• 제목/요약/키워드: Intentions of Acceptance

검색결과 134건 처리시간 0.029초

인지된 위험이 모바일 뱅킹 수용 의도에 미치는 영향 (The Effect of Perceived Risk on the Intention to Adopt Mobile Banking Services)

  • 양지윤;안중호;박철우
    • 기술혁신연구
    • /
    • 제14권3호
    • /
    • pp.183-208
    • /
    • 2006
  • Mobile banking is one of the most representative services applied to the mobile technology. However, there are few recent studies about the user acceptance of mobile banking, and prior studies only have been related to the positive effects of the service acceptances such as e-commerce and Internet banking service. The purpose of this research is to grasp the particular risk essentials in mobile banking which customers perceive, and the risk degree of user recognition which affect customer intention to adopt mobile banking through the exploratory research. The perceived risk is segmented into the performance risk, financial risk, time risk, social risk (or psychological risk), and privacy risk based on Cunningham's research (1967) and other recent studies. In the Unified Theory of Acceptance and Use of Technology (UTAUT), we have attempted to determine how different perceived risks have influence on the mobile banking adoption intentions of both the mobile banking users and potential users. The results indicate that performance expectancy, effort expectancy, and social influence have positive influences on the intention to use mobile banking service while perceived risk has a negative influence on the intention to use and performance expectancy.

  • PDF

Examining Customers' Continuance Intentions towards E-wallet Usage: The Emergence of Mobile Payment Acceptance in Vietnam

  • PHUONG, Nguyen Ngoc Duy;LUAN, Ly Thien;DONG, Vu Van;KHANH, Nguyen Le Nhat
    • The Journal of Asian Finance, Economics and Business
    • /
    • 제7권9호
    • /
    • pp.505-516
    • /
    • 2020
  • The purpose of the research is to identify antecedents of mobile wallet continuance intention in Vietnam. A self-administered questionnaire was distributed to collect data from a total of 276 respondents. Partial least squares structural equation modeling was employed for analyzing the data. Five mobile wallet features - mobile application quality, mobile wallet familiarity, situational normality, payment security, and feedback mechanism - are introduced as fundamental elements, which influence customer' continuance intention to use mobile wallet in Vietnam. The results indicate that mobile quality application and familiarity can significantly influence perceived ease-of-use (PEOU) and perceived usefulness (PU), but situational normality has an impact only on PEOU. PEOU and PU are positively related to satisfaction. On the other hand, payment security and feedback mechanism affect positively customer' trust. As a result, the positive effects that satisfaction and trust have on electronic wallet continuance intention are confirmed. The findings can be used to advise mobile wallet providers to improve their platform design and services to retain users. As a theoretical contribution, this study combines the Technology Acceptance Model, Unified Theory of Acceptance and Use of Technology to investigate the key determinants on continuance intention in the context of electronic wallet in Vietnam.

확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로 (A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences)

  • 엄명용;조성한;김태웅
    • 무역상무연구
    • /
    • 제29권
    • /
    • pp.173-196
    • /
    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

  • PDF

ChatGPT의 특성이 사용의도에 미치는 영향에 관한 연구: 교사의 디지털 기술 조절효과를 중심으로 (A Study on the Influence of ChatGPT Characteristics on Acceptance Intention: Focusing on the Moderating Effect of Teachers' Digital Technology)

  • 김효정
    • 디지털산업정보학회논문지
    • /
    • 제19권2호
    • /
    • pp.135-145
    • /
    • 2023
  • ChatGPT is an artificial intelligence-based conversation agent developed by OpenAI using natural language processing technology. In this study, an empirical study was conducted on incumbent teachers on the intention to use the newly emerged Chat GPT. First, we studied how accuracy, entertainment, system accessibility, perceived usefulness, and perceived ease of use affect ChatGPT's acceptance intention. In addition, we analyzed whether perceived usefulness and perceived ease of use differ in the intention to accept depending on the digital technology of teachers. As a result of the study, the suitability of the structural equation model was generally good. Accuracy and entertainment were found to have a significant effect on perceived usefulness, and system accessibility was found to have a significant effect on perceived ease of use. In the analysis of teachers' digital technology control effects, it was found that perceived usefulness and perceived ease of use had a control effect between acceptance intentions. It was found that the group with high digital skills of teachers was strongly intended to accept the service regardless of perceived usefulness and ease of use. In the group with low digital skills of teachers, it is thought that ChatGPT's service shows the acceptance intention only when the perceived usefulness and ease of use are high. Therefore, in the group with low digital technology, it is necessary to seek teaching activities such as the development of instructional models using ChatGPT.

