• 제목/요약/키워드: Intention to Continuous Use

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Marketer Generated Content on Social Media: How to Support Corporate Online Distribution

  • ZHONG, Xin;YAN, Jinzhe
    • 유통과학연구
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    • 제20권3호
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    • pp.33-43
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    • 2022
  • Purpose: More and more marketers use social media platforms to create and spread information called Marketer Generated Content (MGC) to inform consumers of products. MGC often embeds product purchase links, thus directing consumers to online distribution channels for online purchases. This study examined the effect of social media MGC on consumers' willingness to buy online in the anchor of consumers' perspective to answer the question of "how social media generated content support corporate online distribution". Research design, data, and methodology: According to the means-end-chain theory, we introduce perceived value and continuous following intention as chain mediators to explain the mechanism of MGC influence on consumers' online purchase intention and consider product type to discuss boundary conditions. Two experiments were designed to test hypothesizes. Results and Conclusion: First, emotional MGC (vs. informational MGC) has lower (higher) perceived utility (hedonic) value. Second, perceived value has a significant mediate role in the effect of MGC on continuous following intention. Third, perceived value and continuous following intention significantly and sequentially mediated the effect of MGC on online purchase intention. Through the sequential mediations of perceived utility value and continuous following intention, Informational MGC of search products significantly increase online purchase intentions. Another parallel sequential mediation, including perceived hedonic, emotional MGC of experience products, partially enhanced online purchase intentions. Finally, this study gives implications for how corporates can use social media MGC to promote product sales online.

중국 라이브 커머스 서비스 품질 특성이 이용자의 지속이용의 도에 미치는 영향 연구 (A Study on the Effects of Chinese Live Commerce Service Quality Characteristics on Users' Continuous Use Intention)

  • 왕금암;이승배
    • 아태비즈니스연구
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    • 제13권3호
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    • pp.433-448
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    • 2022
  • Purpose - The purpose of this study is to empirically analyze users' continuous use intentions using the characteristics of live commerce in China. Design/methodology/approach - Social presence, influence of information source (Wang Hong), convenience, marketability, reliability, personal innovativeness, and social influence were selected as elements that affect the perceived value of users, and an assumption that perceived value would affect continuous use intention was set. 515 samples were obtained from Chinese consumers through a Chinese online questionaire survey. IBM SPSS 26 and AMOS was used for statistical testing. Findings - First, social presence, Wang Hong, convenience, marketability, and reliability, which are the quality characteristics of live commerce services, affect the perceived value of users and user's continuous use intention. Second, the perceived value of users plays a mediating role between the quality characteristics of live commerce service and the continuous use intention. Third, personal innovativeness plays a moderating role in the effect of live commerce service quality on the perceived value of e-commerce users. Fourth, among the relative effects of the service quality characteristic variables, the relative effect of reliability is the greatest followed by that of convenience, marketability, and Wang Hong, in order of precedence, and the effect of social presence is the smallest. Research implications or Originality - South Korean government's plan to support for advancing into live commerce in China were presented as strategic implications for exporting South Korean products to China through online services including live commerce.

오픈코스웨어의 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Influencing on Continuous Usage Intention of Open Course Ware)

  • 이재모;김광용
    • 한국IT서비스학회지
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    • 제15권2호
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    • pp.93-106
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    • 2016
  • Recently, Open Course Ware service area which offers free lecture materials has been steadily growing. This change comes from a paradigm shift of education service caused by the progress of ICT and a role change of consumers. Knowledge creation from higher educational institutions is slow compared to change of society. Therefore, consumers escape from one-sided education, and perform a new role of knowledge generation. Nevertheless, there is not much of academic research of Open Course Ware. Consequently, the paper is dedicated to empirical study on effect of perceived value, information system quality and brand trust on intention to continuous use. As implications for the research, as a practical point of view, the results-an economic side that offers contents for free of charge, a contents side that is fresh, various and substantial, a systematic side that makes customers to use the system easily, a service side which takes charge of customers support and brand trust affect satisfaction and intention to continuous use - can be used for establishment of executive strategies.

