• Title/Summary/Keyword: Offline Social Support

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Interpersonal Problems and Depression in Nursing Student : Moderating Effects of Online and Offline Social Support (간호대학생의 대인관계문제와 우울 관계 : 온라인 및 오프라인 사회적 지지의 조절효과)

  • Kim, Yeon-Hee;Hur, Hea-Kung
    • The Journal of the Korea Contents Association
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    • v.20 no.8
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    • pp.285-297
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    • 2020
  • Purpose: This study is a structural model study to grasp the moderating effect of online and offline social support in interpersonal and depressive relationships of nursing students. Methods: This study surveyed 264 nursing students. The collected data is analyzed using Exploratory Factor Analysis, Confirmatory Factor Analysis, and PLS-SEM(Partial Least Square Structural Equation Model) using SPSS 25.0 and Smart PLS 3.0. Results: Interpersonal relationship problems and online social support had a significant effect on increasing depression, and offline social support had a significant effect on reducing depression. In addition, in the relationship between interpersonal problems and depression, only offline social support was found to be significant in the moderating effect. Conclusion: To reduce depression due to interpersonal problems of nursing college students, offline social support should be actively provided, and to investigate the moderating effect of online social support, a repetitive study is proposed that includes relevant variables such as social relationship types through SNS.

O2O-based Social Media Marketing Method for Word-Of-Mouth Effect: Focused on the Analysis of Case Studies (구전효과를 위한 O2O 기반의 소셜미디어 마케팅 방법: 사례분석을 중심으로)

  • Kim, Heejin;Choi, Byoungju
    • The Journal of the Korea Contents Association
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    • v.15 no.7
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    • pp.403-413
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    • 2015
  • Social media has recently become one of the primary tools for viral marketing as an effective advertising channel, in order to maximize effects of world-of-mouth through social media, it is very important to obtain customer experience-centric differentiated contents in offline. However, viral marketing is still being implemented mainly based on online channels because of the lack of effective services and methods to support social medial marketing in conjunction with offline. On that account, this study proposes O2O(Online to Offline) based social media marketing method allowing customers to connect their personal experience conveniently and easily in offline in which they voluntarily participate. Furthermore, this study aims to verify the effectiveness of the proposed method by analyzing the empirical cases thereof. This study would eventually contribute to the vitalization of social media marketing market by enabling customers to obtain personalized posts as connecting online to offline organically and also by allowing corporations to get an ample amount of useful CRM information for planning marketing strategies.

A study on the status and support policies of the small wholesale vendor in Korea

  • Lee, Sang-Youn
    • East Asian Journal of Business Economics (EAJBE)
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    • v.4 no.4
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    • pp.24-32
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    • 2016
  • There hardly have been support policies for small wholesale vendors or any materials such as proper statistical standards and figures compared to diversity of support policies and size of budget for small and medium manufacturing business. The biggest concern coming from it is that there have never been any policies for small and medium wholesale vendors. This study proposes some ways to improve support policies through investigating the current status of those vendors as their true values haven't been properly recognized, while diverse support systems have been devised for manufacturing business thanks to the traditional industrial development process. According to the study on support policies for domestic and international small and medium wholesale vendors, I realized that those vendors need a policy to ensure them to be promptly adjusted to the rapidly changing distribution environment and to be competitive to access to the global distribution market to finally become hidden champions through systematical operations of small and medium wholesale vendors and implementing educational business through sales management. Therefore, I propose five ways to improve support policies for small and medium wholesale vendors by considering social and economic value, systematizing small wholesalers and scaling small and medium wholesale vendors, reinforcing support for wholesalers, support policies for new online market opening and offline market opening.

The Development and Operation of NFC-based Exhibition Support Service : A Motor Show Case (근접 무선 통신 기반 박람회 지원 서비스의 구축 및 운영 : 모터쇼 적용 사례)

  • Jun, Jungho;Choi, Myoung Hee;Lee, Kyoung Jun
    • Journal of Information Technology Services
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    • v.13 no.2
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    • pp.83-97
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    • 2014
  • With NFC technology, visitors can easily enjoy exhibit-related information and services. The participating firms can accumulate the visitor data and build up networks with potential visitors. This paper is to report an implementation and operation case of an NFC-based exhibition support service which creates new value as above. For this objective, we introduce the issues in constructing NFC-based exhibition support service. Moreover, we analyze visitor behaviors based on the tag touch data collected, and calculate the economic values generated. The NFC-based exhibition support service in this paper was applied to Hyundai Motors' booth in the 2013 Seoul Motor Show. This paper concludes with implications for business operators that are interested in applying NFC technology to exhibition spaces.

The Effect of Relational Benefits and Relationship Commitment on Customer Loyalty for Social network Sites (소셜 네트워크 사이트의 사용자 충성도에 관계혜택과 사회적 영향이 미치는 영향)

  • Hong, Taeho;Ok, Seokjae;Park, Ingyong;Kim, Eunmi
    • Knowledge Management Research
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    • v.14 no.1
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    • pp.21-37
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    • 2013
  • Due to the development of social networks and smartphones, many different kinds of issues have emerged in business and society. By reflecting these trends, social network sites have appeared and they are recognized as the new concept of sites. The major feature of the social network sites is that the social relationship had been taken to the online space. Social network sites support the formation of a network and offer users the relationship between users offline as well as online. Based on the features mentioned above, users enjoy the benefits using social network sites. These social network sites in the enterprise can be used to form relationships with customers. This study identified the influencing factors as relational benefits and social influence on relationship commitment in social network sites. In addition, we analyzed that how the relationship commitment between users affects user loyalty after their using social network sites. We presented empirical results by utilizing structural equation model with 244 respondents and the significant implications for the academy and the practice with discussions.

