• 제목/요약/키워드: Motivation for Use

검색결과 767건 처리시간 0.033초

주변인의 영향에 따른 근로자의 음주 동기 및 음주 행위에 관한 연구 (A Study on Motivation for Alcohol Use and Drinking Behavior of Employees by Social Pressure)

  • 김희걸
    • 한국직업건강간호학회지
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    • 제16권2호
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    • pp.197-204
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    • 2007
  • Purpose: This paper is to analyze motivation and behavior of alcohol use of employees, and effects of social pressure on alcohol use of employees. Methods: A cross-sectional study was performed with 341 employees in Industrial Complex. Data were collected from June 26, 2007 to July 11, 2007. Collected data were analysed through Frequency, ANOVA, One-way ANOVA test. Result: Social motivation showed the highest mean among motivation of alcohol use, man showed higher mean than woman on confirmity motivation and affirmation motivation. Dangerous alcohol use showed the highest mean among behavior of alcohol use, man showed higher mean than woman on behavior of alcohol use. Effects of peer showed higher mean than effects of family, generally the more high effects of peer is, the more higher confirmity motivation, dangerous and dependent alcohol use showed. Conclusion: Therefore, to decrease alcohol use of employees must be prepared an alternatives to change drinking culture and recognition, and developed for working man and individual workplaces.

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SNS의 이용 동기에 관한 연구: 개방형 SNS와 폐쇄형 SNS의 비교 (The usage motivation of SNS: A Comparison of Open type and Closed type SNS)

  • 전병호
    • 디지털산업정보학회논문지
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    • 제11권2호
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    • pp.181-192
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    • 2015
  • A new communication revolution such as social networking service (SNS) has been transforming the way of interaction between people in both of individual level and organizational level. Recently many people have switched to closed type SNS such as Naver Band and Kakao group due to the several reasons. The purpose of this study is to investigate the usage motivation and satisfaction of SNS based on use and gratifications perspectives. Based on prior studies on use and gratifications of Internet-related media and SNS, information motivation, relationship motivation, pleasure/entertainment motivation, self-expression motivation, work motivation were identified as usage motivation of SNS. This empirical study explores how these motivations vary between open type SNS(facebook and twitter) and closed type SNS(band and kakao group). This study contributes to provide the base of activation strategies and practical implications for companies using SNS as a marketing tool.

The Impact of Facebook Access Motivation on Facebook Addiction among High School Students: The Mediator Role of Online Self-Disclosure

  • Lee, Eunhee
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.103-112
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    • 2019
  • Online self-disclosure was hypothesized as a mediating variable, explaining the relationship between Facebook access motivation (relationship expansion, curiosity about others' life, maintenance of social connection, social pressure from others, habitual use, impression management, searching for information, and content sharing) and Facebook addiction. Data came from 407 high school students in the Busan, and Gyeongnam provinces. Structural analysis was used to specify the relations among measured construct. Facebook access motivation of curiosity about others' life, Facebook access motivation of maintenance of social connection, Facebook access motivation of social pressure from others, Facebook access motivation of habitual use, and Facebook access motivation of impression management were significant predictors of Facebook addiction. Online self-disclosure mediates between Facebook access motivation of curiosity about others' life, Facebook access motivation of social pressure from others, Facebook access motivation of searching for information & Facebook access motivation of content sharing and Facebook addiction. Viewing online self-disclosure as a mediator has important implications for social media addiction counseling practice.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • 제16권2호
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

중국 청소년의 틱톡(Tiktok) 이용동기가 이용만족도와 지속사용의도에 미치는 영향 (The Effect of Chinese Adolescents' Motivation to Use Tiktok on Satisfaction and Continuous Use Intention)

  • 샤오진화;이상기
    • 문화기술의 융합
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    • 제6권2호
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    • pp.107-115
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    • 2020
  • 본 연구는 중국 청소년을 대상으로 틱톡(Tiktok)의 이용동기를 밝히고 그것이 이용만족도와 지속사용의도에 미치는 영향을 살펴보았다. 또한 이용 동기와 지속사용의도의 관계를 이용만족도의 매개효과로 파악하고자 하였다. 설문조사는 온라인과 오프라인으로 실시하였고 청소년 315명을 표본으로 분석하였다. 자료는 SPSS 25 프로그램을 이용하여 요인분석, 다중 회귀분석 및 매개변수의 효과 분석을 실시하였다. 연구결과 이용 동기로는 정보/오락추구, 소통, 자기표현이 도출되었다. 이들 이용 동기 중 정보/오락추구, 소통이 이용만족도와 지속사용의도에 유의미한 영향을 미치는 것으로 나타났다. 이와 함께, 이용만족도는 지속사용의도에 매개적인 효과가 있는 것으로 확인되었다. 하지만 기존의 소셜미디어의 이용 동기 연구에서 중요한 요인으로 다뤄졌던 자기표현 요인은 틱톡 이용만족도와 지속사용의도에 유의미한 영향을 미치지 않는다는 점을 발견하였다. 본 연구가 향후 틱톡(짧은 동영상) 관련연구에 작은 기여를 할 수 있길 기대한다.

보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로 (A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use)

  • 김형지
    • 한국게임학회 논문지
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    • 제21권4호
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    • pp.95-108
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    • 2021
  • 본 연구는 청소년의 보는 게임 이용동기를 탐색하고, 이용만족 및 이용의도와의 영향 관계를 살펴보았다. 분석을 위해 청소년 274명을 대상으로 설문 조사하였다. 분석결과는 첫째, 청소년의 보는 게임 이용동기는 총 5개 요인이 추출되었으며, '정보 습득 동기', '사회관계/멀티태스킹 동기', '게이머/크리에이터 선호 동기', '도피/습관 동기', '대리만족/재미 동기'였다. 둘째, 대리만족/재미 동기는 보는 게임의 이용만족, 이용의도에 영향을 미쳤다. 셋째, 게임이용량에 따라 이용동기의 영향력에 차이가 있었다. 이 연구는 게임 시장의 활성화 요인을 탐색하고, 성인과는 다른 청소년만의 게임 이용심리를 분석했다는 점에서 연구의 의의가 있다.