생성형 인공지능(Generative AI)에 대한 지각된 가치와 지속이용의도 결정요인 탐색 (Exploring the Perceived Value of Generative AI and the Determinants of Continuous Use Intention)

  • 문수지
    • 한국전자통신학회논문지
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    • 제19권4호
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    • pp.709-720
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    • 2024
  • 본 연구는 가치기반수용모델에 소비자 만족도를 추가하여 이미지 중심의 생성형 인공지능에 대한 사용자의 지속이용의도에 영향을 미치는 요인을 탐색하였다. 주요 결과를 간략하게 제시하면 첫째, 즐거움은 지각된 가치에 유의한 영향을 미치지 못하였으나, 유용성은 지각된 가치에 긍정적 영향을 미치는 것으로 나타났다. 둘째, 비용과 기술성은 지각된 가치에 부정적 영향을 미치는 것으로 나타났다. 셋째, 지각된 가치는 소비자 만족도와 지속이용의도에 긍정적 영향을 미치는 것으로 나타났다. 넷째, 소비자 만족도는 지속이용의도에 긍정적 영향을 미치는 것으로 나타났다. 이상의 결과에 근거하여 사용자의 이미지 중심 생성형 인공지능에 대한 지속이용의도를 높이기 위해서는 이미지 중심의 생성형 인공지능이 가지는 유용성과 이용과정에서의 즐거움을 인식시키는 것이 중요하며, 그와 동시에 사용자들이 수용 가능한 수준에서의 합리적 비용과 이용방법에서의 복잡성을 최소화함으로써 사용자의 지각된 가치와 만족도를 높이는 것이 중요할 것이다.

배달앱 서비스의 온·오프라인 품질요인이 지속이용의도에 미치는 영향 (The Effect of Online and Offline Quality Factors on the Continuous Intention to Use of Delivery App Services)

  • 이문봉;이옥
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.215-236
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    • 2020
  • Purpose/Design The purpose of this study is summarized as follows. First, we want to derive the quality dimension of the delivery app services based on the experience of the users of the delivery app. Second, we would like to identify the continuous intention to use, taking into account the integrated nature of online and offline quality. Third, the online and offline quality factors of the delivery app services shall be checked in an exploratory manner to see how they affect perceived value, satisfaction, and continuous intention to use. In order to demonstrate the purpose of this study, a self-report survey was conducted in which respondents directly responded. A questionnaire of 295 people was identified as a valid sample and used for the final analysis. Findings The summary of the hypothesis test results is as follows. First, the system quality among the online characteristics does not have a significant impact on both perceived values and user satisfaction. Second, the hypothesis that information quality affects satisfaction and perceived value was adopted. Third, the service quality was shown to be a significant factor affecting perceived value and satisfaction. Fourth, the delivery quality among offline characteristics was found to have no significant effect on perceived value and satisfaction. Fifth, the hypothesis test of commodity quality showed that both perceived value and satisfaction had a significant impact. Sixth, satisfaction in the delivery app service showed a positive effect on the continuous intention to use.

아바타 커스터마이징이 메타버스 지속사용의도에 미치는 영향에 있어 자아확장의 매개역할과 자기효능감의 조절효과 (Examining the Impact of Avatar Customization on the Continuous Intention to Use the Metaverse -The Mediating Role of Self-expansion and the Moderating Effect of Self-efficacy-)

