• Title/Summary/Keyword: Perceived Playfulness

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A Study on influence factors of User's Continuous Use Intension in Firm Promotion Social Network Service: by Mediating the Moderator of the Operation Objective Types in Facebook Fan Page (기업 SNS 이용자(고객)의 지속적 사용의도에 관한 연구:Facebook 팬페이지 운영 목적을 조절변수로)

  • Shim, Eunsun;Lee, JungHoon;Jeong, BeobGeun
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.41-57
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    • 2013
  • As the usage of SNS has grown dramatically over the last years, it has been used in various sectors not just a tool for communication. In particular, corporate companies actively use Facebook as a tool for corporate marketing. Corporate companies communicate with their customers by providing service or events information. In this study, empirical analysis was carried out on corporate companies that are using Facebook as a marketing tool, thus finding out the influencing factors in continued usage of Facebook Fan Page users. In addition, analysis of the factors will be investigated according to continued usage of the users, where the user's intention will differ depending on how corporate companies operate and deal with the Facebook Fan Page. Factors affecting the user's satisfaction, perceived usefulness, and perceived playfulness were deducted through the analysis of the existing literature study on corporate company's continued intention on the usage of Facebook Fan Page. Accordingly, factor affecting this such as relationship, speed, content diversity, which are the media characteristics of the Facebook were deducted and finally hypothesized. In addition, the type of corporate company's Facebook Fan Page was divided into event type, communication type, information service type. And hence investigated the factors that differed from the continued usage depending on the type. Results analysis shows that perceived usefulness affected only relationship, speed, content diversity. Furthermore, analysis shows that corporate company's Fan Page of communication and event types are the factors that affect the usage intention which meant it only affected the perceived enjoyment. On the basis of this study, we are able to present an implication of value where corporate company use it as a marketing tool, through factors from continued usage of coroporate company's Facebook Fan Page users.

The Influence of Product-brand Web Sites on Attitudes toward Brand Image

  • Cho, Nam-Jae;Oh, Seung-Hee
    • Journal of Information Technology Applications and Management
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    • v.19 no.3
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    • pp.69-84
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    • 2012
  • A web site focused on a specific product brand so called product-brand web site has become one major marketing tool as such product-brand web site provides chances for customers to experience the detailed information of the specific brand as well as emphatic the image of the brand. The purpose of this research is to examine the influence of the product-brand web site on the formation of attitude toward the product brand. Subjects of this study are users of two web sites of leading sanitary product brands. The result shows that not only emotion, playfulness and convenience perceived from the web site but also existing attitude toward the brand influence the attitude toward the web site. Further, the attitude toward the web site in turn affects attitude toward the image of the brand. The importance of this study is in its conceptualization and empirical verification of the relationship between the product-brand web site and the reputation of a brand.

A comparison of user perception between text-based and avatar-based chatting (온라인 채팅에서 아바타의 도입이 매체에 대한 사용자의 인지에 미치는 영향)

  • Park, Hee-Jung;Lee, Moon-Bong;Lee, Seong-Chul;Suh, Kil-Soo
    • Asia pacific journal of information systems
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    • v.12 no.4
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    • pp.77-99
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    • 2002
  • This study compares avatar-based chatting and text-based chatting. The comparison focuses on the effect of different chatting methods on user perception such as flow, social presence, and media richness. Especially the effects of avatar are examined across varying task types-work-oriented and fun-oriented. To accomplish this objective, a laboratory experiment was conducted using 80 experienced subjects. The results indicate that avatar-based chatting was more playfulness than text-based chatting in general. However, the effects of chatting methods on user perception were quite different according to the task types. There was no significant difference between avatar-based chatting and text-based chatting in the fun-oriented task, but avatar-based chatting was perceived as a more playful, focused, telepresent, and social present method in the work-oriented task.

Determinants Affecting Intention to Campus SNS in China

  • Hou, Jie;Fan, Liu;Lee, Sang-Chul;Suh, Yung-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2009.10a
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    • pp.176-181
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    • 2009
  • Social networking service (SNS), which is based on the "six degree separation" theory, has gained its popularity in recent years. SNS creates a new way for maintaining relationship and sharing information over the virtual space. As a major branch, campus SNS provides a new platform for student to study as well as build and maintain inter-personal relationships. The highly realness of personal information and relatively strong group cohesion of campus SNS has turned it into an inevitable tool in students' daily life. The rapid growth of SNS in campus is creating huge academic and commercial benefits. However, little comprehensive research reveals what are determinant factors in driving students' intention to participate in campus SNS. In this paper, we conceptualize the participation of campus SNS as a social behavior and evaluate the impact made by social factors such as subjective norms and identity, as well as the impact of perceived reality and playfulness through an extended technology acceptance model.