정보시스템의 지속적 사용에서 경험의 역할에 대한 분석 (An Analysis of the Roles of Experience in Information System Continuance)

  • 이웅규
    • Asia pacific journal of information systems
    • /
    • 제21권4호
    • /
    • pp.45-62
    • /
    • 2011
  • The notion of information systems (IS) continuance has recently emerged as one of the most important research issues in the field of IS. A great deal of research has been conducted thus far on the basis of theories adapted from various disciplines including consumer behaviors and social psychology, in addition to theories regarding information technology (IT) acceptance. This previous body of knowledge provides a robust research framework that can already account for the determination of IS continuance; however, this research points to other, thus-far-unelucidated determinant factors such as habit, which were not included in traditional IT acceptance frameworks, and also re-emphasizes the importance of emotion-related constructs such as satisfaction in addition to conscious intention with rational beliefs such as usefulness. Experiences should also be considered one of the most important factors determining the characteristics of information system (IS) continuance and the features distinct from those determining IS acceptance, because more experienced users may have more opportunities for IS use, which would allow them more frequent use than would be available to less experienced or non-experienced users. Interestingly, experience has dual features that may contradictorily influence IS use. On one hand, attitudes predicated on direct experience have been shown to predict behavior better than attitudes from indirect experience or without experience; as more information is available, direct experience may render IS use a more salient behavior, and may also make IS use more accessible via memory. Therefore, experience may serve to intensify the relationship between IS use and conscious intention with evaluations, On the other hand, experience may culminate in the formation of habits: greater experience may also imply more frequent performance of the behavior, which may lead to the formation of habits, Hence, like experience, users' activation of an IS may be more dependent on habit-that is, unconscious automatic use without deliberation regarding the IS-and less dependent on conscious intentions, Furthermore, experiences can provide basic information necessary for satisfaction with the use of a specific IS, thus spurring the formation of both conscious intentions and unconscious habits, Whereas IT adoption Is a one-time decision, IS continuance may be a series of users' decisions and evaluations based on satisfaction with IS use. Moreover. habits also cannot be formed without satisfaction, even when a behavior is carried out repeatedly. Thus, experiences also play a critical role in satisfaction, as satisfaction is the consequence of direct experiences of actual behaviors. In particular, emotional experiences such as enjoyment can become as influential on IS use as are utilitarian experiences such as usefulness; this is especially true in light of the modern increase in membership-based hedonic systems - including online games, web-based social network services (SNS), blogs, and portals-all of which attempt to provide users with self-fulfilling value. Therefore, in order to understand more clearly the role of experiences in IS continuance, analysis must be conducted under a research framework that includes intentions, habits, and satisfaction, as experience may not only have duration-based moderating effects on the relationship between both intention and habit and the activation of IS use, but may also have content-based positive effects on satisfaction. This is consistent with the basic assumptions regarding the determining factors in IS continuance as suggested by Oritz de Guinea and Markus: consciousness, emotion, and habit. The principal objective of this study was to explore and assess the effects of experiences in IS continuance, with special consideration given to conscious intentions and unconscious habits, as well as satisfaction. IN service of this goal, along with a review of the relevant literature regarding the effects of experiences and habit on continuous IS use, this study suggested a research model that represents the roles of experience: its moderating role in the relationships of IS continuance with both conscious intention and unconscious habit, and its antecedent role in the development of satisfaction. For the validation of this research model. Korean university student users of 'Cyworld', one of the most influential social network services in South Korea, were surveyed, and the data were analyzed via partial least square (PLS) analysis to assess the implications of this study. In result most hypotheses in our research model were statistically supported with the exception of one. Although one hypothesis was not supported, the study's findings provide us with some important implications. First the role of experience in IS continuance differs from its role in IS acceptance. Second, the use of IS was explained by the dynamic balance between habit and intention. Third, the importance of satisfaction was confirmed from the perspective of IS continuance with experience.