  • 윤남희
    • 한국의류산업학회지
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    • 제25권6호
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    • pp.704-714
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    • 2023
  • This study explores how avatar customization influences the continuous intention to use the metaverse, mediated by self-expansion. The moderating effects of self-efficacy between avatar customization and self-expansion are also explored. Data were collected through an online survey using consumer panels. Participants were Zepeto users aged 18 or older who had used the platform within the previous six months. They were asked to recall a recent shopping experience of exploring the virtual fashion store via Zepeto. A total of 196 valid responses from participants were analyzed using SPSS 26.0 for descriptive statistics, reliability analysis, and PROCESS procedure, and AMOS 23.0 for confirmatory factor analysis. Results demonstrate that avatar customization increases continuous intention to use the metaverse; this effect is mediated by self-expansion. The moderated mediation effect of self-efficacy in the indirect path was significant and mediated by self-expansion. Specifically, the interplay effect of avatar customization and self-efficacy on self-expansion was statistically significant. For participants with high self-efficacy, avatar customization increases self-expansion, and it mediates the relationship between avatar customization and the continuous intention to use the metaverse. Findings contribute to expanding the literature on metaverse usage by testing the impact of avatar customization on self-expansion.

어린이 교육용 모바일 앱 인터랙티브 내러티브 디자인이 학습몰입도 증진, 지속사용의도에 미치는 영향 (Effect of Design for Interactive Narrative App, a Mobile App for Children's Education, on Enhancement of Learning Immersion and Intention to Continue Use)

  • 구오칭;한현석
    • 산업융합연구
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    • 제20권10호
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    • pp.157-167
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    • 2022
  • 본 연구는 어린이 교육용 모바일 앱의 인터랙티브 내러티브 디자인이 학습몰입도 증진과 지속사용의도에 미치는 영향을 살펴봄으로써, 인터랙티브 내러티브 디자인의 교육적 효과성을 검증하여 어린이 교육용 앱에 기초한 인터랙티브 내러티브 디자인 방안을 제시하는 것을 목적으로 한다. 연구방법으로는 문헌연구방법 및 설문조사를 활용하여 진행하였다. 구체적으로 문헌연구방법을 통해 인터랙티브 디자인의 개념, 이해, 디자인 구성요소, 학습몰입도, 지속사용의도에 대한 개념과 선행연구를 살펴보았다. 다음으로 한국과 중국의 초등학생 각 100명씩 총 200명을 대상으로 설문조사를 실시하였으며, 응답이 불성실한 설문지 한국 3부, 중국 5부를 제외하고 최종적으로 한국 97명, 중국 95명의 학습자를 대상으로 인터랙티브 내러티브 디자인, 학습몰입도, 지속사용의도를 파악하고 변수 간의 영향 관계를 분석하였다. 본 연구의 연구결과로는 어린이 교육용 앱 사용자인 초등학생을 대상으로 인터랙티브 내러티브 디자인 요소가 학습몰입도와 지속사용의도에 미치는 영향을 살펴본 결과 인터랙티브 내러티브 디자인이 학습몰입도 향상 및 지속사용의도에 긍정적인 영향을 미치는 것으로 나타났다. 이는 수학/과학 교육 시 이론적 개념이나 해석 등을 쉽게 이해하도록 구성하고 있으며, 단계별로 이야기와 이미지가 이어지기 때문에 지루함을 느끼지 않고 학습할 수 있도록 돕기 때문인 것으로 볼 수 있다. 결론적으로 본 연구에서는 인터랙티브 내러티브 디자인은 학습자가 학습에 몰입하고, 지속해서 이를 이용하도록 만든다는 긍정적인 효과를 가지고 있음을 확인할 수 있었다.

