The purpose of this study is to investigate how portal users recognize the role and function of the portal as a press. Furthermore, this study aims to analyze the pattern of portal news use among portal users and their recognition about replies to news. For this, we conducted online survey of 1,036 people aged from 15 to 45, who used portal site at least once a week. As a result, most users(70.8%) agreed that portal news played a role as a press with other media. In addition, six out of ten agreed that portal news set the agenda of society. These results suggest that portal users think highly of the social impact and responsibility of portal in society. However, about 40 percent of respondents said that they did not trust in information shown in replies to news and many replies to news were written by albeit. Six out of ten thought that replies to news were written by intention. Therefore, to manage the quality of replies to news is necessary to secure the credibility of portal news. As respondents use portal news often, they tend to think that portals are convenient to use and their social impact is very large, at the same time considering their sensation and commercialization. On the other hand, as portal users use the internet often, they tend to think that portals are convenient to use and their social impact is immense. However, there was no significant relationship between income and portal users' recognition of portals as the press.
This study aims to establish the concepts of overindulgence and addiction and present proposals on game policies and marketing for game companies by identifying relationship among game product loyalty, game company loyalty, and game company profitability from the psychological viewpoint (game overindulgence and addiction) of online and mobile gamers. Accordingly, this study has the following implications. First, government should realize the fact even gamers are confused over differences in such concepts concerning game and have processes to reestablish game overindulgence and game addiction and follow policies to establish such images. Second, loyalty to game products should be enhanced by highlighting the features to buy items and additional contents through game networks as well as features to share contents and records generated within games for those with overindulgence. Moreover, companies should strengthen publicity to increase loyalty to game companies. Conversely, the focus should be on game product image rather than corporate image. Third, game companies should engage in strategies for the game's direction, development, and marketing to establish positive brand based on game products and help become the brand of the corporation itself. Fourth, there is a necessity to increase gamers and study their satisfaction rate based on game development and efficient marketing.
The purpose of this thesis is to examine the effects of e-CRM activities by the internet shopping mall companies on the purchase activities of purchase customers and the potential customers. The internet shopping companies utilize e-CRM to systematically identify customers' varying demands, and to utilize the results as marketing tools, thus producing a significant effect on the potential customers by generating customer feedback through e-Community. Contrary to their intention, however, cognitive dissonance can occur through e-Community, which may lead to customers' complaints. If these complaints are not properly managed and settled in a timely manner, they can be transferred to other potential customers, and the conformity phenomenon could be created by other complaining customers. Findings obtained through this thesis are as follows: If cognitive disharmony is created by customers who purchased products through the internet shopping malls, this can lead to private complaining behaviors, and subsequently, these behaviors are formed through e-Community. If the internet shopping mall companies do not take any timely and proper measures to intervene in the stage of private complaining behaviors in the first place, these behaviors will immediately escalate into the public complaining behaviors. Furthermore, the complaints will be transferred to other potential customers, ultimately resulting in their swift expansion. In other words, contrary to intention of the internet shopping mall companies, e-CRM does not facilitate the potential customers purchase decision, it rather affects them to postpone or withdraw their purchase decision. Accordingly, the internet shopping mall companies are required to manage e-Community with extreme care, and they should promptly respond to the complaining customers so that e-Community can function properly.
The Transactions of the Korea Information Processing Society
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v.7
no.3
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pp.879-890
/
2000
Designing a multilevel database application is a complex process, and the entities and their associated security levels must be represented using an appropriate model unambiguously. It is also important to capture the semantics of a multilevel databse application as accurate and complete as possible. Owing to the focus of the IDEA Methodology for designing the non-secure database applications on the data-intensive systems, the Object Model describes the static structure of the objects in an application and their relationships. That is, the Object Model in the IDEA Methodology is an extended Entity-Relationship model giving a static description of objects. The IDEA Methodology has not been developed the multilevel secure database applications, but by using an existing methodology we could take advantage of the various techniques that have already been developed for that methodology. That is, this way is easier to design the multilevel secure schema than to develop a new model from scratch. This paper adds the security features 새? Object Model in the IDEA Methodology, and presents the transformation from this model to a multilevel secure object oriented schema. This schema will be the preliminary work which can be the general scheme for the automatic mapping to the various commercial multilevel secure database management system such as Informix-Online/Secure, Trusted ORACLE, and Sybase Secure SQL Server.
