• Title/Summary/Keyword: Multi-group Structural Equation

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Factors Influencing Entrepreneurs' Well-Being : Positive Psychological Capital and Antecedents (창업가의 웰빙에 미치는 영향요인 : 긍정심리자본과 선행요인)

  • Kim, Hyeong Min;Kim, Jin Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.5
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    • pp.203-220
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    • 2020
  • The purpose of this study is to examine the importance of entrepreneurs' well-being, and to propose several ways to improve it. First, the factors influencing entrepreneurs' well-being were explored via previous literature review, and positive psychological capital based on positive psychology was selected as the main factor. In addition, the hypotheses were formulated and the research model was constructed by selecting authentic leadership, mastery goal orientation, and social support as the antecedents predictably associated with positive psychological capital. To empirically analyze the proposed model, a questionnaire survey was conducted for the entrepreneurs who fulfilled the training/coaching/consulting programs offered by the Youth Startup Academy. By using the collected 133 responses, PLS-Structural Equation Analysis, PLS-Multi Group Analysis(MGA), and PLS-Importance-Performance Map Analysis(IPMA) were performed. As a result, it was found that positive psychological capital had a high causal relationship with the well-being of entrepreneurs; and authentic leadership and mastery goal orientation had a positive effect on positive psychological capital. However, the statistical significance of the impact of social support has not been verified. While differences in causality between early and growing stages of start-ups only acted as sub-factors of positive psychological capital, the aforementioned three antecedents showed a significant difference for hope and optimism, respectively. This study expanded the topic of entrepreneurship-related research, which mostly focuses on identifying the performance factors of start-ups. It is meaningful in that it empirically verified the causality model constructed by exploring the factors with respect to the mental well-being of entrepreneurs, which is a main theme in the entrepreneurship-related research. These results found in the current study will render practical insights to entrepreneurs, researchers, and educators.

Determinants of International Standardization: An Empirical Analysis in the ICT field (ICT 국제표준화 결정요인에 관한 실증분석 연구)

  • Kim, Bum-Hoan;Park, Jongbong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.11
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    • pp.1064-1076
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    • 2012
  • This study is an attempt to identify factors determining the success of international standardization and understand the relationship between the factors, such as government-driven standardization activities. Six factors were identified through factor analysis; namely, 'Direct government support', 'Indirect government support', 'Utilization of standardization bodies', 'Standardization strategy', 'Attainment of a dominant market power', and 'Adoption as an international standard.' The results showed that firstly, support from the government, whether direct or indirect, had no direct effect on the outcome of international standardization efforts, but produced an indirect influence on it through mediating factors such as the attainment of a dominant market power. Secondly, the attainment of a dominant market power proved to be the most important success factor of international standardization, suggesting that the government must direct its efforts to help boost the market power of target standards through measures like promoting a timely market entry and the development of high-quality standards, in a manner to induce market satisfaction, increasing lock-in effects and building a quasi-vertical integration system. Thirdly, direct support from the government holds the key to the success of international standardization with de jure standardization bodies, while the strategic use of standardization bodies appears the most important for the positive outcome of standardization concerning de facto standardization bodies.

Relationship between Digital Informatization Capability, Digital Informatization Accessability and Life Satisfaction of Disabled People: Multigroup Analysis of Perceived Social Support Network (장애인의 디지털정보화역량, 디지털정보화활용 수준, 일상생활만족도 간 관계: 지각된 사회적 지지망 수준에 따른 다집단 분석)

  • Yeon, Eun Mo;Choi, Hyo-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.12
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    • pp.636-644
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    • 2019
  • The purpose of this study is to explore practical intervention strategies by identifying the relationships among digital informatization capacity, level of digital informatization accessability and life satisfaction of disabled people and to determine differences among these relationships depending on perceived level of social support networks. The participants were 1,639 disabled people from the 2017 digital information gap survey and the results, based on structural equation modeling and multi-group analysis, are as follows. First, digital informatization capacity has a positive influence on the level of digital informatization accessability(β=.65), and life satisfaction(β=.08). The level of digital informatization accessability also has positive influence on life satisfaction(β=.44). Second, the analysis result of the mediated effects of digital informatization accessability level between digital informatization capacity and life satisfaction was significant at a level (β=.29) even greater than the direct effect of digital informatization capacity on life satisfaction. Third, digital information capacity and digital informatization accessability have an influence on life satisfaction regardless of their perceived level of social support. The findings suggest that creating online environments where disabled people can enjoy leisure, culture, and social interaction with high accessibility and utility are as important as providing education for improving their digital informatization capacity.

