• Title/Summary/Keyword: Motivation in Using Social Media

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A Study on the Change of Tourism Marketing Trends through Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.166-171
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    • 2024
  • Recently, there has been an increasing trend in the role of social media in tourism marketing. We analyze changes in tourism marketing trends using tourism marketing keywords through social media networks. The aim is to understand marketing trends based on the analyzed data and effectively create, maintain, and manage customers, as well as efficiently supply tourism products. Data was collected using web data from platforms such as Naver, Google, and Daum through TexTom. The data collection period was set for one year, from December 1, 2022, to December 1, 2023. The collected data, after undergoing refinement, was analyzed as keyword networks based on frequency analysis results. Network visualization and CONCOR analysis were conducted using the Ucinet program. The top words in frequency were 'tourists,' 'promotion,' 'travel,' and 'research.' Clusters were categorized into four: tourism field, tourism products, marketing, and motivation for visits. Through this, it was confirmed that tourism marketing is being conducted in various tourism sectors such as MICE, medical tourism, and conventions. Utilizing digital marketing via online platforms, tourism products are promoted to tourists, and unique tourism products are developed to increase city branding and tourism demand through integrated tourism content. We identify trends in tourism marketing, providing tourists with a positive image and contributing to the activation of local tourism.

A Study on User Liking Based on Anthropomorphism of Virtual Humans:Focusing on Social Comparison Experience and Self-Improvement Motivation (가상인간의 의인화에 따른 이용자 호감도에 관한 연구: 사회비교 경험과 자기향상욕구를 중심으로)

  • Jeong, DongA;Kim, Hayeon;Lee, Sang Woo
    • The Journal of Information Systems
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    • v.32 no.4
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    • pp.163-188
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    • 2023
  • Purpose The study examines the impact of the level of anthropomorphism (both in appearance and behavior) of virtual humans on user liking. It investigates whether this relationship is mediated by social comparison experiences, with the moderated mediation effect of users' desire for self-improvement. Design/methodology/approach A between-groups experimental design was employed to examine the impact of different levels of appearance(low/mid/high) and behavior(low/high) anthropomorphism on user liking of virtual humans. The experiment was conducted in an online environment, and participants were randomly exposed to one of six stimuli, which were Instagram-like posts. Findings The results indicate that as virtual humans become more anthropomorphic, they have a positive impact on user liking. However, once the level of anthropomorphism in appearance reaches a certain point (mid vs high), there is no significant difference in user liking. Users who perceive virtual humans as highly anthropomorphic tend to engage in more social comparison experiences, which positively affects their liking for these virtual humans. Conversely, individuals with a high desire for self-improvement found that the positive effect of appearance anthropomorphism on liking through social comparison experiences was reduced. The study extends the application of social comparison theory by examining its impact on influencer marketing with virtual beings. It provides valuable insights for the formulation of influencer marketing strategies using virtual humans.

Awareness of the Others on Facebook: Empirical Analysis of Social Presence (페이스북에서 상대방에 대한 존재 인식: 사회적 현존감의 실증적 분석)

  • Hwang, Ha Sung
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.93-99
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    • 2015
  • The purpose of this study was to explore the reasons why college students use Facebook and the ways in which they feel of social presence while using Facebook. In fact, the study aimed to specify the links between motivations for using SNS and a sense of 'being together'. The findings of this study suggest that major motivations of SNS use were social interaction, entertainment, self-presentation, and information-seeking. Specifically, results from a survey of 280 respondents revealed that college students used Facebook to seek maintenance and connection with friends, to express themselves, to get information about school activities, and to be entertained. These findings are consistent with the existing literature regarding SNS as a primary channel to maintain the existing social relationships among college students. The study also found that all motivation factors, except information-seeking factor, were positively and significantly related to social presence. The strongest correlations were between social presence and Facebook use for social interaction and entertainment needs. It seemed that users who seek social interaction and entertainment needs are more likely to feel a sense of being with others while users who seek to get information are less likely to feel a sense of social presence. These findings implied that to some extent, a sense of social presence occurs in the context of Facebook and that the experience of social presence depends on what college students seek from Facebook use. In addition, the results showed a positive relationship between Facebook use and social presence; the more college students use Facebook, the more they are likely to experience sense of social presence. Given that Facebook provides college students with a place where they can share thought and feelings among friends, it can be concluded that Facebook contributes to the sense of belonging among users. And such feeling may enhance a sense of presence with others while using Facebook. These findings suggest that uses and gratifications researchers should consider the concept of social presence as an important variable in explaining what audience members do with media.

Psychological phenomenon analysis of short video users' anxiety, Addiction and Subjective well-being

  • Peng, Chen;Lee, Jong-Yoon;Liu, ShanShan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.27-39
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    • 2022
  • Short videos are becoming more popular in mobile Internet age. Not only people's media consumption patterns have been changed by the rise of this new media form, but also it has posed challenges to public psychological well-being. For many netizens, their entertainment needs have been met by watching short videos. However, many side effects, such as addiction and anxiety, reduce users' subjective well-being instead of satisfying the entertainment motivation after watching short videos. Therefore, it has become a significant research problem in short videos to figure out how to get audiences to watch short videos on a regular basis while avoiding side effects like anxiety and addiction and improving audiences' subjective well-being. Based on the theory of Internet addiction, this study analyzed short video users using the 2×2×2 research method and explored the relationship between the length of use, addiction, anxiety, and subjective well-being of short video users. The results showed that short video users with different usage lengths showed significant differences in addiction, anxiety, subjective well-being, and online social support; innovative different short video users showed significant differences in addiction and anxiety, as well as a triadic relational interaction of short video users' anxiety under the interaction with self-efficacy and online social support. This study contributes to the advancement of internet addiction theory research and application, assisting short video users in avoiding addiction and anxiety, and improving the subjective well-being of short video users, thereby promoting the growth of the short video industry.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