지식관리시스템에서 지각된 피드백, 동기, 지식기여 간의 관계에 대한 실증분석 (An Empirical Analysis of the Relationships among Perceived Feedback, Motivation, and Use for Contribution in Knowledge Management Systems)

  • 강희택;오한모
    • 한국경영과학회지
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    • 제37권1호
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    • pp.73-88
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    • 2012
  • This study examines the role of perceived feedback and motivations on the use for contribution in Knowledge Management Systems (KMS). An individual expects responses from others when he or she posts the knowledge or questions of soliciting knowledge in KMS. If an individual posts a message and there are many responses, motivation to use KMS will develop. Prior research has considered feedback a potential factor that would affect an individual's motivation, such as self-efficacy, but there is few prior works that have tested empirically on how feedback can influence an individual's motivations as well as the use for contribution in KMS. Perceived feedback can be categorized into feedback on posted knowledge and feedback on knowledge request postings. The results of the study show that motivations such as organizational reward, knowledge self-efficacy, and enjoyment of helping, except for social reward, are associated with the use for contribution. Our results also show that among perceived feedback, feedback on posted knowledge affects motivation and use for contribution while feedback on knowledge request postings directly influences the use for contribution.

아동의 자기조절 학습전략과 관련이 있는 자기결정성 동기 유형 분석 (Types of Motivation for Self-Determination : Children's Self-Regulated Learning Strategies)

  • 이혜주
    • 아동학회지
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    • 제29권3호
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    • pp.273-288
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    • 2008
  • Types of motivation for self-determination studied in the current research included intrinsic motivation (IM) to know, IM to accomplish, IM to experience stimulation; external, introjected, identified regulation; and amotivation as related to children's self-regulated learning strategies (use of cognitive strategy and self-regulation). The Motivated Strategies for Learning Questionnaire (Pintrich & DeGroot, 1990) and the Academic Motivation Scale (Vallerand et al., 1992, 1993) were administered to 123 $5^{th}$ graders (63 girls, 60 boys). Data were analyzed by Pearson's correlation, multiple regression, and canonical correlation analysis. Results indicated that IM to accomplish, IM to know, and identified regulation positively and amotivation negatively affected self-regulated learning strategies. IM to accomplish and IM to know positively and amotivation negatively contributed to use of cognitive strategy and self-regulation.

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Sustaining the Use of Quantified-Self Technology: A Theoretical Extension and Empirical Test

  • Ayoung Suh
    • Asia pacific journal of information systems
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    • 제28권2호
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    • pp.114-132
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    • 2018
  • Quantified-self technologies (QSTs) provide functions for users to collect, track, and monitor personal data for self-reflection and acquisition of self-knowledge. Although QSTs require prolonged use to reap the attendant benefits, many users stop using their devices or tracking within weeks or months. To address this issue, this study seeks to determine ways to sustain the use of QSTs. Combining motivational affordance theory with technology continuance theory, this study develops a theoretical model that accounts for an individual's continued intention to use a QST. Within the proposed model, unique QST affordances were identified as antecedents of individual motivation in relation to technology continuance, and their different roles in stimulating hedonic, utilitarian, and eudaimonic motivations were examined. The model was tested using data collected from 180 QST users. Results demonstrate that although utilitarian and eudaimonic motivations are complementary forces in determining continuance intention, hedonic motivation loses its predictive power in favor of eudaimonic motivation. Tracking, visualizing, and sharing affordances play different roles in elevating user motivations. The sharing affordance does not influence utilitarian and eudaimonic motivations, but it positively influences hedonic motivation. This research contributes to the literature on technology continuance by shifting scholarly attention from hedonic-utilitarian duality to eudaimonic motivation, characterized by meaning, self-growth, and pursuit of excellence.

음식 콘텐츠 이용 동기와 선호도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Use Motivation and Preference in TV Food Program Viewing)

  • 박신영
    • 한국콘텐츠학회논문지
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    • 제20권7호
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    • pp.534-546
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    • 2020
  • 먹방과 쿡방의 유행과 함께 음식 관련 콘텐츠가 다양한 포맷으로 변화하면서 인기가 지속되고 있는 상황에서 수용자의 개인적 성향 변인이 콘텐츠의 이용 동기와 선호도에 어떤 영향을 미치는지 알아보고자 하였다. 혼밥 경향, 음식 관심도, 공감 능력을 개인적 성향 변인으로 설정하였고, 음식 콘텐츠는 속성에 따라 6가지 유형으로 세분화하여 각각의 선호도를 살펴보았다. 주요 연구결과는 첫째, 음식 콘텐츠 특징이 반영된 동기로 식도락적 감각 쾌락과 음식 보는 쾌감 동기가 추출되었다. 둘째, 음식 콘텐츠 이용 동기에 가장 영향을 미치는 성향 변인은 음식 관심도인 것으로 나타났다. 셋째, 이용 동기에 따라 음식 콘텐츠 선호도가 다른 것으로 나타났고, 혼밥 경향, 공감 능력도 영향을 미치는 변인인 것으로 나타났다. 음식 콘텐츠를 선택하고 이용하는데 영향을 미치는 변인을 콘텐츠 유형별로 탐색해 본 결과가 콘텐츠 제작 과정에서 목표 수용자 층에 맞는 경쟁력 있는 요소를 개발하는데 도움이 될 것으로 기대한다.