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A Framework for Purchase Intentions Toward a Brand-New Smartphone Based on Self-Presentation and Aesthetics

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • v.24 no.4
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    • pp.515-529
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    • 2014
  • This study examines the effects of self-presentation and aesthetics on purchase intentions toward a brand-new smartphone through a research model that accounts for these intentions in a more comprehensive manner than traditional ICT frameworks. The constructs were selected based on the three-level processing theory: aesthetics at the visceral level, perceived usefulness and playfulness at the behavioural level, and self-presentation at the reflective level. The hypotheses were developed from self-presentation theory and the attractiveness stereotype which is one of theories in human-computer interactions (HCI). For the validation of hypotheses, the research model was empirically tested for the purchase intention of Apple's iPhone5 by university students in Korea.

A study on play beliefs, playfulness and interaction perceived by nursing students with experience in child nursing practice (아동간호학 실습경험이 있는 간호대학생이 인지하는 놀이신념, 놀이성 및 상호작용과의 관계)

  • Oh, Jae-Woo;Jeon, Mi-Kyung;Kim, Min-Suk
    • Journal of Industrial Convergence
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    • v.20 no.1
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    • pp.69-76
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    • 2022
  • This study is a descriptive survey study to identify interaction influencing factors in nursing students with experience in child nursing practice. The collected data used the SPSSwin 25.0 program, and the influencing factors on the interaction were analyzed by multiple regression analysis. As a result of the study, among the general characteristics of nursing college students, major satisfaction and play beliefs showed influence on interaction, and the explanatory power for interaction was 36.0%. Based on the results of higher major satisfaction, higher play beliefs, better interaction with children, a child nursing practice curriculum is required to improve nursing students' major satisfaction and have positive beliefs about play, and play in the theoretical curriculum before child nursing practice.It is thought that it is necessary to acquire knowledge of the law and educate on the necessity.

Impacts of Food-Service Franchise's SNS Marketing Activities on Customer Behavior Intention (외식 프랜차이즈 기업의 SNS 마케팅 활동이 소비자 행동의도에 미치는 영향)

  • Lee, Ju-Yeon;Lee, Min-Ji;Kwon, Da-Jeong;Jeong, Seung-Yeon;Hur, Soon-Beom
    • The Korean Journal of Franchise Management
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    • v.10 no.1
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    • pp.43-52
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    • 2019
  • Purpose - Many companies use the Internet to conduct their business to maintain and acquire their customers. SNS is used as a site where users can create profiles, build personal networks, and then share and exchange information with others. Not only do people use SNS for their self-promotion, but they also promote their services by creating SNS pages. SNS is recognized as a medium for implementing effective advertising strategies and is being used as an important means of promoting the company. Therefore, in this study, we investigate the effect of SNS marketing characteristics of restaurant franchise firms on utilitarian value and hedonic value and examine their effects on purchase intention. Research design, data, and methodology - The data were collected from 20s-60s respondents who have used SNS for restaurant visit using Google survey. A total of 159 responses were collected and used for final analysis. Smart PLS 3.0 was used for the hypothesis test. Results - As a result of an analysis, it was shown that the influence of the playfulness and affordability of information on the utilitarian value had a significant positive effect. Interaction and up-to-date did not have a positive effect on utilitarian value. Interaction, affordability, and up-to-date have no significant positive effects on hedonic value. The playfulness of information has a positive effect on the hedonic value. Both utilitarian value and hedonic value had positive effects on purchase intention. Conclusions - The findings of this study suggest that the SNS marketers of restaurant franchisors should focus on the playfulness, affordability, and up-to-date rather than the interactivity of SNS. In marketing through SNS, the act of presenting the basis of information and enhancing the provision of information through objective criteria makes it possible to experience the practical value of information. It is necessary to develop differentiated contents which cause customers interest and fun and to induce many customers' purchase intent by providing objective and realistic information. In order to increase the customers' repurchase intentions toward the food service business, customers should maximize the hedonic value and practical value felt through information. It should also focus on providing information that customers are receptive to, rather than providing prompt information.

