• 제목/요약/키워드: Network Externality

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UTAUT를 활용한 NFT 잠재적 수용자의 수용의도 영향요인 연구 (A Study on Influencing Factors on Intention to Adopt NFTs Using UTAUT)

  • 조광현;이원부
    • 한국콘텐츠학회논문지
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    • 제22권3호
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    • pp.17-34
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    • 2022
  • NFT는 최근 급성장하며 주목 받고 있는 신기술임에도 불구하고, 소비자 보호와 산업 진흥을 위한 연구는 부족한 실정이다. 이에 본 연구는 통합기술수용이론에서 제시된 요인들과 NFT의 특성을 반영할 수 있는 변인들이 NFT의 수용의도에 미치는 영향을 검증하고, 이를 토대로 NFT 자산유형과 암호화폐 투자경험에 따른 조절효과를 규명하였다. 연구대상을 NFT를 사용할 것으로 기대되는 잠재적 사용자로 한정해 연구를 진행하였고, 연구 분석 결과 성과기대, 네트워크 외부성, 혁신성은 수용의도에 긍정적인 영향을 미치지만, 암호화폐 투자경험과 NFT 자산 유형에 따른 조절효과는 제시되지 않았다. 본 연구를 통해 NFT의 인식이 아직은 사회 전반에 부족하고, 기술에 대한 이해도보다는 개인적 성향이 NFT에 보다 주요한 영향을 미치고 있음을 확인할 수 있었다.

Re-examining Network Market Strategies from the Perspective of the Local Network: Market Competition between Incompatible Technologies

  • Choi, Han-Nool;Lee, Byung-Tae
    • 한국경영과학회:학술대회논문집
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    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
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    • pp.189-206
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    • 2005
  • Much of work on network externality assumed network effects are dependent on the network size. Therefore, very little consideration is given to the view that marginal benefits from joining the network may not increase with the network size if consumer benefits come from the direct interaction with neighbors, namely local network. In this study, we used the agent-based simulation method to reexamine the effectiveness of the traditional network market strategy under the presence of the local network where two incompatible technologies compete. We found that the strategy of growing an initial customer base is not effective under the presence of the local network. Our study also showed that targeting customers based on their technology Preference is not as effective as targeting customers within the same local network. As a result, the focus of a network market strategy should be directed to taking advantage of the customer network.

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Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

O2O 배달 앱 플랫폼 서비스에서 공급 업체의 지속이용의도에 영향을 미치는 요인에 관한 연구 (A Study on Factors Affecting Vender's Continuous Use Intention in O2O Delivery App Platform Service)

  • 이재광;최영우;임은주;김유민;안새롬;김민정
    • 한국IT서비스학회지
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    • 제20권2호
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    • pp.13-31
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    • 2021
  • Recently, delivery app services based on the O2O platform are increasing rapidly. Accordingly, various studies on O2O service have been conducted. Most of the studies are on consumer behavior in O2O services, and few studies on platform vendors have been conducted. Therefore, this study empirically analyzed the factors affecting the vender's intention to continuous use in the O2O delivery app platform service. Based on prior researches, we set the quality characteristics and network characteristics of the O2O platform as independent variables. The quality characteristics of the O2O platform consisted of system quality, information quality, and service quality, and the O2O platform network characteristics consisted of network externality and platform reputation. Perceived value and switching cost were set as mediated variables, and vender's intention to continuous use was set as dependent variables. For empirical analysis, we conducted a survey targeting vendors of O2O delivery app platform service, and conducted frequency analysis, factor analysis, reliability analysis, and regression analysis. As a result of the analysis, the quality characteristics of the O2O platform, such as system quality, information quality, service quality, and O2O platform network characteristics, showed that network externality and platform reputation had a positive effect on perceived value. The perceived value was found to have a positive effect on the switching cost and the intention to continuous use, and the switching cost was found to mediate the perceived value and the intention to continuous use. This study can contribute to the establishment of platform operation strategy as an empirical analysis on the factors that influence the intention of O2O platform vendors to use the platform continuously.

