• Title/Summary/Keyword: Online social engagement

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Research on Influencing Factors of YouTube Chinese Vdeo User Subscription Motivation: Centered on the Censydiam User Motivation Analysis Model

  • Hou, ZhengDong;Choi, ChulYoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.95-105
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    • 2019
  • A great deal needs to be learned about why and how users participate and consume information on various online sites. The design of socio-technical systems especially for promoting engagement in terms of maximum user participation is both a theoretical and real-world challenge that researchers strive to understand. At present, most of the research on the motives of Internet video users' behavior focuses on the user's "viewing motivation" and "sharing motivation", and lacks the analysis of the factors affecting users' "subscription motivation". This study will attempt to compensate for this gap. Based on the YouTube platform, we take Chinese video users as the research object and uses the "Censydiam user motivation analysis model" to make assumptions about user subscription motivation from the two levels of social needs and personal needs, using regression analysis. Validate the hypothesis and get the influencing factors that may be available in the user's subscription motivation based on the assumptions. Built on survey data from 215 respondents, the study found that Enjoyment, Vitality, Power, and Conviviality are four factors that influence user motivation.

Ice Cream Market and Future Development in Korea

  • Kyu-ri KIM;Seong-Soo CHA
    • The Korean Journal of Food & Health Convergence
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    • v.9 no.5
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    • pp.7-11
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    • 2023
  • Purpose: The purpose of this study is to analyze current trends in the Korean ice cream industry and determine how these trends affect the competitiveness of each ice cream company. Method: This study was conducted by reviewing existing related literature and collecting and analyzing data from news articles, corporate reports, and existing researchers' studies related to the ice cream industry. Results: The Korean ice cream industry is growing and developing through the collaboration of fun marketing with taste, quality, and fun elements, and the young MZ generation can be said to be the main customer base. In terms of quality, premium ice cream made with high-quality domestic ingredients has recently been gaining popularity, and ice cream with reduced fat and sugar, such as plant-based substitutes, is also gaining popularity among consumers. Conclusions and Implications: The results of this study highlight the need for continued innovation in the Korean ice cream industry. The industry must also capitalize on the growth of online sales and the global appeal of Korean pop culture. Sustainability efforts, technology adoption, and strategic collaboration are key drivers for future industry success, and social media engagement must be integrated into marketing strategies to increase brand awareness and consumer loyalty.

The impact of consumer smartness and the perceived intellectual capital of fashion firm on value co-creation behavior intention in virtual worlds (소비자 스마트니스와 지각된 패션기업 지적자본이 가상세계에서의 가치공동창출행동 의도에 미치는 영향)

  • Soo-kyoung Ahn;Eunjeong Ryou
    • The Research Journal of the Costume Culture
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    • v.32 no.2
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    • pp.148-163
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    • 2024
  • With the digitalization of production and consumption environments, consumers are no longer merely targets of marketing, but key players in creating value jointly with companies by participating in various decision-making processes. Much virtual content in particular, such as fashion shows, exhibitions, games, social activities, and shopping, which fashion brands implement in virtual worlds, cannot be completed without consumers' active engagement and interaction. Thus, this study considers consumers' participation in virtual content provided by fashion brands as value co-creation in virtual worlds. This study aims to examine how consumer (i.e., consumer smartness) and fashion firm (i.e., perceived intellectual capital) factors influence value co-creation behavior intention in virtual worlds. Data were collected from 410 consumers in their 20s nationwide through an online survey, and a higher-order structural equation modeling analysis was conducted to test the research model. The results showed that both consumer smartness and perceived intellectual capital positively influenced customer participation behavior and citizenship behavior intentions. Specifically, perceived intellectual capital had a greater impact on value co-creation behavior in the virtual world than consumer smartness. The findings provide empirical evidence that the fashion firms' intangible assets and consumers' competence in the digital shopping environment encourage their intentions to co-create value in virtual worlds.

An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Self-archiving Motivations across Academic Disciplines on an Academic Social Networking Service (학술 소셜 네트워킹 서비스에서의 학문 분야별 연구자의 셀프 아카이빙 동기 분석)

