• Title/Summary/Keyword: Perceived Enjoyment

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The interrelationship between the functional characteristics and the intelligent personal assistant (지능형 개인비서(IPA)의 기능특성과 사용의도의 연관성)

  • Kim, Chan-Woo;Suh, Chang-Kyo
    • The Journal of Information Systems
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    • v.26 no.4
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    • pp.163-188
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    • 2017
  • Purpose The purpose of this study is to empirically analyze the factors affecting the intention to use the IPA focusing on functional characteristics. Based on the research result, this research has significance in that it not only suggested strategic guidelines for the related business operators, it also helped identify the factors that will influence the intention to use an intelligent personal assistant centering on the functional characteristics of the IPA. Design/methodology/approach Accordingly, in an attempt to identify factors that will influence the intention to use the intelligent personal assistant, we proposed a research model, together with a corresponding hypothesis, which incorporates the functional characteristics (personalization, anthropomorphism, autonomy, communication ability, contextual offer) and perceived enjoyment of the intelligent personal assistant into a technology acceptance model. To verify the research hypothesis of this research, we have conducted a questionnaire survey with individuals who have used an intelligent personal assistant as target. And with the data collected from 215 copies of the questionnaire survey, we have carried out a path analysis using the PLS structural equation. Findings As a result, it turned out that, of the IPA functional characteristics, personalization had a positive effect on perceived usefulness, autonomy had a positive effect on perceived usefulness and perceived ease of use. Also, communication ability had a positive effect on perceived ease of use and perceived enjoyment, and anthropomorphism and contextual offer had a positive effect on perceived ease of use and perceived enjoyment and turned out to be major factors that increased the use intention of intelligent personal assistant.

Acceptance of the Smart Clothing According to Trend and Information Innovation (유행혁신성과 정보혁신성에 따른 스마트의류 수용)

  • Noh, Mi-Jin;Park, Hyun-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.350-363
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    • 2011
  • This study is to examine the effect of the purchase intention toward smart clothing on the perceived usefulness, perceived ease of use, perceived enjoyment, trust, and social influence, and the moderating effect of the customers' characteristics like the trend and information innovation. After pictures about the smart clothing for biometric measurement were provided, 256 questionnaires targeted at 20s were gathered. The results of this study are as follows. First, perceived usefulness, perceived ease of use, and perceived enjoyment had an positive effect on the purchase intention of smart clothing. Second, interactions between perceived enjoyment, trust, and social influence and trend innovation had an effect on the purchase intention of smart clothing. Finally, interactions between perceived ease of use, perceived enjoyment, and social influence and information innovation had an influence on the purchase intention of smart clothing. This study can provide various guidelines for researches and companies relative to smart clothing.

Individual Characteristics Affecting User's Intention to Use Internet Shopping Mall (개인 특성이 인터넷 쇼핑몰 사용의도에 미치는 영향)

  • Suh, Chang-Kyo;Seong, Seok-Ju
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.1-22
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    • 2004
  • Technology acceptance model(TAM) has been widely used to predict the end-user's acceptance of a new IT/IS. We used TAM as a theoretical foundation to explain user's intention to use an Internet shopping mall. The theoretical model is tested with the questionnaires from 308 users of an Internet shopping mall. Results show that several individual characteristics such as Internet skills and self-efficacy have a significant impact on user's perception of usefulness and ease of use. Results also show that both perceived enjoyment and perceived usefulness of Internet shopping mall strongly predict intention to use the Internet shopping mall. However, perceived ease of use has no direct influence on intention to use the Internet shopping mall. Personal innovativeness and Internet skills also have a positive effect on perceived enjoyment. Therefore, Internet shopping mall managers have to consider intrinsic motivational factor(enjoyment) as well as extrinsic motivational factor(usefulness). In addition, individual characteristics should be emphasized to form the positive beliefs about using the Internet shopping mall.

Effects of Fashion Company's Marketing Activities Using Micro-blogging Services on Chinese Consumer's Attitude toward Company and Purchase Intention

  • Zhao, Liang;Lee, MiYoung
    • Journal of Fashion Business
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    • v.18 no.6
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    • pp.157-173
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    • 2014
  • The purpose of this research is to investigate the effects of fashion companies' micro-blogging marketing activities on Chinese consumer attitudes and purchasing intentions. In this research, the technology acceptance model (TAM) was used as the research framework, and innovativeness, self-efficacy, and perceived enjoyment variables were included in the model. Through an online survey, 195 respondents participated in this study. The results were as follows: fashion innovation and self-efficacy have a significant positive effect on perceived usefulness, as well as ease of use. These two factors have a significant positive effect on perceived enjoyment. Furthermore, and most significantly, this perceived enjoyment has a significant effect on the consumer's attitude toward the company, and intention to purchase the fashion company's products.

The Effect of Characteristics of Mobile Shopping on Perceived Value and Intention to Use

  • Kim, Jong Lak
    • Asia Pacific Journal of Business Review
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    • v.6 no.1
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    • pp.49-59
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    • 2021
  • This study was conducted to explore the causal relationship between the characteristics of mobile shopping mall use and the effect on the intention to use mobile shopping malls through perceived value (hedonic value and utilitarian value). Specifically, this study defined the usage characteristics of mobile shopping malls as accessibility, convenience, and enjoyment, respectively, and attempted to explain the relationship on the intention of use through perceived value. The research results are as follows. First, it was found that enjoyment had a positive (+) effect on hedonic value. However, it was found that convenience did not affect hedonic value. On the other hand, contrary to expectations, accessibility was found to have a negative (-) effect on hedonic value. Second, it was found that accessibility and convenience had a positive (+) effect on utilitarian value. However, it was found that pleasure did not affect utilitarian value. Third, it was found that utilitarian value had a positive (+) effect on the intention to use mobile shopping, while hedonic value did not affect the intention to use mobile shopping. Through this, it is meaningful to provide mobile shopping users with solutions to improve their restrictions in the shopping process.