사용자 신뢰와 의인화가 ChatGPT의 지속적인 사용 의도에 미치는 영향 (The Impact of User Trust and Anthropomorphism on the Continuance Intention to Use ChatGPT)

  • 장지영;서창교
    • 한국정보시스템학회지:정보시스템연구
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    • 제33권1호
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    • pp.91-114
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    • 2024
  • Purpose The purpose of this study is to empirically investigate the factors that influence users' continuous intention to use ChatGPT based on the Expectation Confirmation Model(ECM). Drawing from the literature, this study identifies anthropomorphism and trust as key characteristics of generative AI and ChatGPT. Design/methodology/approach The research model was developed based on ECM and literature research to investigate the impacts of anthropomorphism and trust on continuous intention of using ChatGPT. In order to test the hypothese, a total of 193 questionnaires were collected and analyzed for the structural equation modeling with SmartPLS 4.0. Findings The study's findings show that all proposed hypotheses were supported, suggesting that the ECM is a valid framework for examining continuous intention of using ChatGPT. Moreover, the study stressed the crucial role of anthropomorphism in the model, showing the positive impact on expectation confirmation, perceived usefulness, and trust in ChatGPT. Also, trust positively affects perceived usefulness. These findings provide valuable insights for enhancing user satisfaction and continuous usage intention, serving as a foundation for development strategies for ChatGPT and similar AI-based systems.

증강현실(Augmented Reality)게임 지속사용의도에 영향을 미치는 요인에 관한 연구: 몰입감을 매개변수로 (Factors Influencing the Intention for Continuous Use of Augmented Reality Games: Immersion as a Mediating Variable)

  • 조남재;왕암서;정은정;유기섭
    • Journal of Information Technology Applications and Management
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    • 제28권6호
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    • pp.1-21
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    • 2021
  • This study is about Augmented Reality Game (AR Game) applied to Pokemon Go, which has recently been a sensational game. We focused on and analyzed the intention for continuous use as a dependent variable. We made hypotheses through previous studies and used spatial presence, perceived interactivity, perceived pleasure, and sickness as independent variables. Immersion was set up as a mediating variable. We conducted the study using 198 data, which people who experienced AR games responded. The results were as follows. First, spatial presence and perceived pleasure were found to have a significant effect on immersion, as in previous studies. Second, the relationship between sickness and immersion, which were shown to have a negative relationship in previous studies, we found that variables had a positive relationship unlike previous studies and rejected the hypothesis. Third, perceived interactivity, which is one of the crucial variables to affect the intention for continuous use, we found not to have a significant relationship among perceived interactivity, immersion, and the intention for continuous use. This result is opposite from previous studies, and further research on this issue is expected. We conducted this study with an individual user's view on immersion and the intention for continuous use rather than focusing on technical or political topics. Besides, this study has a significance that drew different results from previous studies and explored people who relish AR games with the characteristics of personal variables.

온라인 해외직접구매의 쇼핑가치가 호기심 및 자기효능감을 매개로 지속사용의도에 미치는 영향 -헤비유저와 라이트유저의 비교- (The Effect of Shopping Value on Continuous Use Intention of Online Cross-border Shopping Mediated by Curiosity and Self-efficacy -Comparing Heavy and Light User-)

  • 윤남희;김현숙;추호정
    • 한국의류학회지
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    • 제44권5호
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    • pp.1004-1018
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    • 2020
  • Advances in e-commerce enable consumers to shop efficiently for fashion products in global markets in addition, the market size of purchasing directly from foreign websites are also increasing. This study investigates the effects of hedonic and utilitarian shopping values on the continuous use intention of online cross-border shopping. Curiosity and self-efficacy were introduced as mediating variables between shopping values and user intentions. A web-based survey is conducted on female consumers, who have experiences to buy fashion products by online cross-border shopping. A total of 472 responses were collected from a panel of online survey firms. Data are analyzed using confirmatory factor analysis, structural equation modeling, and multi-group SEM by AMOS 21.0. According to the results of the structural equation model test, hedonic value affected continuous use intention of online cross-border shopping as mediated by curiosity and self-efficacy; in addition, utilitarian value influenced self-efficacy, which mediated relations between the utilitarian value and the continuous use intention. The research model was also tested to compare heavy users and light users of online cross-border shopping. For heavy users, the effect of hedonic value on curiosity was significantly stronger than for light users. Several implications are suggested based on the results.