• Title/Summary/Keyword: Online Information Sources

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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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Digital Maps and Automatic Narratives for the Interactive Global Histories

  • CHEONG, Siew Ann;NANETTI, Andrea;FHILIPPOV, Mikhail
    • Asian review of World Histories
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    • v.4 no.1
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    • pp.83-123
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    • 2016
  • We describe a vision of historical analysis at the world scale, through the digital assembly of historical sources into a cloud-based database, where machine-learning techniques can be used to summarize the database into a time-integrated actor-to-actor complex network. Using this time-integrated network as a template, we then apply the method of automatic narratives to discover key actors ('who'), key events ('what'), key periods ('when'), key locations ('where'), key motives ('why'), and key actions ('how') that can be presented as hypotheses to world historians. We show two test cases on how this method works. To accelerate the pace of knowledge discovery and verification, we describe how historians would interact with these automatic narratives through an online, map-based knowledge aggregator that learns how scholars filter information, and eventually takes over this function to free historians from the more important tasks of verification, and stitching together coherent storylines. Ultimately, multiple coherent storylines that are not necessary compatible with each other can be discovered through human-computer interactions by the map-based knowledge aggregator.

Systematic Literature Review on Cloud Adoption

  • Bagiwa, Idris Lawal;Ghani, Imran;Younas, Muhammad;Bello, Mannir
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.2
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    • pp.1-22
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    • 2016
  • While many organizations believe that cloud computing has the potential to reduce operational cost by abstracting capital assets like data storage center and processing systems into a readily on demand available and affordable operating expenses, still many of these organizations are not aware of the factors determining the performance of cloud computing technology. This paper provides a systematic literature review focusing on the factors determining the performance of cloud computing. In trying to come up with this review, the following sources were searched for relevant articles: ScienceDirect, Scientific.Net, ACMDigital Library, IEEE Xplore, Springer, World Scientific Journal, Wiley Online Library, Academic Search Premier (via EBSCOHost) and EdITLib (Education & Information Technology Digital Library). In first search strategy, approximately 100 keywords related to the research domain like; "Cloud Computing" and "Cloud Services" were used. In second search strategy, 65 keywords more related to the research domain were selected. In the third search strategy, the primary materials were identified and classified according to the paper types (Journal or Conference), year of publication and so on. Based on this study, twenty (20) factors were found that determine the performance of cloud computing. The IT organization needs to consider these twenty (20) factors in order to adopt cloud computing.

Imported Food Consumption in Malaysia: A Lifestyle Segmentation Study (말레이시아 소비자의 식생활 라이프스타일에 따른 수입 식품 소비 연구)

  • Jeong, Jinyi;Oh, Seung-Yong
    • Journal of the Korean Society of Food Culture
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    • v.33 no.2
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    • pp.149-159
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    • 2018
  • Malaysia is regarded as one of the leaders in the global halal marketplace, which has undergone huge growth in the past few years. The aims of this study were to identify imported food consumers in Malaysia based on Food Related Lifestyle (FRL) attributes and to investigate the demographic characteristics and purchasing behaviors of each segmented groups. Using an online survey, a total of 600 responses were collected in Malaysia. Excluding invalid responses, cluster analysis segmented imported food consumers into four FRL groups: impulsive, high interest, low interest, and traditional consumers. The results of this study were as follows. First, depending on lifestyle, the groups exhibited significant differences in demographic characteristics (age, race, religion, and education level). Second, differences in purchasing behaviors (purchasing frequency, place, and information sources of imported food products) were verified. Especially, purchasing frequency of imported food was higher in the high interest consumer group compared to the other groups. Based on these results, marketing implications of the study findings are discussed.

Communicating While Distributing: Little Things That Matter to Consumers' Trust and Confidence in E-Commerce

  • Primidya K.M. SOESILO;Willy GUNADI
    • Journal of Distribution Science
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    • v.21 no.6
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    • pp.1-11
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    • 2023
  • Purpose: As a modern distribution channel, the growth of e-commerce has brought more competitive pressures on e-marketplace, making trust and loyalty become top priority. As one of many sources of trust and loyalty issues, understanding the effect of careless marketing communications on consumers' perception is critical. This study examines the effect of careless marketing communications (e.g. misspellings, incomplete information) in website on consumers' trust toward and confidence in purchasing a product from an e-commerce. Research design and methodology: An experimental research design (with two experimental studies) was used in to test the hypotheses. Study 1 employs a single-factor design and study 2 employs a 2x2, full-factorial, between-subjects design. Results: Results of the two experimental studies (Study 1, n = 60; Study 2, n = 140) demonstrate that simple mistakes significantly decrease consumers' trust toward an e-commerce and their confidence to purchase from the e-commerce. The effect is found to be significant in the case of high-involvement products; whereas no effect is found in low-involvement products. Conclusions: E-commerce relies heavily on carefully crafted marketing communications to establish consumers' trust and confidence. These studies confirm the equal importance of distribution and communication in maintaining consumers' trust and sustainability of the business.

