• Title/Summary/Keyword: Online Communities

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The Design and Development of Online Learning Community for Teenagers (10대 학생들을 위한 온라인 학습 커뮤니티 설계 및 개발)

  • Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.79-89
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    • 2007
  • Considering the continuous increase of teenagers' Internet use and the high rate of their participation in online communities, educators need to devote efforts to minimize the negative function of teenagers' Internet use and to guide them to experience positive aspects of Internet. Through activities in online communities, teenagers can experience various socialities and explore their self-consciousness. However, on the other hand many communities do not provide teenagers with considerate care. This may cause conflict in their sense of value and mislead them. Through this study, online learning community is designed and developed, which can reflect teenagers' various needs and connect their needs with learning experiences. The community consists of the following categories: 'about e-Tivity'(community vision, general information, list of activities, Q&A), 'activity space for teens'(event hall, data park, e-Tivity center), 'administrative space for teachers and managers'(research room, management room), and 'teen's private space'(my room, my avatar).

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Reciprocity Structure, Solidarity, and Exchange Benefits in Online Communities (온라인 커뮤니티 교환구조, 결속력, 교환혜택에 관한 연구)

  • Han, Eunyoung;Kim, Kyung Kyu;Lee, Ae Ri
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.448-462
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    • 2021
  • Only a few studies investigated the relationship between exchange structure and solidarity in online communities and even reported conflicting results. This study attempts to shed lights on this relationship by introducing a moderating variable, i.e., exchange benefits, based on the social exchange theory. Also, distributed knowledge is considered as a determinant of exchange structure. The results of a field study from 380 online communities show that both direct and generalized exchange structures have positive effects on community solidarity, but their effects vary depending on the level of exchange benefits. When exchange benefits are high, generalized exchange influences community solidarity more than direct exchange does, whereas at a low level of benefits there are no significant differences between the two exchange structures. Also distributed knowledge turns out to be a significant influencer of generalized exchange.

An Exploratory Study on Modalities and Harmful Effects of 'Chinmokjil(Socializing Behavior)' (온라인 커뮤니티에서의 '친목질'의 행태와 폐해에 대한 탐색적 연구)

  • Jung, Seung-Hwan;Kim, Hee-Eun;Kim, Shinwoo
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1471-1480
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    • 2018
  • This study explored what the phenomenon of 'Chinmokjil(Socializing Behavior)', which online community is seriously wary of, implies and actually affects the online community. Interviews were conducted for 13 people who had experienced Chinmokjil in online communities, and the results were analyzed by qualitative analysis. First, Chinmokjil is conceptualized as 'privatization or privately organizing of online community' Second, the actual phenomenons of Chinmokjil are sub-categorized as 8 categories Third, the ultimate negative impacts of Chinmokjil are sub-categorized as 3 categories. Based on the results, it can be explained that the unique norms of communities in online are different from those in offline.

YouTube and Girls' Generation Fandom (유투브와 소녀시대 팬덤)

  • Shim, Doo-Bo;Noh, Kwang-Woo
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.125-137
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    • 2012
  • In this paper we draw from recent theoretical discussions of fan culture and the new media technologies to explore how online communities contribute to new forms of K-pop fandom. We suggest that these online sites play an important role in setting the new stage of dissemination and dialogue of K-pop knowledge, through which particular forms and spaces of online fan culture are being created and sustained. Moreover, these web-based communities challenge the existing concepts that have embraced interrelations between culture, consumption and technology. Based on an empirical study of YouTube, carried out using netnographic methods, this study tackles the following questions: how fans construct themselves as Korean pop fans through the online activities; how they exchange information and opinions of Korean stars; and, what meaning they extract from online file-sharing activities.