The Effects of Culinary.Food & Beverage Employees' Stress Coping Style on Job Satisfaction and Customer Orientation (조리 및 식음료 종사원의 스트레스 대처전략이 직무만족도 및 고객지향성에 미치는 영향 연구)

  • Kim, Young-Joong;Park, Young-Mi;Yoon, Hye-Hyun
    • Culinary science and hospitality research
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    • v.19 no.3
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    • pp.156-172
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    • 2013
  • The purpose of this study is to understand the influence of food & beverage employees' stress coping styles in the deluxe hotel industry on job satisfaction and customer orientation. Based on total 250 food & beverage employees obtained from empirical research, this study reviewed the reliability and fitness of the research model and verified a total of 2 hypotheses using the AMOS program. The hypothesized relationships in the model test simultaneously by using a structural equation model(SEM). The proposed model provided an adequate fit the data, ${\chi}^2$=252.876(p<0.001), df=143, CMIN/DF=1.768, GFI=0.914, AGFI=0.873, NFI=0.936, CFI=0.971, RMSEA=0.056. The model's fit, as indicated by these indexes, was deemed satisfactory, thus providing a good basis for testing the hypothesized paths. The SEM showed that the emotion oriented(${\beta}$=-.181, p<0.01) and avoidance oriented(${\beta}$=-.129, p<0.05) had a negative significant influence on job satisfaction. The multi-group analysis effects on division and status did. Also, job satisfaction(${\beta}$=.599, p<0.01) had a positive significant influence on customer orientation. Limitations and future research directions are also discussed.

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The effects of parental monitoring/affection perceived by adolescents on juvenile delinquency -A comparison between two-parent families single-parent families- (청소년이 인지한 부모 감독·애정이 청소년 비행에 미치는 영향 -양부모가정과 한부모가정 비교-)

  • Jeong, Kyu-Hyoung;Kim, Hee-Ju
    • Journal of the Korean Society of Child Welfare
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    • no.56
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    • pp.195-220
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    • 2016
  • The purpose of this study was to compare between two-parent and single-parent families the relationship between perceived parental monitoring/affection and adolescent offline/online delinquency. we analyzed 1,812 cases of high school students (1,628 cases of two-parent families and 184 cases of single-parent families) using the $4^{th}$-and $5^{th}$-year data from the 'Korean Children and Youth Panel Survey'. We used structural equation modeling to understand the correlation between variables, and conducted multi-group analysis to confirm the distinction between family structures. The results of the study were as follows. First, perceived parental monitoring influenced offline adolescent delinquency only among two parent families, while perceived parental affection did not influence either family type. Second, perceived parental affection influenced online adolescent delinquency only among single-parent families, and the path also had a greater negative effect than two-parent families. In the case of perceived parental monitoring, it did not influence online adolescent delinquency regardless of family type, but the path had a greater negative effect on two-parent families than single-parent families. Based on these results-, more concrete social-welfare practical and political implications about adolescent delinquency proposed.

The Effects of Child Abuse on Adolescents' Smartphone Addiction -Focusing on the Mediating Effects of Depression and Gender Differences- (아동학대가 스마트폰 중독에 미치는 영향 -우울의 매개효과 검증과 성별 간 다집단 분석-)

  • Kim, Jaeyop;Hwang, Hyunjoo
    • Journal of the Korean Society of Child Welfare
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    • no.53
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    • pp.105-133
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    • 2016
  • The purpose of this study was to examine the relationships among child abuse, depression, and smartphone addiction by gender. Data were gathered though questionnaires surveying 1,601 adolescents living in the Seoul and Kyeonggi areas. The results of t-tests and multiple regression analyses using structural equation modeling are as follow. First, approximately 40 percent of adolescents reported having experienced child abuse in the past year. Second, 24.5 percent of adolescents were found to be at risk of smartphone addiction. Third, child abuse was associated with depression and smartphone addiction among adolescents, and depression was found to have a mediating effect on the relationship between child abuse and smartphone addiction. Lastly, gender differences were also found: for male students, child abuse was directly related to smartphone addiction; for female adolescents, depression was found to mediate the relationship between child abuse and smartphone addiction. The results suggest different intervention strategies according to gender and a necessity of intervention to prevent child depression and smartphone addiction. The implications for social work practice were also discussed.