Video UGC 제작 동기와 행위 과정에 관한 이해: 구현의도이론 (Theory of Implementation Intentions)의 적용을 중심으로 (Understanding User Motivations and Behavioral Process in Creating Video UGC: Focus on Theory of Implementation Intentions)

  • 김형진;송세민;이호근
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.125-148
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    • 2009
  • UGC(User Generated Contents) is emerging as the center of e-business in the web 2.0 era. The trend reflects changing roles of users in production and consumption of contents on websites and helps us to understand new strategies of websites such as web portals and social network websites. Nowadays, we consume contents created by other non-professional users for both utilitarian (e.g., knowledge) and hedonic values (e.g., fun). Also, contents produced by ourselves (e.g., photo, video) are posted on websites so that our friends, family, and even the public can consume those contents. This means that non-professionals, who used to be passive audience in the past, are now creating contents and share their UGCs with others in the Web. Accessible media, tools, and applications have also reduced difficulty and complexity in the process of creating contents. Realizing that users create plenty of materials which are very interesting to other people, media companies (i.e., web portals and social networking websites) are adjusting their strategies and business models accordingly. Increased demand of UGC may lead to website visits which are the source of benefits from advertising. Therefore, they put more efforts into making their websites open platforms where UGCs can be created and shared among users without technical and methodological difficulties. Many websites have increasingly adopted new technologies such as RSS and openAPI. Some have even changed the structure of web pages so that UGC can be seen several times to more visitors. This mainstream of UGCs on websites indicates that acquiring more UGCs and supporting participating users have become important things to media companies. Although those companies need to understand why general users have shown increasing interest in creating and posting contents and what is important to them in the process of productions, few research results exist in this area to address these issues. Also, behavioral process in creating video UGCs has not been explored enough for the public to fully understand it. With a solid theoretical background (i.e., theory of implementation intentions), parts of our proposed research model mirror the process of user behaviors in creating video contents, which consist of intention to upload, intention to edit, edit, and upload. In addition, in order to explain how those behavioral intentions are developed, we investigated influences of antecedents from three motivational perspectives (i.e., intrinsic, editing software-oriented, and website's network effect-oriented). First, from the intrinsic motivation perspective, we studied the roles of self-expression, enjoyment, and social attention in forming intention to edit with preferred editing software or in forming intention to upload video contents to preferred websites. Second, we explored the roles of editing software for non-professionals to edit video contents, in terms of how it makes production process easier and how it is useful in the process. Finally, from the website characteristic-oriented perspective, we investigated the role of a website's network externality as an antecedent of users' intention to upload to preferred websites. The rationale is that posting UGCs on websites are basically social-oriented behaviors; thus, users prefer a website with the high level of network externality for contents uploading. This study adopted a longitudinal research design; we emailed recipients twice with different questionnaires. Guided by invitation email including a link to web survey page, respondents answered most of questions except edit and upload at the first survey. They were asked to provide information about UGC editing software they mainly used and preferred website to upload edited contents, and then asked to answer related questions. For example, before answering questions regarding network externality, they individually had to declare the name of the website to which they would be willing to upload. At the end of the first survey, we asked if they agreed to participate in the corresponding survey in a month. During twenty days, 333 complete responses were gathered in the first survey. One month later, we emailed those recipients to ask for participation in the second survey. 185 of the 333 recipients (about 56 percentages) answered in the second survey. Personalized questionnaires were provided for them to remind the names of editing software and website that they reported in the first survey. They answered the degree of editing with the software and the degree of uploading video contents to the website for the past one month. To all recipients of the two surveys, exchange tickets for books (about 5,000~10,000 Korean Won) were provided according to the frequency of participations. PLS analysis shows that user behaviors in creating video contents are well explained by the theory of implementation intentions. In fact, intention to upload significantly influences intention to edit in the process of accomplishing the goal behavior, upload. These relationships show the behavioral process that has been unclear in users' creating video contents for uploading and also highlight important roles of editing in the process. Regarding the intrinsic motivations, the results illustrated that users are likely to edit their own video contents in order to express their own intrinsic traits such as thoughts and feelings. Also, their intention to upload contents in preferred website is formed because they want to attract much attention from others through contents reflecting themselves. This result well corresponds to the roles of the website characteristic, namely, network externality. Based on the PLS results, the network effect of a website has significant influence on users' intention to upload to the preferred website. This indicates that users with social attention motivations are likely to upload their video UGCs to a website whose network size is big enough to realize their motivations easily. Finally, regarding editing software characteristic-oriented motivations, making exclusively-provided editing software more user-friendly (i.e., easy of use, usefulness) plays an important role in leading to users' intention to edit. Our research contributes to both academic scholars and professionals. For researchers, our results show that the theory of implementation intentions is well applied to the video UGC context and very useful to explain the relationship between implementation intentions and goal behaviors. With the theory, this study theoretically and empirically confirmed that editing is a different and important behavior from uploading behavior, and we tested the behavioral process of ordinary users in creating video UGCs, focusing on significant motivational factors in each step. In addition, parts of our research model are also rooted in the solid theoretical background such as the technology acceptance model and the theory of network externality to explain the effects of UGC-related motivations. For practitioners, our results suggest that media companies need to restructure their websites so that users' needs for social interaction through UGC (e.g., self-expression, social attention) are well met. Also, we emphasize strategic importance of the network size of websites in leading non-professionals to upload video contents to the websites. Those websites need to find a way to utilize the network effects for acquiring more UGCs. Finally, we suggest that some ways to improve editing software be considered as a way to increase edit behavior which is a very important process leading to UGC uploading.

