식경영연구
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    • 제15권3호
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    • pp.37-66
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    • 2014
  • Since social network service (SNS) has been widely used as a effective way for people to connect and communication with each other, the use of corporate SNS account also has increased. However, compared to a private SNS account, only few people have a continuous relationship with their corporate SNS account because the use of corporate SNS account tends to be one-time and temporary activity whenever the users just need events and information. Given the psychological side effects of using SNS, the relative lack of empirical studies on the impacts of emotional factor in SNS prevents the deeper understanding of the intention to continuous using corporate SNS account. Therefore, this study aims to explore key determinants of the intension to continuous using the corporate SNS account from a habit and emotional perspective. To bridge research gap, we attempt to divide emotional factor into the following 5 factors based on Mehrabian and Russell model (1974): intimacy, enjoyment (positive factor), privacy concern, anxiety (negative factor), arousal (arousal factor) and (dominant factor). The basic model is proposed to explore the effects of habit and emotional factors on the intension to continuous using the corporate SNS account. We then examine how the effects of habit and emotional factors differ depending on social media types (e.g., facebook and twitter). The results indicates that habit is related to emotional factors, and each emotional factor differently influences the intension to continuous using the corporate SNS account. The results also confirm that the effects of the habit and emotional factors on the intension to continuous using the corporate SNS account differ according to social media types. This study provides practical and useful guidance and the strategic marketing insight for managers in maintaining and improving the intension to continuous using the corporate SNS account.

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Exploring the Determinants of Users' Continuance Intention to Use Mobile Banking Services in Kuwait: Extending the Expectation-Confirmation Model

  • Ahmad A. Rabaa'i;Shereef Abu ALMaati
    • Asia pacific journal of information systems
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    • 제31권2호
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    • pp.141-184
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    • 2021
  • While a great body of information systems (IS) literature has discussed mobile banking (m-banking) services, most of these studies have focused on the adoption or acceptance phases of this technology; with little attention was given to users' intension to continue using such technology. This paper aims at investigating the most important factors that predict users' continuous intension to use m-banking services in the post-adoption phase. This paper presents a conceptualization and validation of an extended expectation-confirmation model (ECM). A total of 303 Kuwaiti users of m-banking services participated in this study. Partial least squares (PLS) of structure equation modelling (SEM) technique was used to analyze the data. The results mainly showed that users' continuous intension to use m-banking services is significantly influenced by perceived trust, satisfaction, self-efficacy, performance expectancy and effort expectancy. Theoretical and practical contributions as well as the research limitations and future directions are discussed.

패션브랜드 인스타그램 사용자 특성에 따른 이용현황 및 소비자태도 (Instagram of Fashion Brand's Current Use and Customer Attitude based on User Attributes)

  • 이윤아;나성민;이지연
    • 한국의상디자인학회지
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    • 제17권4호
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    • pp.201-217
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    • 2015
  • Instagram, image based visual SNS platform is regarded as one of the most effective marketing channels and the number of users are getting increased. To enhance of our understanding of general current use and customer attitude through Instagram accounts owned by fashion brands depending on user attributes, the present study investigates factors that current status of use, purpose of use, brand attitude, purchase intension, and recommend intension. A survey method was conducted for empirical test. A convenience sample of 100 participants was used for data analysis. SPSS 18.0 was used for statistical analysis. Findings of this study suggest that first, the very purpose of access is to grasp fashion trend, second, a group of the high interest in fashion accesses to Instagram account of fashion brands more often, uses Instagram for information search more than other group and has a positive influence on recommend intension, third, a group of the high frequent access accesses Instagram for purpose of information search more and has a positive influent on values on customer attitude and the last, partial purposes of utilization and benefits sought of Instagram of fashion brands has a positive influence on customer attitude.