  • Lee, Jongwook;Oh, Sanghee;Dong, Hang
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.313-332
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    • 2020
  • The purpose of this study is to compare motivations for self-archiving across disciplines on an academic social networking site. We carried out an online survey with ResearchGate(RG) users, testing 18 motivational factors that we developed from a previous study (enjoyment, personal/professional gain, reputation, learning, self-efficacy, altruism, reciprocity, trust, community interest, social engagement, publicity, accessibility, self-archiving culture, influence of external actors, credibility, system stability, copyright concerns, additional time, and effort). We adapted Biglan's classification system of academic disciplines and compared motivations across different categories of discipline. First, we compared motivations across the four combined categories by the two dimensions - hard-pure, hard-applied, soft-pure, and soft-applied. We also performed a motivation comparison across each dimension between soft and hard disciplines and between pure and applied disciplines. We examined investigated statistical differences in motivations by demographic characteristics and RG usage of participants across categories as well. Findings showed that there were differences of motivations, such as enjoyment, accessibility, influence of external actors and additional time and effort, and personal/professional gains, for self-archiving across disciplines. For example, RG users in the hard-applied were more highly motivated by enjoyment than others; RG users in the soft-pure were more highly motivated by personal/professional gains than others. It is expected that findings could be used to develop strategies encouraging researchers in various disciplines contributing to share their data and publications in ASNSs.

A Study on Interactions between Archives and Users by Using Social Media - Based on the Cases of National Archives of the U.S. and the U.K. - (소셜미디어를 활용한 아카이브와 이용자 간 상호작용 유형에 관한 연구 - 미국과 영국 국립기록관을 중심으로 -)

  • Kim, Ji-Hyun
    • Journal of Korean Library and Information Science Society
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    • v.46 no.3
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    • pp.225-253
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    • 2015
  • This study investigated the interactions between archives and users based on content analysis of posts of Facebook and Twitter operated by archival institutions. It focused on posts in official Facebooks and Twitters of the U.S. and the U.K. national archives. The posts included 66 in Facebook and 670 in Twitter of the U.S. national archives, as well as 73 in Facebook and 84 in Twitter of the U.K. national archive. The analysis showed that information sharing of in-house collections and online resources, as well as information dissemination of events were the most common interaction types of the posts. 1 and 1 communication or information gathering such as questionnaire or vote rarely happened. In addition, the extent of users' responses was great on posts regarding information sharing of in-house collections. Providing information about people or events with timely manners motivated interests and participations of users. It is necessary to consider various types of interactions that facilitate user engagement. It is also important to make efforts to provide timely records in connection with exiting web resources and a variety of social media provided by archival institutions.

Educational Implications about Online Debates on a Socio-Scientific Issue from a Postmodernist Perspective: Focus on the Mad Cow Disease (포스트모더니즘의 관점에서 본 과학 관련 사회적 쟁점에 대한 온라인 토론의 과학교육적 함의: 광우병 사례를 중심으로)

  • Jho, Hun-Koog;Song, Jin-Woong
    • Journal of The Korean Association For Science Education
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    • v.30 no.8
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    • pp.933-952
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    • 2010
  • This study aims to characterize debate on a socio-scientific issue in the Internet and to provide implications from a postmodernist perspective. This study concentrates on disentanglement of the complex relationship among society, economy, politics and science in an issue and characterization of the given text centering on its originality, the relationship between writer and reader, and the purpose of utterance. Sixty-six most read articles on a web message board were chosen and analyzed as a typical case of a socio-scientific issue in the internet. In them, five scientific disputes were identified: the cause of mad cow disease (MCD), specified risk material and the incubation period, the cause of new variant Creutzfeld-Jakob disease (vCJD), vulnerability of vCJD and the relation of Alzheimer and vCJD in American patients. Each argument is intertwined with social, economic and political problems such as its impact on the domestic beef market, feeding environment of imported cattle and the retaliation against denial of importation. With regard to originality, it is found that the originality of an author is weakened but communal through repetitive quotation of 'Peom', cutting and pasting, and engagement of readers with their comments. Furthermore, in order to close the gap between writer and reader, identity and personal narrative of the writers are often introduced into their writing. In terms of purpose of utterance, these are intended to deliver one's feelings or facilitate human behavior rather than inform through verification of a principle.

Factors Affecting Individual Effectiveness in Metaverse Workplaces and Moderating Effect of Metaverse Platforms: A Modified ESP Theory Perspective (메타버스 작업공간의 개인적 효과에 영향 및 메타버스 플랫폼의 조절효과에 대한 연구: 수정된 ESP 이론 관점으로)