계획행동이론을 적용한 장애인 메가 스포츠 이벤트에 대한 대학생의 관람 의도 모형 분석 (Analysis of Model of Intentions of University Students to Watch Mega Sports Events with People with Disabilities Based on the Theory of Planned Behavior)

  • 김경진;김재화
    • 한국융합학회논문지
    • /
    • 제13권4호
    • /
    • pp.433-439
    • /
    • 2022
  • 이 연구는 계획행동이론을 적용한 장애인 메가 스포츠 이벤트에 대한 대학생의 관람 의도에 대해 연구모형의 적합성 검증과 변인들 간의 인과적 영향관계를 알아보는데 목적이 있다. 이를 위해 선행연구에서 도출된 하위 변인들의 문항들을 바탕으로 전문가 회의, 타당도, 신뢰도 검증을 통해 최종적으로 설문지를 구성하였다. 자료분석은 SPSS 21.0을 이용하여 Cronbach's a 및 탐색적 요인분석을 실시하였고, AMOS 18.0을 이용하여 구조방정식 모형 분석(SEM) 및 확인적 요인분석(CFA)을 실시하였다. 그 결과 첫째, 계획행동이론을 적용한 장애인 메가 스포츠 이벤트에 대한 대학생의 관람 의도 연구모형의 검증 결과 CFI, NFI, IFI의 평가지수가 수용의 기준을 충족하여 이 연구모형의 적합성이 양호한 것으로 나타났다. 둘째, 장애인 메가 스포츠 이벤트에 대한 대학생의 관람 의도 연구모형의 영향관계를 검증한 결과 대학생의 행동신념과 규범신념은 관람 의도에 정(+)의 유이한 영향관계가 있는 것으로 나타났지만, 대학생의 통제신념 관람 의도에는 부(-)의 유의한 영향관계가 있는 것으로 나타났다.

기업 모바일러닝에서 자기효능감, 지각된유용성, 상사 및 동료지원, 만족도, 전이동기 간의 구조적 관계 분석 (The Analysis of Structural Relationships Among Self-Efficacy, Perceived Usefulness, Supervisor and Peer Support, Satisfaction, and Transfer Intentions in Corporate Mobile-Learning)

  • 정애경;홍유나;강정진
    • 한국인터넷방송통신학회논문지
    • /
    • 제16권4호
    • /
    • pp.189-196
    • /
    • 2016
  • 본 연구는 기업 모바일러닝에서 자기효능감, 지각된유용성, 상사 및 동료의 지원, 만족도, 전이동기 간의 인과관계를 규명하는 것을 목적으로 하였다. 이를 위해 국내기업 A사에서 실시한 모바일러닝 학습자 302명을 대상으로 온라인 설문조사를 실시하였다. 연구 결과 첫째, 자기효능감, 지각된유용성, 상사 및 동료의 지원이 만족도에 유의한 영향을 미쳤다. 둘째, 상사 및 동료의 지원, 만족도가 전이동기에 유의한 영향을 미쳤다. 셋째, 만족도가 자기효능감과 지각된 유용성 간의 관계를 완전매개 하였고, 상사 및 동료의 지원과 전이동기 간의 관계를 부분매개함을 확인하였다. 위와 같은 연구결과는 기업 모바일러닝에서 전이동기 수준을 높이기 위해 조직 내 상사 및 동료의 적극적인 지원이 가능한 조직환경을 조성할 필요가 있으며, 자기효능감을 높이고 모바일 정보수용기술에 대한 유용성을 높게 지각하도록 전략을 수립하여 학습에 대한 만족도를 향상시켜야 함을 시사한다.