The Effects of Image Based Fashion Brands' SNS Toward Flow and Brand Attitude : Focus on Pleasure Emotion as Mediator (패션 브랜드 이미지 기반 SNS가 플로우, 브랜드 태도에 미치는 영향 : 즐거움 감정의 매개변수를 중심으로)

  • Ko, Jeonmi;Shin, Jiye;Ko, Eunju;Chae, Heeju
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.908-920
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    • 2014
  • As social networking service (SNS) users' needs and wants have become more diverse, SNS is designed to provide various services and functions. As a result, an image based SNS with the purpose of sharing various interests has emerged. More and more fashion companies are using image based SNS to use it as a medium to better communicate with their customers. This study investigates the effect of usage motivation of image based SNS with the emotion of pleasure as the mediator and its impact towards flow and brand attitude. In order to verify the research model and to test the proposed hypotheses, we conducted a pilot test on 8 image based SNS heavy users, and followed through with 215 questionnaires which were collected via online survey. The results of this study are as follows. Each usage motivation of image based SNS had significant effect on each pleasure. The visual impact had a positive effect on sensory pleasure and the common interest significantly influenced on user's affective preference. Curating, simplicity and interconnecting had a positive effect on cognitive pleasure. Affective and cognitive pleasures except sensory pleasure positively impacted the user on flow. The cognitive pleasure had a positive effect on the brand attitude. Lastly, flow had a positive effect on the brand attitude. This study is the foundation of the image based SNS academically in the new media research. Furthermore, it suggests managerial implications of a company to provide effective marketing strategy to make the best use of image based SNS.

A Study on the Factors Influencing the Satisfaction and Continued Use Intention of the Subscription Economy Service: Focusing on Use Motivations, Platform & Service Characteristics (구독경제 서비스 만족과 지속사용의도에 영향을 미치는 요인 연구: 이용동기와 플랫폼, 서비스 특성요인을 중심으로)

  • Minjung Kim;Tae-eun Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.535-542
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    • 2023
  • This study attempted to identify various variables that affect satisfaction and continued use intention of the subscription economy services. Through previous research studies, individual characteristics and service characteristic variables were considered together. Finally, use motivation, platform characteristic factors, and product and service characteristic factors were classified and examined. As a result of the study, the motive for using the service that affects the satisfaction of the subscription economy service was found to be functional hedonic, and economic motive, and platform recency and convenience, economic utility, and perceived personalization had a positive effect. Functional and hedonic motives and convenience showed positive influences on continued use intention, while social motives showed negative influences. In addition, it was confirmed that economic motivation, platform recency, economic utility, and perceived personalization showed a positive influence on the intention to continued use intention by mediating satisfaction with subscription economy services.

Motivations for Sharing Photos and Videos on YouTube and Flickr (YouTube와 Flickr에 사진과 비디오를 공유하는 이용자 동기 연구)

  • Oh, Sanghee;Syn, Sue Yeon
    • Journal of the Korean Society for information Management
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    • v.34 no.4
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    • pp.227-245
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    • 2017
  • This study mainly investigates the motivations of YouTube and Flicker users for posting videos or images/photos on each service. The motivational framework with ten factors such as enjoyment, self-efficacy, learning, personal gain, altruism, empathy, social engagement, community interest, reputation and reciprocity were used to test the motivations. Those who are users of YouTube and Flickr were recruited from Amazon Mechanical Turk to participate in online surveys. Findings show that learning and social engagement are the two most highly rated motivations. Altruism was rated relatively low, although it was strongly correlated with all other motivations. Personal gain was rated as the lowest by both users but Flickr users rated personal gain higher than YouTube users. Findings from this study could be applicable to specify user motivations for using the services and to upgrade the designs of the services in the future.

Perceptions of the Knowledge of the Channel ⓔ as educational media for school teachers (<지식채널e>의 교육적 활용에 대한 교사 인식 연구)

  • Park, Yooshin;Na, Yeohoon;Jang, Eunju
    • Cartoon and Animation Studies
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    • s.49
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    • pp.425-464
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    • 2017
  • The Knowledge of the Channel (e) is often used as educational materials; it delivers very short but compelling message of strong or interesting timeliness. However, as the media environment changes, expectations and demands for The Knowledge The Knowledge of the Channel (e) is used in school education and what should be improved upon to increase utilization of educational resources. We surveyed 361 elementary, middle and high school teachers and analyzed the frequency of using, approach and learning activities of The Knowledge of the Channel (e) in school education. We also analyzed difficulties in using it in the school and what improvements should be made. Result show that the frequency of using The Knowledge of the Channel (e) in school is highest in elementary schools, followed by middle school, and then high school. Teachers strongly consider curricular relevance when selecting broadcasting contents for education, and among programs of EBS(Educational Broadcasting System), most frequently use The Knowledge of the Channel (e). The The Knowledge of the Channel (e) is mainly used as an incentive for increasing motivation. When examined by elementary school curriculum, this material is highly utilized in subjects with content such as society, morality, and science, or with approaches that require various perspectives. However, it is difficult for teachers to find materials directly related to their classes, and since other media content similar to The Knowledge of the Channel (e) is abundant, the utilization of The Knowledge of the Channel (e) is decreasing. To improve this, The Knowledge of the Channel (e) needs to improve its platform and transformed the type of The Knowledge of the Channel (e) content being provided on social media.