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온라인 Social Shopping 사이트 이용의도에 영향을 미치는 요인에 관한 연구 (Factors Influencing Acceptance of Online Social Shopping Site)

  • 강유리;박철
    • 한국IT서비스학회지
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    • 제10권1호
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    • pp.1-20
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    • 2011
  • The market structure and consumer characteristics are changing dynamically according to internet shopping industry developing based on Web 2.0. But, there is absent typical online service after 'Cyworld.' The social shopping sites based on social networking reflect to present phenomenon that collective intellect, information sharing, participate in making information. The social shopping sites are not limited in particular shopping sites but include all of sites in online. So, consumers can copy various products and display on their own blog provided from social shopping sites and make some purchase reviews and any comments about products can lead transactions among social shopping sites. So, it might be a one of meta-shopping mall like 'Naver.' As the social shopping sites are new form, we just applied to TAM theory to figure out acceptance factors using SEM. The perceived enjoyment affect to usefulness, ease of use and using intension. The perceived ease of use also affect to usefulness and the usefulness affect to using intension positively. But the perceived ease of use was for nothing in using intension. Finally, we provided managerial implications to activate domestic online shopping industry and theoritical meaning using extended TAM.

e-Commerce 상에서 빅데이터 서비스제공 기대가 이용의도에 미치는 영향 연구 (A Study on the Influence of Expectation of Big Data Service on e-Commerce on the Use Intension)

  • 김영국;염수환;김진형;배석민;정재진
    • 한국멀티미디어학회논문지
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    • 제22권9호
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    • pp.1132-1139
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    • 2019
  • Big data is prominently used as a prediction method in achieving a goal, because it can analyze the regularities to predict future results from a vast amount of past data. Furthermore, big data has huge influence in very diverse academic fields. On such awareness, this study analyzed the regular effect of e-Commerce usefulness from the effects which expectations on big-data service affect the usage purpose of e-Commerce usefulness. This study categorized e-Commerce usefulness into quality recognition, service, and ease, and studied how each category works between the relationship of big-data service expectation and the use intention.

행성 표면탐사를 위한 블랙보드 구조를 가진 멀티에이전트 루버 시스템 (Multi-Agent Rover System with Blackboard Architecture for Planetary Surface Soil Exploration)

  • 딜루사;최석규;김희숙
    • 한국인터넷방송통신학회논문지
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    • 제19권2호
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    • pp.243-253
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    • 2019
  • 행성 탐사의 첫 번째 단계는 일반적으로 자율적 탐사선을 사용하여 수행된다. 이 탐사선은 자신의 길을 찾고 행성표면에 대한 실험을 수행 할 수 있다. 이 논문에서는 각 에이전트의 지식과 노력을 공유하기 위해 블랙보드 시스템을 효과적으로 활용하는 다중 에이전트 시스템을 제안한다. 에이전트는 BDI (Belief Desire Intension) 모델의 조합으로 반응 모델을 사용하고 최단 거리를 계산하고 행성 표면에서 이동 경로를 계산하는 경로 찾기 알고리즘을 사용한다. 이 접근법은 짧은 시간 내에 주어진 지형에서 표면 탐사를 수행 할 수 있다. 블랙보드에 수집 된 정보는 상세한 표면 토양 변화 결과를 산출하는데 사용된다. 이 연구에서 제안된 다중 에이전트 시스템에 의한 탐사는 다양한 지형 크기별로 잘 수행되는 것으로 나타났다.

중국소비자의 'K-POP' 선호도가 한국상품 구매의도에 미치는 영향 (The Effects of 'K-POP' Preference of Chinese Consumers on Purchase Intention for Korean Products)