Perceived Auditory Feedback and User Experience in Mobile Game: A Mediation Analysis of Enjoyment (모바일 게임 속 청각적 피드백 인지와 사용자 경험: 재미의 매개효과 분석)

  • Ahn, Jisoo;Heo, Ji-Yeon;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.135-144
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    • 2019
  • This study examined the role of enjoyment in the relationship between perceived auditory feedback (PAF), which provides information about the situation during game play, and user experience factors. 100 undergraduates played a mobile game, 'Classy Royale' and took a survey about their user experience. As a result of analyzing the available data from 98 participants, PROCESS MACRO showed that PAF was positively associated with enjoyment, immersion, and intention to use; enjoyment mediated the effects of PAF on immersion and intention. These results can help game research and development regarding the functional value of audio factors.

The Effect of Perceived Time on Intention to Use Mobile Service - Considering the moderating effect of Ubiquitous - (사용자가 인지한 시간이 모바일 서비스 이용의도에 미치는 영향 - 유비쿼터스 특성의 조절효과를 고려하여 -)

  • Kim, Eun-Ah;Mun, Hee-Jin
    • The Journal of Information Systems
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    • v.18 no.3
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    • pp.155-181
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    • 2009
  • Modern persons should do many activities during limited time. In such situation, people feel time pressure because they think that time is short. Time pressure affects negatively several factors such as satisfaction and intention to use through perceived time cost. Ubiquity, an mobile service's characteristic in which users can use desired information or services in anywhere and anytime, would let users feel free from time pressure. This study examines the relationship between perceived time and intention to use and the moderating effect of ubiquity. We performed a survey for users of DMB service, a representative mobile service. Using Partial Least Square, we tested hypotheses. The results suggest that time pressure influences positively perceived time cost and that perceived time cost affects negatively satisfaction but not enjoyment. And the results show that there are the significant positive relationships between enjoyment and intention to use and between satisfaction and intention to use. Finally, the moderating effects of ubiquity on the relationships between perceived time cost and enjoyment and between perceived time cost and satisfaction was found to be positive and significant. We suggests implications basing on the results.

The Use of Facebook in International Multi-course Collaborative Projects in Fashion Merchandising Curriculums

  • Kim, Hyejeong;Byun, Sang-Eun;Choi, Sunhyung;Lee, Kyu-Hye
    • Fashion, Industry and Education
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    • v.14 no.1
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    • pp.40-49
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    • 2016
  • This study examined students' perceived importance of the benefits derived from an international multi-course collaborative (IMCC) project and how these perceptions impact students' extrinsic and intrinsic motivations for using the project Facebook (i.e., perceived usefulness and enjoyment), attitude toward the project, and intent to participate in future IMCC projects. The data were collected from 96 students who participated in the IMCC project and were enrolled in four different fashion merchandising courses in two different countries, the U.S. and South Korea. This study found that perceived enjoyment of the project Facebook influenced attitude toward the project and intent to participate in future IMCC projects. Perceived usefulness and enjoyment were predicted by the perceived importance of cultural understanding and feedback exchange among international group members. Attitude was influenced by the perceived importance of networking through the IMCC project, while intent to participate in future IMCC projects was predicted by perceived importance of cultural understanding and networking through the IMCC project. This study provides educators in the related disciplines insights about how to incorporate social network sites into course curricula to motivate students' project participation and learning.

The Impacts of Artistic Creativity, Scientific Creativity, General Creativity on Perceived Enjoyment and Intention to Reuse : Focused on Role-Playing Game Players (예술적 창의성, 과학적 창의성, 일반적 창의성이 지각된 즐거움과 재이용의도에 미치는 영향 : 롤플레잉 게임 이용자들을 대상으로)

  • Byeon, Hyeon-Su
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.59-67
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    • 2011
  • The increase in the use of video games is resulting in the perception of some variables for video gamers. Therefore, it is necessary to identify the drivers for video games and their effects on the users to lead the growth strategies for the video gaming business. In this study, the drivers of video game play are creativities and enjoyment which are based on previous studies. And an empirical analysis was performed to determine the effect of these variables on intention to reuse. First, the results showed that artistic, scientific, and general creativity affect perceived enjoyment. Second, perceived enjoyment appeared to be a significant factor of intention to reuse. Specially, the author confirmed that artistic creativity has a very significant effect on enjoyment of video games.

An Integrated Study concerning Antecedent Variables affecting the intention-to-use of on-line shopping malls: An Extended Model of TAM2 (온라인 쇼핑몰의 사용 의도에 영향을 미치는 선행변수에 관한 통합연구: 기술수용모델(TAM)2의 확장 모델)

  • Park, Kwan-Hee
    • The Journal of Information Systems
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    • v.15 no.4
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    • pp.55-72
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    • 2006
  • The total market capacities of our domestic on-line shopping malls had reached over one billion wons in 2005. They are also estimated to reach 1.8 billion wons in 2008. In order to reveal some relationships between six antecedent variables and intention-to-use of online shooing malls, this study has extended the original TAM2 model using these variables obtained from (1) perceived usefulness and perceived ease of use from TAM2 model, (2) compatibility from IDT theory, (3) perceived enjoyment from Flow theory, and (4) others (perceived risk and self efficacy). Two statistical packages such as SPSS 12.0 and Lirel 8.70 were used for data analyses. Among these seven proposed hypotheses, six hypotheses were accepted while one hypothesis regarding perceived risk was rejected. As perceived risk hypothesis concerning the intention-to-use was rejected, the perceived risk did not show the support of the intention-to-use.

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