This study investigated hypothesized relationships between three personality traits, as defined by PEN model (Psychoticism, Extraversion and Neuroticism), and individual media dependency. The basic idea of the study was that individuals' goals are related to active media use, and the goals will be different based on differences in individuals' personality types. In addition, this study attempted to find whether there are gender difference in constructing media dependency relations with the media. The study was conducted online and the total number of participants was 337 (158 male and 179 female). Correlation analyses indicated no relationship between the extraversion and any of the IMD media use categories. Lower levels of psychoticism were related to a greater likelihood of utilizing the media in an effort to obtain self understanding and having fun more than higher levels of psychoticism. Individuals with higher levels of neuroticism were significantly more likely to depend on the media for achieving self understanding than those with lower levels of neuroticism. When the variable of participant gender was controlled for, there were different patterns of the relationships between personality types and IMD goals. This study showed that to varying degrees certain personality types are related to the goals individuals seek to fulfill with the media use. The implications of the study were discussed.
With the development of information technology (IT), various information systems (IS) such as Web-based systems and mobile systems have appeared utilizing different technologies. However, recent studies on IS use and user satisfaction rarely account for technological differences among IS and environmental characteristics where IS are intended to be used. The purpose of this research is to investigate the determinants of the use of Web-based ticketing systems for cultural activities and to empirically validate their relationships. Environmental psychology suggests that human beings respond to external stimuli from environments with their emotions, and their emotional states influence human actions, e.g., IS use in this research. Applying environmental psychology to the use of Web-based systems in the culture and entertainment industry, we propose that web site characteristics first influence a user's internal state of mind (i.e., flow) and then the flow state influences the IS use. Studies related to the state of flow collectively affirm the key role played by the flow construct in shaping individual attitudes and behaviors toward IS. Users' flow states are captured by their shopping enjoyment, perceived behavioral control, and the level of concentration on the IS use. Referring to social presence theory, we have included such web site characteristics as content quality, context of web site, and community quality. In our research model, a second order construct is utilized to represent web site quality, because flow theory suggests that holistic experiences with web-based systems (rather than individual characteristics of the web site) are important in explaining the IS use. Further, we have included trust as another important factor influencing the IS use since business transactions on the web encompass higher uncertainty comparing to offline transactions. In order to test our hypotheses, we have conducted an online survey which results in 1,141 valid responses in the final sample. The data were collected from respondents who have experiences in Internet ticketing systems. Although it was a convenient sample, the sample represents a wide variety of user demographics. Validity and reliability of the research instrument were tested and research hypotheses were examined using PLS Graph 3.0. The results indicate that web site characteristics significantly influence the level of user concentration, user's enjoyment in shopping, and perceived behavioral control. Further, the use of Internet ticketing systems is influenced by users' flow states and trust in the web channel. User satisfaction is turned out to be affected by the use of Internet ticketing systems. Unlike extant research on the relationship between web site characteristics and its use, our study has found that, in the culture and entertainment industry, the impact of web site characteristics on IS use is mediated by a user's flow state. This finding has a practical implication that web site design should include as many features that enhance shopping enjoyment and concentration. Other practical implications of these findings and future research implications are also discussed.
Journal of Korea Society of Industrial Information Systems
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v.5
no.3
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pp.94-110
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2000
While most of the previous information technology adoption and diffusion researches focus the critical factors not on the organizational perspective but on the individual perspective based on the various reasons such as informational characteristics. This paper will try to analysis the adoption and diffusion factors of the Internet related technologies based on the organizational perspective. Nowadays, in especially, the evolving and fast diffusing Internet related technologies and the flourishing e-commerce applications pressure retail banks that prepare the new types of online payment systems to maintain their existing and new customer relationship and compete with their potential competitors in the coming market environments. In addition, while most previous researches only focus on the adoption of new information technologies, this paper not only analysis the adoption of innovational technology but also analysis the diffusion process in an organization, which encourage practitioners and researchers to reveal more detail and practical analysis of the innovational technology adoption and diffusion process in ann organizational setting. Based on the previous researches, there are several factor-category will be selected for this research: 1) organizational factor, 2) within banking industry factor, 3) non-banking industry factor, 4) customer acceptance factor, 5) government factor, and 6) the functionality of e-commerce systems factor. Finally, in this study, we assumed that the more sophisticated e-commerce adopting banks provide the more broad range of banking services in general. Thus, we develop the extended integrated technology diffusion model to provide empirical evidences to distinguish between adopters and non-adopters and explain the diffusion levels of e-commerce using the level of services provided via Internet to the customer in retail bank industry.