Image of dental hygienists according to information sources at online or offline: focusing on college preparatory students (온·오프라인 정보수집 경로에 따른 치과위생사 이미지: 대입 준비생을 중심으로)

  • Kyoung-Jin Lee;Hye-Joong Kim;Ji-Eun Um;Joo-Hee Lee;Min-Jeong Ju;Ji-Eun Han;Im-Hee Jung
    • Journal of Korean Dental Hygiene Science
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    • v.6 no.2
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    • pp.13-23
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    • 2023
  • Background: The purpose of this study was to examine the differences in the formation of dental hygienist images based on the pathways of obtaining occupational information and to establish a foundation for the correct perception and positive promotion of the dental hygienist profession. Methods: A survey was distributed to 305 college preparatory students in the metropolitan area. The questionnaire consisted of 34 items, including general characteristics(3 items), pathway-related questions(3 items), dental hygienist image-related question(2 1items), application-related questions(2 items), and admission-related questions(5 items). The images of dental hygienists based on general characteristics, perception pathways, and admission were analyzed using the Mann-Whitney U test and Kruskal-Wallis test. Results: The survey results from all participants showed that the overall image of dental hygienists was 3.75 points. Personal image scored the highest at 4.18 points, while social image was the lowest at 3.20 points(p<0.05). The overall image of dental hygienists was higher for the 'online' group (3.88) compared to the 'offline' group, and statistically significant differences were observed among groups in overall, personal, and professional images(p<0.05). The overall image of dental hygienists was higher for those who learned offline (3.87), and the only significant difference between groups was seen in the personal image. When it came to admission, the 'admitted' students gave a higher overall score (4.00) compared to 'non-admitted' students (3.64), with significance found in all areas except for social image (p<0.05). Conclusion: It is believed that effective utilization of online pathways can inform more people about the importance and expertise of dental hygienists, thereby contributing to promoting oral health and enhancing the perception of the profession. Properly valuing and educating about the role of dental hygienists through promotion and education can help improve the image of the profession.

Intelligent Brand Positioning Visualization System Based on Web Search Traffic Information : Focusing on Tablet PC (웹검색 트래픽 정보를 활용한 지능형 브랜드 포지셔닝 시스템 : 태블릿 PC 사례를 중심으로)

  • Jun, Seung-Pyo;Park, Do-Hyung
    • Journal of Intelligence and Information Systems
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    • v.19 no.3
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    • pp.93-111
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    • 2013
  • As Internet and information technology (IT) continues to develop and evolve, the issue of big data has emerged at the foreground of scholarly and industrial attention. Big data is generally defined as data that exceed the range that can be collected, stored, managed and analyzed by existing conventional information systems and it also refers to the new technologies designed to effectively extract values from such data. With the widespread dissemination of IT systems, continual efforts have been made in various fields of industry such as R&D, manufacturing, and finance to collect and analyze immense quantities of data in order to extract meaningful information and to use this information to solve various problems. Since IT has converged with various industries in many aspects, digital data are now being generated at a remarkably accelerating rate while developments in state-of-the-art technology have led to continual enhancements in system performance. The types of big data that are currently receiving the most attention include information available within companies, such as information on consumer characteristics, information on purchase records, logistics information and log information indicating the usage of products and services by consumers, as well as information accumulated outside companies, such as information on the web search traffic of online users, social network information, and patent information. Among these various types of big data, web searches performed by online users constitute one of the most effective and important sources of information for marketing purposes because consumers search for information on the internet in order to make efficient and rational choices. Recently, Google has provided public access to its information on the web search traffic of online users through a service named Google Trends. Research that uses this web search traffic information to analyze the information search behavior of online users is now receiving much attention in academia and in fields of industry. Studies using web search traffic information can be broadly classified into two fields. The first field consists of empirical demonstrations that show how web search information can be used to forecast social phenomena, the purchasing power of consumers, the outcomes of political elections, etc. The other field focuses on using web search traffic information to observe consumer behavior, identifying the attributes of a product that consumers regard as important or tracking changes on consumers' expectations, for example, but relatively less research has been completed in this field. In particular, to the extent of our knowledge, hardly any studies related to brands have yet attempted to use web search traffic information to analyze the factors that influence consumers' purchasing activities. This study aims to demonstrate that consumers' web search traffic information can be used to derive the relations among brands and the relations between an individual brand and product attributes. When consumers input their search words on the web, they may use a single keyword for the search, but they also often input multiple keywords to seek related information (this is referred to as simultaneous searching). A consumer performs a simultaneous search either to simultaneously compare two product brands to obtain information on their similarities and differences, or to acquire more in-depth information about a specific attribute in a specific brand. Web search traffic information shows that the quantity of simultaneous searches using certain keywords increases when the relation is closer in the consumer's mind and it will be possible to derive the relations between each of the keywords by collecting this relational data and subjecting it to network analysis. Accordingly, this study proposes a method of analyzing how brands are positioned by consumers and what relationships exist between product attributes and an individual brand, using simultaneous search traffic information. It also presents case studies demonstrating the actual application of this method, with a focus on tablets, belonging to innovative product groups.