  • Jooyeon Jeong;Ohbyung Kwon
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.207-228
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    • 2023
  • After COVID-19, organizations have widely adopted platforms such as zoom or developed their proprietary online real-time systems for remote work, with recent forays into incorporating the metaverse for meetings and publicity. While ongoing studies investigate the impact of avatar customization, expansive virtual environments, and past virtual experiences on participant satisfaction within virtual reality or metaverse settings, the utilization of the metaverse as a dedicated workspace is still an evolving area. There exists a notable gap in research concerning the factors influencing the performance of the metaverse as a workspace, particularly in non-immersive work-type metaverses. Unlike studies focusing on immersive virtual reality or metaverses emphasizing immersion and presence, the majority of contemporary work-oriented metaverses tend to be non-immersive. As such, understanding the factors that contribute to the success of these existing non-immersive metaverses becomes crucial. Hence, this paper aims to empirically analyze the factors impacting personal outcomes in the non-immersive metaverse workspace and derive implications from the results. To achieve this, the study adopts the Embodied Social Presence (ESP) model as a theoretical foundation, modifying and proposing a research model tailored to the non-immersive metaverse workspace. The findings validate that the impact of presence on task engagement and task involvement exhibits a moderating effect based on the metaverse platform used. Following interviews with participants engaged in non-immersive metaverse workplaces (specifically Gather Town and Ifland), a survey was conducted to gather comprehensive insights.

Current Status and Success Strategies of Crowdfunding for Start-up in Korea (국내 창업분야 크라우드펀딩(Crowdfunding) 현황과 성공전략)

  • Yoo, Younggeul;Jang, Ikhoon;Choe, Youngchan
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.9 no.4
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    • pp.1-12
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    • 2014
  • It is essential factor for business operation to raise funds effectively. However, in Korea, many start-ups and small businesses have difficulties in fund-raising. In recent years, crowdfunding, a new method for funding a project of individuals or organizations by raising monetary contributions from a large number of people, has been growing up simultaneously with diffusion of social media. Crowdfunding is on early stage in Korea, and the majority of projects are focused on cultural or art categories. There is high proportion of projects that have social value in start-up sector. Crowdfunding in Korea has great potential because success rate of it is much higher than its of advanced countries, although market size is much smaller than them. The purpose of this paper is to propose success strategies of crowdfunding for start-up through case study. 5 crowdfunding platforms of Korea and Kickstarter, the platform of United States were investigated. Then we checked the figures related to the operation of the whole Korean projects on start-up. Finally, we made comparison between the cases of success and failure by analyzing 8 project characteristics. The study shows that it were the differences in trustworthiness and activeness of project creator, value of reward and efforts for interactivity that have great effects on success of the project. Whereas there was no significant influence of societal contribution and sponsor engagement. The thesis provides success strategies of crowdfunding for start-up as follows. Firstly, creator of the project should make support base by enthusiastic activites before launching funding project. Secondly, there should be contents that can easily show the process of business development in the project information. Thirdly, there must be appropriate design of rewards for each amounts of support money. Finally, efforts for interactivity, such as frequent updates, response for comments and SNS posting, should be followed after the launch of the project.

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Work & Life Balance and Conflict among Employees : Work-life Balance Effect that Reflects Work Characteristics (일·생활 균형과 구성원간 갈등관계 : 직장 내 업무 특성을 반영한 WLB 효과 중심으로)

  • Lee, Yang-pyo;Choi, Chang-bum
    • Journal of Venture Innovation
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    • v.7 no.1
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    • pp.183-200
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    • 2024
  • Recently, with the MZ generation's entry into society and the social participation of the female population, conflicts are occurring between workplace groups that value WLB and existing groups that emphasize collaboration due to differences in work orientation. Public institutions and companies that utilize work-life balance support systems show differences in job Commitment depending on the nature of the work and the activation of the support system. Accordingly, it is necessary to verify the effectiveness of the WLB support system actually operated by the company and present universally valid standards. The purpose of this study is, first, to verify the effectiveness of the support system for work-life balance and to find practical consensus amid changes in policies and perceptions of the working environment. Second, the influence of work-life balance level and job immersion according to work characteristics was analyzed to verify the mutual influence in order to establish standards for WLB operation that reflects work characteristics. For the study, a 2X2 matrix model was used to analyze the impact of work-life balance and work characteristics on job commitment, and four hypotheses were established. First, analysis of the job involvement level of conflict-type group members, second, analysis of the job involvement level of leading group members, third, analysis of the job involvement level of agreeable group members, and fourth, analysis of the job involvement level of cooperative group members. To conduct this study, an online survey was conducted targeting employees working in public institutions and large corporations. The survey was conducted for a total of 9 days from October 23 to 31, 2023, and 163 people responded, and the analysis was based on a valid sample of 152 people, excluding 11 copies that were insincere responses or gave up midway. As a result of the study's hypothesis testing, first, the conflict type group was found to have the lowest level of job engagement at 1.43. Second, the proactive group showed the highest level of job engagement at 4.54. Third, the conformity group showed a slightly lower level of job involvement at 2.58. Fourth, the cooperative group showed a slightly higher level of job involvement at 3.80. The academic implications of the study are that it subdivides employees' personalities into factors based on the level of work-life balance and nature of work. The practical implications of the study are that it analyzes the effectiveness of WLB support systems operated by public institutions and large corporations by grouping them.