Fandom is a meaningful social phenomenon that represents a significant dimension of contemporary Korean youth culture. Previous research, however, has considered fandom as a deviant activity that is negative in nature, and there is scant research on the positive effects of fandom activity. This study examined the effects of off-line and on-line fandom activity participation on adolescents' academic time management capability. Data were collected from three waves (2010, 2012, and 2014) of the Korean Children and Youth Panel Survey (middle school cohort; N=2,206 at baseline). Results from the multi-level growth curve analysis were as follows. First, more than half of the adolescents reported participating in fandom activities, and the majority of them participated in both online and offline activities. Second, adolescents' academic time management capability improved over time. Third, both off-line and on-line fandom activity participation was positively associated with adolescents' academic time management capability at the baseline (first year of middle school). The size of this relationship, however, decreased over time (from middle school to high school). This study presented the importance of appropriate guidance by adults to develop and promote the positive aspects of fandom activity, and highlighted the need for further research that focuses on the positive aspects of fandom activities.
In a disaster situation such as COVID-19, our society has experienced the spread of the damage due to confirmed patients who have a negative or uncooperative attitude toward the disclosure of personal information. Accordingly, this study aims to find a policy direction that can improve the awareness of the disclosure of personal information about confirmed COVID-19 patients. This study classified the concept of acceptability into personal and social acceptability, and statistically verified their relationship with influential factors. In this study, 594 cases of data collected through an online survey were used. The analysis results show that the greater the trust in the government's personal information management capability, the lower the perception of the risks associated with the disclosure of personal information, and the lower the awareness of the risk, the higher the personal and social acceptability of the personal information disclosure of COVID-19 confirmed patients. In addition, the greater the recognition of the utility of personal information disclosure, the higher the perception of personal and social acceptability of the personal information disclosure. It is expected that the analysis results and discussions of this study will be useful information for policy development to create a more mature social atmosphere to reduce the public's reluctance to disclose information not only in COVID-19 but also in new disaster situations in the future.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.4
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pp.71-84
/
2021
As part of the recent economic revitalization measures, the national level of encouragement for young people's entrepreneurship continues, and investment in young people's entrepreneurship and support from young people are increasing. Entrepreneurship intention is a direct factor leading to entrepreneurship, and many studies have studied the individual characteristics of entrepreneurs that influence entrepreneurial intention. In the same context, the purpose of this study was to investigate the entrepreneur's passion as a factor affecting entrepreneurial intention, divided into harmony passion and obsessive passion. In addition, the pass to need for achievement, emotion, and subjective norms, which are the individual characteristics of entrepreneurs that influence passion, were verified. To this end, an online survey was conducted for prospective entrepreneurs in universities, and data of 203 persons were collected and structural equations were analyzed. As a result of the analysis, it was found that the need for achievement and positive emotions of preliminary entrepreneurs had a positive (+) effect on the passion for harmony, while the negative emotions and subjective norms were not significant for the passion for harmony. The need for achievement had a negative (-) effect on the obsessive passion, and the positive and negative emotions had a positive (+) effect on the obsessive passion, but the subjective norm was not significant on the obsessive passion. It was confirmed that harmony passion and obsessive passion showed positive (+) effect on entrepreneurial intention. It also confirmed whether harmonious passion and obsessive passion have a mediating effect between need for achievement, positive emotion, negative emotion, and entrepreneurial intention. As a result, it has a mediating effect between need for achievement, positive emotion and entrepreneurial intention, especially need for achievement has a complete mediating effect. Obsessive passion was also confirmed to have a mediating effect in the relationship between positive emotions and intention to start a business.
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