Survey on Fake Review Detection of E-commerce Sites (전자 상거래 사이트의 가짜 리뷰 판별 기법 조사)

  • Ji, Chengzhang;Zhang, Jinhong;Kang, Dae-Ki
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.79-81
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    • 2014
  • People increasingly rely on sources of information from E-commerce reviews. Product reviews is an important determinant of potential customers' buying choices. They are also utilized by product manufacturers to find problems of their products and to collect competitive intelligence information about their competitors. Unfortunately, it is well-known that many online product reviews are not made by genuine costumers of products. Reviewers could write some undeserving positive reviews to promote or fake negative reviews to defame some certain product, and we call them fake product reviews. Fake product review detection makes an attempt to detect fake reviews and removes them to restore the truthful ones for readers. To the best of our knowledge, there is still less published study on this problem. In this paper, we make a survey and an attempt to give a brief overview on fake product review detection. The related work of fake product review detection is presented including web spam and spam email. Then some methods to detect fake reviews are introduced and summarized. The trend of fake product review detection is concluded finally.

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Libraries for Life: A Case Study of National Library Board, Singapore

  • Foo, Schubert;Tang, Chris;Ng, Judy
    • Journal of the Korean Society for Library and Information Science
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    • v.44 no.4
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    • pp.33-59
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    • 2010
  • Library 2.0 advocates a socially rich, multimedia enabled, user originated and communally innovative environment that poses significant opportunities for the libraries to evolve and make themselves even more relevant and significant for her users. This paper presents a case study of the National Library Board of Singapore, in playing a vital role to facilitate the realisation of a long-term key national program, The Singapore Memory (SM) Project. SM embraces the attributes of the Library 2.0 environment to enable the nation's memory to be collected, organised, preserved, discovered, researched, augmented and created. The output of is an evolving collection of knowledge assets on Singapore along a Singapore Memory Content Continuum of existing content that is steadily augmented with new content. The content will be collected across all formats, in any language, from Singaporeans and non-Singaporeans, from any institution and agency, from Singapore and abroad, and from official and unofficial sources. The utopian scenario of SM Project is that any person, community, group or institution who has ever experienced Singapore in any way or has any material on Singapore will engage actively in the contribution, discovery and creation of content for the project, and thus become advocates to further encourage and catalyse more contribution, discovery and creation. The paper outlines the key approaches, concepts and ideas for the project. An important element is the proliferation, exposure and accessibility of the rich contents envisaged in the project. The SM proliferation plan along with examples of how two existing resources, namely, the Singapore Infopedia, a database of articles on Singapore's history, culture, people and events 4 and NewspaperSG, an online resource of current and historic Singapore and Malayan newspapers, have been designed are presented to demonstrate how content can be exposed, searched and discovered.

Database Model for Korea Plant Name Index (데이터베이스 모델링 기법을 이용한 국가표준식물목록 전산화 연구)

  • Lee, You-Mi;Kim, Hui
    • Korean Journal of Plant Taxonomy
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    • v.37 no.3
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    • pp.309-321
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    • 2007
  • Korea national arboretum has worked with the plant taxonomic society of Korea to make the first fully electronic floristic checklist in Korea. The result is an ever-expanding online plant name index containing scientifically authorative, up-to-date information on the approximately 7,000 taxa including cultivars. With 37 contributing taxonomists, KPNI is the largest collaborative research projects ever assembled in Korea. A comprehensive database model for the taxonomic data from literature and other sources is presented, which was devised for the Korea National Plant Index database project (KPNI). Gwangreung database model is based on an approach using entity-relationsip diagram. It encompasses taxa of all ranks, nothotaxa and hybrid formulae, cultivars, full synonymy, basionyms, Korean name, and other nomenclatural information. Ths paper presents an analysis of KPNI work processes and an overview how we are approaching the construction of Gwangreung databaese model. It can help the system engineers of other biological information systems to develop their database based on the accurate and integrative taxonomic database.