크라우드펀딩 참여의도에 영향을 미치는 요인 -통합기술수용 모델을 중심으로- (Influencing Factors on the Acceptance for Crowd Funding - Focusing on Unified Theory of Acceptance and Use of Technology -)

  • 김상대;전인오
    • 한국지능시스템학회논문지
    • /
    • 제27권2호
    • /
    • pp.150-156
    • /
    • 2017
  • 우리나라는 2015년 7월 '자본시장과 금융투자업에 관한 법률'이 통과됨으로써 다양한 형태의 모금개설과 투자가 이루어져 크라우드펀딩이 활성화될 것으로 전망되므로 본 논문은 성공적인 크라우드펀딩을 위해 펀딩에 영향을 미치는 요인들을 찾아내고자 한다. 이에 본 논문에서는 기대 수익, 인지된 위험, 촉진조건, 사회적 영향력과 같은 통합기술수용 모델 핵심 변수들과 인지된 위험이 크라우드펀딩 참여의도에 미치는 영향관계를 분석하였으며, 태도의 매개효과를 검증하였다. 검증결과, 성과기대, 사회적 영향력, 촉진조건은 참여의도에 긍정적인 영향을 미치는 것으로 나타났으나 노력기대와 인지된 위험은 영향을 미치지 않은 것으로 나타났다. 태도에 의한 매개효과 검증에서는 성과기대와 사회적 영향이 참여의도에 미치는 영향에 있어서만 매개효과가 있는 것으로 나타났다.

패션쇼핑 챗봇 특성이 서비스 수용의도에 미치는 영향 -의인화와 개인화를 중심으로- (The Effect of Fashion Shopping Chatbot Characteristics on Service Acceptance Intention -Focusing on Anthropomorphism and Personalization-)

  • 정슬기;허희진;추호정
    • 한국의류학회지
    • /
    • 제44권4호
    • /
    • pp.573-593
    • /
    • 2020
  • This study analyzes consumers' responses toward chatbot services in a fashion retail context. Anthropomorphism and personalization of chatbots are proposed as critical features of a chatbot service that attract positive behavioral intentions from consumers. Social presence, trust, and enjoyment are expected to mediate associations among chatbot characteristics and consumers' acceptance of the service. The experiment was conducted in a controlled laboratory; participants were instructed to engage with a virtual shopping chatbot service via their cell phone and complete a questionnaire online. A total of 189 participants participated in this study along with and four experimental groups of 2 (anthropomorphism: high / low) × 2 (personalization: high / low) were formed with between-subject design. The collected data were analyzed using SPSS 25.0 and SPSS PROCESS Macro programs. The results show that the effect of anthropomorphism and personalization of chatbots on consumers' service acceptance intention when using fashion shopping chatbot service were mediated sequentially by social presence, trust, social presence and enjoyment. This study provides meaningful evidence on the effects of chatbots characterized by anthropomorphism and personalization on consumer responses, acceptance intention and associated psychological mechanisms by expanding the field of consumer behavior into chatbot services.

스마트패션제품 수용에 관한 연구 - 확장된 기술수용모형 실증연구 - (A study on acceptance of smart fashion products - An empirical test of an extended technology acceptance model -)

  • 정소원;노정심
    • 복식문화연구
    • /
    • 제24권2호
    • /
    • pp.263-272
    • /
    • 2016
  • Using the extended technology acceptance model (TAM), the study aimed to understand consumers' adoption process for smart fashion products. The research model was designed to examine the impacts of perceived ease of use and usefulness on attitude and behavior intention toward smart fashion products based on the technology innovativeness, enjoyment, and subjective norm variables. An online survey was conducted on consumers by employing a marketing research company. A total of 230 useable responses were obtained. Confirmatory Factor Analysis (CFA) was performed to test the measurement model. The proposed hypotheses were tested by employing the Structural Equation Model (SEM). The results found a positive impact of perceived ease of use on usefulness and a positive influence of usefulness on attitude and behavior intention. Attitude had a positive effect on behavior intention. In addition, technology innovativeness was found to have a positive influence on perceived ease of use and enjoyment had a positive influence on usefulness and attitude. Subjective norm predicted behavior intention. The findings of the study contribute to smart fashion literature and have important implications for smart fashion product developers and marketers, as they offer insights into the important role of technology innovativeness, enjoyment, and subjective norms perceived by consumers in improving attitudes and behavior intentions toward the products. Limitations and future research directions are discussed.