A Study on the Web Based Collaborative Learning Systems (웹기반 협동학습시스템의 활용에 관한 연구)

  • Lee, Dong-Hoon;Lee, Sang-Kon;Lee, Ji-Yeon
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.2 no.1
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    • pp.64-70
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    • 2010
  • The purpose of this study is to understand students' use intentions of Web Based Collaborative Learning (WBCL) system. To meet this purpose, we developed a research model based on the Decomposed TPB. This model contains 5 influencing factors: Explicit social influence(EXSI) and Implicit social influence(IMSI), Perceived Usefulness (PU), Perceived easy of use(PEOU), Perceived Playfulness(PP). Data was collected 254 university students from two different institutions. Also, the analysis is conducted to do the hypothesis testing by using PLS 3.0. The result shows that influence factors except PEOU have a important and significant impact on user Behavior Intention(BI). Using WBCL system and learning tool, team leader(that is referent) and members can be a good interaction. For these same reasons, We found that especialy Explicit social influence(EXSI) and Implicit social influence(IMSI) are special influence factors in reference group.

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Rethinking Social Media: The Influences of Restrictive Attributes of Audio-based Social Media on User Intention (SNS의 재발견: 오디오SNS의 제한적 속성이 사용의도에 미치는 영향)

  • Cho, Yeram;Lee, Jeha;Park, Haeun;Chung, Doohee
    • Journal of Technology Innovation
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    • v.29 no.4
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    • pp.125-160
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    • 2021
  • Unlike existing social platforms that seek openness, an audio-based social platform is characterized by its limitations. This study uses the Value-Based Acceptance Model(VAM) to analyze the role that such limitations play in the user's acceptance of audio-based social media. In this study, restrictive properties are defined as access-limitation, communication-limitation, and content-limitation. This study aims to analyze the effect of each variable on the perceived value and usage of audio-based social media. The hypothesis test was conducted based on the survey responses total of 207 users and potential users. The results was analyzed that three limiting variables affect perceived benefit factors, usefulness and playfulness, and the user's acceptance intention. This study is significant in that it presents a model based on the VAM and provides guidance for new forms of social media growth.

A Study on Consumers' Intention to Continue Use of Unmanned Stores in the Non-face-to-face Era : Focusing on the Moderating Effect of COVID-19 Social Risk (비대면시대 소비자의 무인점포 지속적이용의도에 관한 연구: COVID-19 사회적 위험의 조절효과를 중심으로)

  • Oh, Jong-chul
    • Journal of Venture Innovation
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    • v.3 no.2
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    • pp.1-21
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    • 2020
  • Recently, the emergence of new technologies caused by the Fourth Industrial Revolution caused a great change not only in the overall society but also in the retail industry. In the retail industry, unmanned stores based on new technologies have emerged, changing the consumption behavior of consumers. In particular, the global pandemic caused by COVID-19, which appeared in December 2019, raised social risks, and as a result of this, the beginning of the non-face-to-face era, interest in unmanned stores is increasing. In this study, the effects of benefits factors (perceived usefulness, perceived economics, perceived enjoyment, relative advantages) and sacrifice factors (perceived risk, technicality) perceived by unmanned store users on continuous use intention through perceived value. In addition, it is a study to test through empirical analysis what role the social risk from COVID-19 plays in the process of consumption through unmanned stores. The purpose of this study is to provide strategic implications for the activation of unmanned stores in the non-face-to-face era. In this study, a total of 293 copies of data were collected for users of unmanned stores for hypothesis testing. In addition, the collected data was analyzed using SPSS 21.0 and AMOS 21.0 statistical programs. The results of the study are summarized as follows. First, it was found that the perceived benefits (perceived usefulness, perceived economics, perceived playfulness, and relative advantages) of unmanned stores all had a significant positive effect on perceived value. Second, it was found that all perceived sacrifices (perceived risk, technicality) of unmanned stores had a significant negative effect on perceived value. Third, it was found that the perceived value of unmanned stores had a significant positive effect on the intention to continue use. Finally, the social risk from COVID-19 has been shown to play a moderating role when the perceived sacrifice of unmanned stores affects the perceived value.