Influence of Social Presence on Online Community Users' Continuance Intention (사회적 실재감이 온라인 커뮤니티 지속사용의도에 미치는 영향)

  • Kim, Kwang-Mo;Choi, Hee-Won;Kwon, Song-Il
    • The Journal of the Korea Contents Association
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    • v.14 no.2
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    • pp.131-145
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    • 2014
  • This study is an empirical analysis on the relationship between social presence and online community users' continuance intention. Based on Bhattacherjee(2001)'s expectation-confirmation model (ECM) of IT continuance model, we test the influence of social presence on one's intention to continue using online communities. This study sampled 132 online community users. Research hypotheses are tested using the structural equation modelling(SEM) approach. The results of this study demonstrate that user satisfaction is influenced by perceived usefulness and perceived enjoyment. But, the confirmation of expectation did not affect user satisfaction. And, social presence has direct effects on perceived usefulness and perceived enjoyment. Further, social presence has a positive effect on users' continuance intention through mediating effect of perceived usefulness. This study suggests that perceived usefulness should be taken into account when carrying out the operating strategy of online communities.

A Study On The Structural Relationship Of Interaction, Identification, And Loyalty of Online Brand Community in China (중국 온라인 브랜드 커뮤니티의 상호작용, 동일시, 충성도간의 구조적 관계에 관한 연구)

  • Lee, Ji-Na
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.235-241
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    • 2012
  • This paper takes the online automobile brand community in china as an example, importing 'interactivity', the concept of sociology, into online brand community study. It follows the logical way as 'How does interactivity embody among the online communities ${\rightarrow}$How about its deepening process? ${\rightarrow}$What the results of interactivity will be?', that is, 'formation of the relationship (Interaction) - deepening of the relationship (identification)-result of the relationship(brand loyalty)', makes systematic study through the method of combining theory and case analysis together, and puts forward the marketing strategic direction for online brand communities.

A Reflection of Aging Society in Online Communities: An Exploratory Study on Changes in Conversation Style and Language Usage (온라인 커뮤니티에서 보여지는 노령화 사회의 단면: 대화 방식과 사용 언어의 변화에 대한 탐색적 연구)

  • Jung Lee;Jinyoung Han;Juyeon Ham
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.51-68
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    • 2023
  • With the emergence of the internet and the increasing use of online communities for over 20 years, the age range of users has also been rising. This study explores the linguistic changes that have occurred as the user age in online communities has increased. To do this, data was collected and analyzed from an online community that has been actively operating, despite new member registrations being closed nine years ago. By comparing the posts over an 11-year period from 2012 to 2022, changes such as an increase in average comments, a decrease in interrogative sentences, and a decrease in imperative statements were observed. The study also proposed loneliness due to aging and a decline in curiosity and confidence as potential causes of these changes. In South Korea, which is rapidly entering an aging society unprecedentedly fast on a global scale, the increase in single-person households has evolved loneliness from a personal issue to a social problem, manifested in an increase in solitary deaths and reclusive individuals. This research sheds light on one aspect of these social phenomena through the analysis of data from a large online community.

The Effects of Relation-based Activity on Virtual Community Toward Commitment and Community Citizenship behavior (가상공동체의 관계지향적 활동이 몰입 및 친 공동체 행동에 미치는 영향에 관한 연구)

  • Oh Se-Gu;Jung Sang-Chul
    • Journal of Information Technology Applications and Management
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    • v.12 no.4
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    • pp.71-92
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    • 2005
  • As the Internet establishes and reinforces connections between people, virtual community is becoming one of considerable business model. We believe that benefits of the virtual community go to both customer and vendor organizing virtual community. Despite the explosive growth of virtual communities on the Internet, empirical research has been focused to study the issues related to characteristics of virtual community The objective of this study is to enhance the understanding about virtual communities as an e-business model by Customer Relation Management and by empirically validating their effect on the performance of website. Through path analysis, we find support for relations behavior influence the online commitment. we also find that the online commitment enhance the organization citizenship behavior. Finally, we discuss several theoretical and practical Implications, and suggest limitations for research and future research issue.

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A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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The influence of social self-efficacy on online game satisfaction (온라인 게이머의 사회적 효능감이 게임 이용 만족도에 미치는 영향)

  • Wi, Jon-H.;Oh, Na-Ra
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.13-22
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    • 2007
  • A study examined the causal effects of online social self-efficacy on online game life satisfaction. A total of 1,754 Korean online game users who play 'Goon-Zu' completed a questionnaire developed by the present researchers. The results were as follows. First, there was a significant positive correlation among online social self-efficacy, social support from online game community, online relation satisfaction, and achievement satisfaction in online games. Second, it was found that the partial mediation model explained the data better than the full mediation model.

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