소비자의 사물인터넷 서비스 경험과 수용의도 : 네트워크 외부성을 중심으로 (Consumer Experience and Adoption Intention of Internet of Things Services: The Impact of Network Externalities)

  • 장민흔;이진명
    • 디지털융복합연구
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    • 제17권10호
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    • pp.177-186
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    • 2019
  • 본 연구의 목적은 사물인터넷 서비스의 효용 비용 및 네트워크 외부성 요인이 소비자의 수용의도에 미치는 영향을 분석하는 것을 통해 사물인터넷 서비스에 대한 소비자 경험 및 행태에 대한 이해를 높이고 실무적으로 유용한 시사점을 제공하는 것이다. 사물인터넷 서비스를 인지하고 있는 20대에서 60대까지의 일반 소비자를 대상으로 온라인 설문조사를 통해 328부의 자료를 수집하였고, SPSS 24.0을 이용하여 빈도분석, 상관관계 분석, 요인분석, 위계적 회귀분석을 실시하였다. 연구결과, 다양한 맥락에서의 사물인터넷 서비스에 대한 소비자 경험 수준이 확인되었고, 오락성, 정보성, 인간가치 상실, 적합성, 호환성이 소비자의 사물인터넷 서비스 수용의도에 유의한 영향을 미치는 것으로 나타났다. 본 연구는 적합성과 호환성을 높임으로써 네트워크 외부성 효과를 강화하는 것이 소비자의 사물인터넷 서비스 수용을 촉진하는 데 있어 중요하다는 점을 시사한다. 향후 연구에서는 구체적인 사물인터넷 서비스를 채택하여 본 연구에서 개발한 모형의 타당성을 보다 정교하게 검증하는 것이 필요하다.