  • 박종철;강지원;임지원
    • 한국산업정보학회논문지
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    • 제20권1호
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    • pp.79-90
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    • 2015
  • 본 연구는 'K-POP' 선호도가 한국 상품의 구매의도에 미치는 효과를 고찰하고 있으며, 특히 이들 관계를 매개하는 한국문화이벤트 참여의도와 한국문화제품 구매의도의 매개효과를 고찰하였다. 그리고 나아가 이들 경로관계에서 한류 콘텐츠 이용행태별 차이에 따라 경로효과가 차이가 있는지를 확인하였다. 분석결과, 'K-POP' 선호도는 한국문화이벤트 참여의도에 긍정적인 영향을 미치는 것으로 나타났으나, 일반제품 구매의도에 유의한 영향을 미치지 않는 것으로 나타났다. 그리고 한국문화이벤트 참여는 한국문화제품 구매의도와 일반제품 구매의도에 모두 유의한 영향을 미치는 것으로 나타났다. 하지만 한국문화제품 구매의도는 일반제품 구매의도에 유의한 영향을 미치지 않는 것으로 나타났다. 결과적으로 본 연구자들은 본 연구결과를 통해 'K-POP' 선호도가 높아진다고 해서 일반제품 구매의도가 높아지는 것이 아니라, 'K-POP' 선호도가 높아지게 되면 이로 인하여 한국문화이벤트 참여의도가 높아지고, 그 결과 일반제품 구매의도가 높아진다는 새로운 사실을 확인할 수 있었다. 또한, 한류 콘텐츠 이용행태(정보이용빈도, 정보원천, 관심분야)별 차이를 분석하였다. 분석 결과에 따르면, 매체이용 행태별 차이의 경우 인터넷을 사용하는 중국소비자들은 'K-POP' 선호도가 일반제품 구매의도에도 긍정적인 영향을 미쳤으며, 한국문화제품에 대한 구매의도도 일반제품 구매의도에 긍정적인 영향을 미치는 것으로 나타났다. 반면, 정보원천이 TV, 라디오, 신문 등을 주로 이용하는 중국소비자들의 경우에는, 'K-POP' 선호도가 일반제품 구매의도에 유의한 영향을 미치지 않는 것으로 나타났다.

Elementary Teachers' Use of Mathematical Textbooks in Korea

  • Lee, Kwang-Ho;Ha, Su-Hyun
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제15권3호
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    • pp.261-294
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    • 2011
  • The purpose of this research is to analyze Korean teacher textbook use and explore the effective use of textbooks. The researcher surveyed teachers to obtain information relative to their dispositions and views of textbook use, and a subset interviewed to obtain additional insight about these views. For the sample, 278 elementary school teachers were surveyed and a group interview was conducted with 6 teachers. The results showed that many teachers teach all the students simply by following the textbook content. These results suggest that for effective us of textbooks, teachers need to understand how to reconstruct the textbook within an understanding of the textbook authors' intension for the textbook content.

병원 간호사의 팀 공유정신, 팀 효과성, 팀 응집력, 팀 신뢰도, 이직의도에 관한 연구 (A Study on the Team Sharing Spirit Model, Team Effectiveness, Team Cohesion, Team Reliability, and Turnover Intension among Hospital Nurses)

  • 이지은;공정현;이해랑
    • 대한통합의학회지
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    • 제8권3호
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    • pp.121-131
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    • 2020
  • Purpose : This study was conducted to confirm the correlation between team sharing spirit, team effectiveness, team cohesion, team reliability, and turnover intention of hospital nurses and to identify the influence factors affecting the turnover intention of hospital nurses. Methods : The sample for this study consisted of 200 nurses from four general hospitals of less than 500 beds located in J city. Data were analyzed using frequency, percentage, mean, standard deviation, t-test, ANOVA, Scheffe' test, Pearson Correlation and Hierarchical Multiple Regression. Results : Factors influencing nurse turnover intentions included satisfaction with nursing position (β=.274), team reliability (β=-.250), satisfaction with department (β=-.178), and career (β=.149) in order, and these influence factors accounted for 32.1 % of nurses' turnover intentions. Conclusion : Based on the results of the study, it is necessary to consider ways to reduce the turnover intention of nurses by devising strategies to increase the factors of satisfaction with nursing positions, team reliability, and satisfaction with department by making good use of the resources of the medical institution. It is suggested to conduct repeated studies of nurses working in various clinical sites and further studies applying various outcome variables in the future.

온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교 (A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games)

  • 이웅규;권정일
    • 한국경영과학회지
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    • 제30권4호
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.