• 제목/요약/키워드: Perceived Playfulness

검색결과 96건 처리시간 0.031초

개인의 e-Learning 수용에 미치는 요인에 관한 연구 (An Empirical Study on the Factors Affecting Personnel e-Learning Acceptance)

  • 이석용;서창갑;김유일
    • 한국정보시스템학회지:정보시스템연구
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    • 제15권2호
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    • pp.49-75
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    • 2006
  • The main purpose of this study is to identify the factors affecting personnel e-Learning acceptance. We used self-efficacy and perceived playfulness as independent variables to extended Technology Acceptance Model in an e-Learning contort. Perceived playfulness is the one of the important personal intrinsic motivational factors which could enlarge the understanding process of technology acceptance in the personal perspective. Questionnaires were collected from 94 respondents who experienced e-Learning systems that L Corporation provided. This study developed and empirically tested a model representing the relationship by using Structural Equation Model among factors which are: perceived usefulness, perceived ease of use, perceived playfulness, self-efficacy and attitudes. Also we measured affective and cognitive attitude because, most psychometric literature explain attitude has two different dimensions which are affective and cognitive. The major findings of the study are summarized as follows. Firstly, the higher the perceived usefulness the more affected the behavioral intention was to use as well as attitude to be positive. Secondly, as much as perceived playfulness more affected the perceived ease of use as well as self-efficacy. Finally, the perceived ease of use and self-efficacy are not significantly affected attitude while they are affected perceived usefulness and perceived playfulness.

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O2O 서비스의 지속이용의도에 관한 연구 : 이용자 혁신성의 조절효과를 중심으로 (A Study on the Intention of Continuous Usage of O2O Service: Focusing on the Moderating Effect of User Innovation)

  • 이옥;이문봉
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권2호
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    • pp.51-69
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    • 2020
  • Purpose Today, the increasing of internet use and the expansion of internet range provide us with many opportunities. Therefore, this study examine relation of perceived ease of use, perceived playfulness, perceived risk, perceived usefulness based on previous studies. And we examine the effect of O2O service satisfaction on continuous use intention. Also, we studied the relationship between perceived ease of use, perceived playfulness, perceived risk, perceived usefulness according to user innovation. Design/Methodology A Structural Equation Model(SEM) method was used to test the theoretical framework based on a sample of 451 respondents who have experienced the O2O service. Factor analysis and confirmation factor analysis was conducted to check the reliability, convergency validity and discriminant validity. To test moderating effect of the user innovation, multi group analysis was conducted. Findings First, perceived ease of use, perceived playfulness, perceived risk have significant effects on perceived usefulness. Second, perceived usefulness of O2O service have a positive effect on satisfaction. Third, satisfaction of O2O service have a positive effect on continuous use intention. The relationship that perceived ease of use, perceived playfulness, perceived risk affect perceived usefulness is differ depending on user innovation. Based on these findings, this study suggested to marketing practitioners the need for different approach by a user innovation.

인터넷 사용과 지각의 성별차이에 관한 연구 (A Study on Gender Differences in the Perception and Use of Internet)

  • 이동만;이영숙;안현숙
    • Asia pacific journal of information systems
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    • 제12권1호
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    • pp.103-122
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    • 2002
  • The technology acceptance model(TAM) has been widely studied in IS research and Internet has been expanded very rapidly in modern society. The purpose of this study is to provide an internet acceptance model and test it empirically. This study extends the TAM model and motivation theory by adding gender. This model posits that perceived ease of use, perceived usefulness and perceived playfulness correlate with Internet use, Test results are as follows: First, the survey suggested the three factors-perceived usefulness, perceived ease of use and perceived playfulness-affect the use of Internet. Second, Difference just appeared in case of perceived use of use between genders but not others-perceived usefulness and perceived playfulness. Third, the result represented that there was nothing that affected the use of Internet by itself among the three factors-perceived usefulness, ease of use and playfulness and perceived usefulness used gender as a moderated variable in the case of the use of Internet.