IT 신산업의 선정 결정요인 및 SWOT 분석 (The Determinants of Selection as IT New Industry and its SWOT Analysis)

  • 김홍기;민완기;이장우;장송자
    • 기술혁신학회지
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    • 제7권1호
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    • pp.64-88
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    • 2004
  • This paper aims at investigating which factors play important roles in selecting government's new core IT industries and how competitive they are. We surveyed 6 competitiveness factors and 17 IT industries for the expert group. The logit and probit models were estimated and SWOT analysis was performed. The empirical results show that government put emphasis on marketability, externality and technology, not publicity, when selecting IT new core industry. The skilled human resources turn out to be a threat factor in the government selected IT new core industries such as home-network, third generation semi-conductor. Therefore, training or education system for skilled labors is required to develop and nurture such industries. The contribution to small medium venture industry and publicity are lower in the several industries such as intelligent service robots, post PC, embodied S/W, next generation battery, which are selected by government, not by standardized data based criterion. in such industries, marketabilities, technology, skilled human resources are threats factors to such industries. Therefore every effort for enhancing the marketability and R&D investment and education system for skilled labor are necessary to develop the industries.

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소프트웨어시장의 경제적 고찰 (A study on S/W Market from an Economic perspective)

  • 김범환;임광선
    • 기술혁신학회지
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    • 제1권2호
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    • pp.153-164
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    • 1998
  • This study attempts to provide policy makers and other interested parties with policy implications throughout an economic analysis of software sector. Chapter 2 is designed to provide an overview of market characteristics in the software sector. Chapter 3 reviews an overview of the evolution stage of the software industry and the effects these trends have on firm strategies. Chapter 4 reviews the relationships between software economic characteristics and intellectual property rights. Some suggestions are offered in the conclusion, with special attention given to an examination of market characteristics, firm strategies, government policies, and some economic factors.

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A Stochastic Approach to the Discount Rate for the Interconnection Charge

  • 김태성
    • 한국산업정보학회:학술대회논문집
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    • 한국산업정보학회 2000년도 추계공동학술대회논문집
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    • pp.397-408
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    • 2000
  • 상호접속개요 상호접속이란, 통신 사업자간 각각 소유한 통신망을 상호 접속하여 사용 ex)데이콤이 자사 시외전화서비스를 위해 한국통신 시내 망에 접속 공정한 접속이용료 산정 및 정산에 대해 사업자간에 이해관계. 상호접속의 중요성 1.정책적 측면; 경쟁환경의 조기조성-이용자편익증진 2.경제적 측면; 불필요한 중복투자방지-망효율성 향상 3.망외부성(network externality); 네트웍에 연결되는 이용자의 증가보다, 연결된 네트웍 가치가 빠르게 증가.(중략)

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킬러앱 고착화(Lock-in)로 인한 이동통신사의 지속적 사용의도에 관한 연구 (A Study on Continued Usage of Mobile Telecommunication Companies by Killer-app Lock-in)

  • 이종오;한동균;이종갑;이선로
    • 디지털융복합연구
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    • 제12권6호
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    • pp.297-310
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    • 2014
  • 본 연구는 스마트폰의 킬러앱이 가지고 있는 특성(정보특성과 네트워크 외부성)이 전환비용과 고착화를 통하여 사용자의 스마트폰 사용간의 영향 관계를 알아보고, 킬러앱과 이동통신사의 지속적인 사용간의 영향을 조사하였다. 연구 결과, 정보특성과 네트워크 외부성은 전환비용과 고착화에 긍정적인 영향을 미치는 것으로 나타났다. 전환비용은 고착화에는 긍정적인 영향을 미치지만 킬러앱의 지속적인 사용의도에는 영향을 미치지 않는 것으로 나타났다. 고착화는 킬러앱의 지속적 사용의도에 긍정적인 영향을 미치는 것으로 나타났으며, 전환비용과 킬러앱의 지속적 사용의도 사이에서 매개역할을 하는 것으로 나타났다. 마지막으로 킬러앱의 지속적 사용의도는 이동통신사의 지속적인 사용의도에 긍정적인 영향을 미치는 것으로 나타났다.