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The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.

Effects of Startup Motivation, Startup Competence, and Startup Support Policy on Startup Satisfaction in Early Startup Companies : Moderating Effect of Social Support (창업동기, 창업역량 및 창업지원 정책이 창업 초기기업의 창업 만족도에 미치는 영향 : 사회적지지의 조절효과)

  • Kang, Young-chul;Ha, Kyu-soo
    • Journal of Venture Innovation
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    • v.5 no.4
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    • pp.1-21
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    • 2022
  • Entrepreneurship has been emphasized in social and national importance. However, survival rate of domestic startups is relatively low. Therefore, it is urgent to come up with a plan to increase the survival rate by improving the satisfaction level of early start-ups. In this study, we investigated the effect of start-up motivation, start-up competence, and start-up support policies of early start-up companies on start-up satisfaction and the moderating effect of social support. Startup motivation were divided into economic motivation and self-actualization motivation in detail. Start-up competence was divided into experience competency and marketing competency in detail. The start-up support policy was divided into start-up fund support and start-up consulting support. An empirical analysis was conducted by receiving online and offline questionnaires from 250 managers of early start-up companies within 7 years of founding. As a result, economic motivation, self-actualization motivation, experience competency, marketing competency, and start-up fund support had a significant positive (+) effect on start-up satisfaction. However, start-up consulting support did not have a significant effect. In addition, the size of the influence on startup Satisfaction was in the order of self-actualization motivation, experience competency, marketing competency, startup fund support, and economic motivation. The moderating effect of social support was found in economic motivation, self-actualization motivation, and experience competency. However, the moderating effect of marketing competency, start-up fund support, and start-up consulting support was not tested. Through the research results, the academic implications that self-actualization motivation and experience competency are key factors in enhancing start-up satisfaction were suggested. In addition, practical implications were suggested that it is necessary to improve the effectiveness of entrepreneurship education programs and entrepreneurship consulting support systems that can maximize the self-realization and experience capabilities of early entrepreneurs.

The Influence of personality traits on the Facebook Addiction

  • Hwang, Ha Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.1032-1042
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    • 2017
  • Many empirical studies indicate that SNS use has increased substantially over the last few years. People use SNSs for social purposes, mostly related to the maintenance of existing offline contacts. Such usage may have led to compulsive use of SNSs resulting in addictive behavior. This paper aims to explore factors affecting SNS addiction. Specifically, the study examined the role of personality traits in the Facebook usage among college students. Compared to the rest of world, daily log on the site has grown very quickly in South Korea. And college students constitute a vast majority of Facebook users in South Korea. Results from a survey of 235 college students revealed that extraversion and neuroticism positively predicted Facebook usage. Students who were high in extraversion were more likely to update their profiles, share photo and images with others and give feedback on other's posts. Similarly, those who were high in neuroticism were more likely to share photo and images with others and update their profiles. These findings support previous research. Furthermore, in terms of the effect of personality on SNS addiction, this study found that consciousness was negatively associated with Facebook addiction, while extraversion and neuroticism were positively associated with Facebook addiction. Based on these findings implications and directions for futures studies are discussed.

A Service Marketing Success Using Internet of Things: The Case of Cleveland Museum of Arts in the United States (사물인터넷을 이용한 서비스 마케팅의 성공: 미국 클리블랜드 미술관의 사례)

  • Joo, Mi-Kyoung;Kim, Myung-Hee
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.549-555
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    • 2016
  • This paper tries to find the implications applied to art institutions of Korea by analyzing what the content and consequences of services of the Cleveland Museum of Art provided after the Internet of Things adoption in the theoretical perspectives strengthening service marketing through the Internet of Things increases visits and participation in the museum. For analysis, journal articles, statistics, and government press releases, news articles, web pages, web page articles are collected. The results are first, the application of digital and social media is positive in visit to the museum and monetization. Second, the introduction of the Internet of Things will enhance the museum's 'Education', 'Accessibility', 'Communications' services, as well as significantly increase on and offline participation by activating experience. Third, technical support from related companies with the support of local government funds is essential to build the system. Consequently, in order to enable the participation of the spectators in the galleries it is proposed aggressive adoption of such digital technology in domestic barren market of Internet of Things.

Status and Tasks of ICT-based Welfare Services for the Elderly Living Alone (ICT기반 독거노인복지서비스의 현황 및 과제)

  • Kang, Jong-Kwan;Lee, Jun-Young
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.67-76
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    • 2015
  • The Objective of this study was to establish the role of ICT based Welfare services to support the needs of the elderly living alone. For this, 85 current services for the elderly from 6 central governments was arranged, and also, 114 possible welfare services based on ICT in future were surveyed from the research articles. These services were categorized by Maslow's hierarchy of needs, and rearranged into online, offline and combined services. It was observed that most of the services were focused on Safety needs(medical health) and Self-actualization(leisure culture), and services for Esteem were lack. It would be possible to improve the services for the environmental improvement, employment expansion, independent Activities of daily living with the ICT based elderly welfare services. And also, it was needed to develop the additional services for the psychological and emotional support. It was concluded that ICT based consumer oriented services could improve the quality of life of the elderly living alone with the well balanced strategies.