개인 커뮤니티의 지각된 특성이 만족 및 지속적 사용의도에 미치는 영향에 관한 연구 (A Study of the Effects of Perceived Characteristics on Satisfaction and Continuous Usage Intention in Personal Communities)

  • 정영수;정철호
    • 한국정보시스템학회지:정보시스템연구
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    • 제16권3호
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    • pp.133-159
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    • 2007
  • The primary purpose of this study is to examine the effects of perceived characteristics on user satisfaction and continuous usage intention in personal communities. We developed a research model based on the literature reviews of personal communities, TAM, perceived risks, and satisfaction. The research model includes perceived playfulness, perceived ease of use, perceived usefulness, and perceived risk as perceived characteristics in personal communities. For validation of this theoretical model, we survey the users of 'Mini-hompy', one of the most popular personal communities in Korea. The research model was empirically verified by structural equation model analysis with data collected from 407 samples. Analysis of the results indicates that perceived ease of use is positively related perceived playfulness and perceived usefulness. Perceived playfulness, perceived ease of use, and perceived risks are significantly related to satisfaction. User's satisfaction has positive relationship with continuous usage intention in personal communities.

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SNS에 대한 자기효능감과 사용자 인지요인이 SNS 재사용 의도에 미치는 영향 (The Effects of Self-Efficacy and User's Cognitive Factors on Reuse Intention of SNS)

  • 이홍재;최문형;박미경
    • 정보관리학회지
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    • 제29권3호
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    • pp.145-167
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    • 2012
  • 본 연구에서는 SNS에 대한 개인적 특성과 사용자 인지요인, 그리고 SNS 재사용 의도 간의 구조적 영향관계를 분석하고자 하였다. 이를 위해 SNS 사용자들을 대상으로 설문조사를 실시하고 SNS에 대한 자기효능감과 인지된 즐거움과 유용성, 사용 용이성 등의 사용자 인지요인이 SNS 재사용 의도에 미치는 영향을 분석하였다. 가설검증 결과, 자기효능감이 인지된 사용 용이성과 유용성, 그리고 인지된 즐거움에 각각 정(+)의 영향을 미치는 것으로 나타났다. 사용자 인지요인 간의 관계에서는 인지된 즐거움과 인지된 사용 용이성 모두 인지된 유용성에 유의미한 정(+)의 영향을 미치는 것으로 나타났다. 그리고 SNS에 대한 자기효능감과 인지된 즐거움, 그리고 인지된 유용성은 SNS 재사용 의도에 정(+)의 영향을 미치는 것으로 분석되었다. 이러한 분석결과를 토대로 본 연구에서는 SNS 재사용 의도에 관한 이론적 실천적 함의를 제시하였다.

중국소비자의 스마트폰 사용 의도에 영향을 미치는 요인 (A Study on the Factors Affecting Chinese Consumers' Smartphone Adoption)

  • 쑨전바오;박미연;황금주
    • Journal of Information Technology Applications and Management
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    • 제20권1호
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    • pp.149-171
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    • 2013
  • The purpose of this study is to investigate factors influencing Chinese consumers' intention to adopt Smartphones. This paper examines Smartphone characteristics factors (situational dependence, diversity and security) and consumer personality characteristics (innovation, self-efficacy and familarity) based on the Technology Acceptance Model. The 320 sets of data are tested against the model using SEM (structural equation model). The research results reveal that diversity and security have significant influences on both perceived usefulness and perceived playfulness. According to the data analysis, self-efficacy affects only perceived easy of use, and familiarity positively affects perceived easy of use, usefulness and playfulness. This study finds that perceived easy of use and perceived usefulness have positive influences on behavioral intention to adopt Smartphones, and situational dependence and innovation directly affect the behavioral intention. The perceived cost has a negative impact on the behavioral intention. Research results are discussed, and limitations of the current study and future research are presented.

Factors Influencing the Intention to Continue Using the Metaverse: Focusing on the Influence of Social Norms

  • Mina Lee;Minjung Kim
    • International Journal of Internet, Broadcasting and Communication
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    • 제15권4호
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    • pp.51-60
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    • 2023
  • This study aims to examine factors influencing the intention to continue using the metaverse, focusing on the impact of social norms. Specifically, direct and indirect effects of technical characteristics (perceive quality, interactivity, perceived playfulness), user characteristics (self-efficacy, personal innovativeness), and social influence factors (descriptive norm, injunctive norm, subjective norm) on continuous use intention were examined. The role of perceived ease of use and perceived usefulness as a mediator was also examined. An online survey was conducted with 165 college students attending universities in two large cities in South Korea who had used the metaverse. As a result, perceived playfulness, descriptive norm, and perceived usefulness directly influenced continuous use intention. Perceived playfulness, interactivity, and subjective norm influenced continuous use intention indirectly through perceived usefulness. This study theoretically extends the Technology Acceptance Model by specifying social influence in metaverse contexts. Practical implications are provided in terms of marketing strategy for the metaverse industry to continue to grow and develop.