The Relationship between Lifestyle and Life Satisfaction of Single-Person Youth Households: Focusing on the Mediating Effect of Interpersonal Relationship and the Moderating Effect of Parents' Socioeconomic Status (청년 1인 가구의 라이프 스타일과 삶의 만족도와의 관계: 대인관계의 매개효과와 부모의 사회·경제적 지위의 조절효과를 중심으로)

  • Cheol-gi Min
    • Industry Promotion Research
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    • v.8 no.4
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    • pp.113-122
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    • 2023
  • This study is a research study aimed at finding out the relationship between lifestyle and life satisfaction of single youth households and the relationship between the mediating role of interpersonal relationships and the effect of parents' social and economic status regulation in the relationship between lifestyle and life satisfaction. To this end, this study conducted a self-written survey of single-person youth households across the country through an online survey institution, regardless of gender, and used a total of 501 copies out of 520 subjects for final results analysis. The data were analyzed using the SPSS 25.0 and AMOS 25.0 programs, and the applied statistical techniques included correlation analysis, confirmatory factor analysis, structural equation model analysis, multi-group analysis, and bootstrap. As a result of the study, there was a significant positive (+) correlation between lifestyle, life satisfaction, and interpersonal relationships of single youth households, and interpersonal relationships were found to have a mediating effect in the relationship between lifestyle and life satisfaction. It was found to have a significant positive (+) effect on income and income satisfaction, but the moderating effect of education, economic activity, housing ownership type, and class consciousness was not significant. Based on the results of these studies, it was intended to provide basic data for developing various community programs and institutional arrangements for single youth households.

Factors Influencing the Intention to Use Digital Technology in Education (학습에서 디지털기술 사용의도에 영향을 주는 요인에 대한 분석)

  • Jang, Moonkyoung
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.2
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    • pp.153-165
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    • 2022
  • The COVID-19 Pandemic incident forced all educational and learning activities to move online, so it is no longer an option to use information and communication technology for education and learning. Venture capital has made the largest investment ever in Edu-tech startups. This study investigates the factors influencing the intention to use digital technology in education, taking into account the Unified Theory of Acceptance and Use of Technology (UTAUT) along with digital literacy, which has become an essential ability in the digital age. As a result of the structural equation model analysis, we find that performance expectation, effort expectation, and social influence have a positive effect on the intention to use digital technology in education. Moreover, digital literacy has a positive effect on performance expectation, effort expectation, and social impact, but the direct effect on the intention to use digital technology on learning is not significant. Furthermore, to see the moderating effect of age, the results of multi-group analysis present that the differences between 10s and 60s, between 20s and 60s, between 30s and 60s on the path of social influence on the intention to use digital technology in education are significantly reduced. This study academically contributes to expanding the research on the factors affecting the intention to use digital technology in a specific situation of education by considering both digital literacy and Unified Theory of Acceptance and Use of Technology (UTAUT). In addition, it can be used as a practical guide to the factors to be considered for each age when making learning participants more actively use digital technology.

An Exploratory Study on the Trustworthiness Analysis of Generative AI (생성형 AI의 신뢰도에 대한 탐색적 연구)

  • Soyon Kim;Ji Yeon Cho;Bong Gyou Lee
    • Journal of Internet Computing and Services
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    • v.25 no.1
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    • pp.79-90
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    • 2024
  • This study focused on user trust in ChatGPT, a generative AI technology, and explored the factors that affect usage status and intention to continue using, and whether the influence of trust varies depending on the purpose. For this purpose, the survey was conducted targeting people in their 20s and 30s who use ChatGPT the most. The statistical analysis deploying IBM SPSS 27 and SmartPLS 4.0. A structural equation model was formulated on the foundation of Bhattacherjee's Expectation-Confirmation Model (ECM), employing path analysis and Multi-Group Analysis (MGA) for hypothesis validation. The main findings are as follows: Firstly, ChatGPT is mainly used for specific needs or objectives rather than as a daily tool. The majority of users are cognizant of its hallucination effects; however, this did not hinder its use. Secondly, the hypothesis testing indicated that independent variables such as expectation- confirmation, perceived usefulness, and user satisfaction all exert a positive influence on the dependent variable, the intention for continuance intention. Thirdly, the influence of trust varied depending on the user's purpose in utilizing ChatGPT. trust was significant when ChatGPT is used for information retrieval but not for creative purposes. This study will be used to solve reliability problems in the process of introducing generative AI in society and companies in the future and to establish policies and derive improvement measures for successful employment.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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