• Title/Summary/Keyword: Network externality

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

  • Cho, Kwang-Hyun;Lee, Won-boo
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.17-34
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    • 2022
  • Although NFTs are a new technology with a fast-growing industry, the studies for consumer protection and promotion are insufficient. Thus, this study analyzes the relationship of variables that affect intention to use NFT based on the UTUAT model, additionally, moderating effect of NFT types and crypto investment experience. Subjects of this study are limited to potential NFT users. The independent variables such as performance expectations, network externality, and innovation are statistically significant, however, the moderating effect is not suggested. With low awareness, the tendencies of subjects lead to adoption rather than technical understanding.

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

  • Choi, Han-Nool;Lee, Byung-Tae
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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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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    • v.27 no.6
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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.

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

  • Lee, Jae Kwang;Choi, Youngwoo;Lim, Eunju;Kim, Yoomin;Ahan, Saerom;Kim, Minjeong
    • Journal of Information Technology Services
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    • v.20 no.2
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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.

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

  • Kim, Hyung-Jin;Song, Se-Min;Lee, Ho-Geun
    • Asia pacific journal of information systems
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    • v.19 no.4
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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.

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

  • Zhang, Minxin;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.177-186
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    • 2019
  • The purpose of this study is to enhance the understanding of consumer experience and behavior of Internet of Things (IoT) services and to provide practical implications through investigating the impact of benefits-cost factors and network externalities on consumers' adoption intention of IoT services. An online survey was conducted on general consumers in their 20s to 60s who were aware of the IoT services and 328 data were collected. Using SPSS 24.0, frequency analysis, correlation analysis, factor analysis, and hierarchical regression analysis were conducted. As a result, the level of consumers' IoT service experience in various contexts was examined, and entertainment, informativeness, loss of humanity, compatibility, and complementarity were found to have a significant effect on consumers' adoption intention of IoT services. This study suggests that strengthening network externality effects by increasing compatibility and complementarity is important in promoting consumers' adoption of IoT services. In future studies, it is necessary to adopt specific Internet of Things services to verify the validity of the models developed in this study.

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

  • Kim, Hong-Kee;Min, Wan-Ghi;Lee, Jang-Woo;Jang, Song-Ja
    • Journal of Korea Technology Innovation Society
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    • v.7 no.1
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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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A study on S/W Market from an Economic perspective (소프트웨어시장의 경제적 고찰)

  • 김범환;임광선
    • Journal of Korea Technology Innovation Society
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    • v.1 no.2
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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
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2000.11a
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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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A Study on Continued Usage of Mobile Telecommunication Companies by Killer-app Lock-in (킬러앱 고착화(Lock-in)로 인한 이동통신사의 지속적 사용의도에 관한 연구)

  • Lee, Jong-Oh;Han, Dong Gyun;Lee, Jong Gab;Lee, Sunro
    • Journal of Digital Convergence
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    • v.12 no.6
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    • pp.297-310
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    • 2014
  • This study is about the influence between usages of smartphone by studying the characteristics of killer-app on smartphone in a perspective of switching cost and lock-in and studied about influence between killer-app and continued usage of mobile telecommunication companies. As a result of the study, information characteristics and network externality has a positive effect on switching cost and lock-in. Switching cost has a positive influence on lock-in but not on intention of continued usage of killer-app. It has shown that lock-in has a positive influence on intention of continued usage of killer-app and plays a mediating role between switching cost and continued usage of killer-app. Finally, intention of continued usage of killer-app has a positive influence on intention of continued usage of mobile telecommunication companies.