지각된 비용이 모바일 TV 지속사용의도에 미치는 영향: 중국 사용자를 중심으로 (The Role of Perceived Cost toward on Continuance Intention of Mobile TV: Focused on Chinese users)

  • 부빈;정철호;정영수
    • 디지털융복합연구
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    • 제11권10호
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    • pp.295-303
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    • 2013
  • 본 연구는 중국에서 모바일 TV 서비스에 대한 지속적 이용의도 형성에 비용이 미치는 영향관계를 살펴보는 것을 주목적으로 하였다. 이를 위해 기존의 기대-충족모델(ECM)을 기반으로 연구모형 및 가설을 제안하였으며, 모바일 TV 서비스 이용경험자 243명을 대상으로 수집된 자료에 대한 실증분석 결과는 다음과 같다. 첫째, 모바일 TV 이용자의 기대 일치는 지각된 즐거움과 만족에 긍정적인 영향을 미치는 반면 지각된 유용성에는 별다른 영향을 미치지 못하는 것으로 나타났다. 둘째, 지각된 비용은 지각된 유용성과 만족에 긍정적인 영향을 미치는 반면 지각된 즐거움에는 별다른 영향을 미치지 못하는 것으로 밝혀졌다. 마지막으로 지각된 유용성, 지각된 즐거움, 만족, 그리고 지속이용의도 간에는 모두 긍정적인 관계성이 존재하는 것으로 밝혀졌다. 본 가설검정 결과를 토대로 모바일 TV 분야의 연구자 및 실무자들에게 관리적 학문적 시사점을 제공하고자 하였다.

웹사이트 재사용에 영향을 미치는 사용자 및 시스템 특성에 관한 연구 (A Study on User & System Characteristic Factors Affecting reuses of a website)

  • 이우원;박종혁;홍용기
    • 경영과정보연구
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    • 제21권
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    • pp.131-154
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    • 2007
  • The purpose of this study is to understand a information technology acceptance model and to test empirically using field survey. In order to achieve this purpose, first of all, I examined literature reviews about the theory of reasoned action(TRA), the theory of planned behavior(TPB), and the theories of technology acceptance model(TAM). Based on literature reviews, I proposed a technology acceptance model and empirically verified it through using field survey. As a result of, this study was designed to predict and to explain the factors of affecting reuses of a website. The data that were surveyed 193 users of internet were analyzed with SPSS 12.0 and AMOS 4.0. The major results of this study as follows : First, the perceived complexity is influenced by the skill & experience and the quality of system. Second, the quality of system affects the perceived usefulness. Third, the perceived complexity affects the perceived usefulness and the perceived playfulness. Fourth, reuses of a web site are influenced by the perceived usefulness and the perceived playfulness. Finally, the quality of system affects the perceived usefulness and the skill & experience affect the perceived playfulness.

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소비자의 혁신성과 신뢰가 센서기반 스마트 의류 수용의도에 미치는 영향 (The Influence of Consumers' Innovativeness and Trust on Acceptance Intention of Sensor-based Smart Clothing)

  • 박현희;노미진
    • 한국의류산업학회지
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    • 제14권1호
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    • pp.24-36
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    • 2012
  • This study examines consumer's acceptance intention of sensor-based smart clothing empolying the extended TAM. Technology innovativeness, information innovativeness and trust were used as external variables and perceived palyfulness was included in the extetended TAM. Data were collected from the adults over 20 years old living in Daegu from March 14 to 18, 2011. 193 useful copies of data were analyzed to investigate a structural model and test research hypotheses using AMOS 7.0. The study results showed that the extended TAM for smart clothing was validated empirically in predicting the individual's acceptance of sensor-based smart clothing and 10 hypotheses among 12 hypotheses were supported. Technology innovation, information innovation, and trust were confirmed as antecedent variables in affecting extended TAM. Perceived usefulness and perceived playfulness directly influenced acceptance intention and indirectly influenced acceptance intention mediating attitude. Perceived usefulness affected perceived playfulness and attitude affected acceptance intention. This study will help marketers and managers of fashion companies devise effective tools in planning marketing strategies related to smart clothing.