• Title/Summary/Keyword: Perceived gap

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The Value of Personal Information: An Exploratory Study for Types of Personal Information and Its Value

  • Minjung Park;Sangmi Chai
    • Asia pacific journal of information systems
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    • v.28 no.3
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    • pp.154-166
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    • 2018
  • As the number of online privacy incidents are increasing, lawsuits related with personal information infringements have been also growing as well. However, there are large differences between a plaintiff and a defendant to determine the amount of payment for damages from the incident. After the verdict was made, a plaintiff is not satisfied with the amount of compensation, whereas a defendant usually tries to their best to reduce the payment amount. This is because the value for personal information are hardly assessed exactly. In addition, there is no criteria for calculating the price of the information itself. Since the development of information technology enables the firms could collect and use any piece of information to identify a particular individual, the range of personal information has been also broadening. Based on these phenomenon, this study tries to grouping the types of personal information and exploring the perceived value of types of information. Therefore, this study could provide a foundation for narrowing the gap of the value of personal information between the firm and the defendant. Through AHP (Analytic Hierarchy Process), this study finds out that people usually value more on biometrics information, medical records, and criminal records whereas weigh less for email address and date of birth.

An NLP-based Mixed-method Approach to Explore the Impact of Gratifications and Emotions on the Acceptance of Amazon Go

  • Arghya Ray;Subhadeep Jana;Nripendra P. Rana
    • Asia pacific journal of information systems
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    • v.33 no.3
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    • pp.541-572
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    • 2023
  • Amazon Go is a cashierless convenience store concept, which is seen as a disruption in the grocery retail segment. Although Amazon Go has the ability to disrupt the retail segment, there are speculations on how Amazon Go will be perceived by users. Existing studies have not utilized user-generated content to understand the factors that affect customer behaviour in case of Amazon Go. Additionally, in case of phygital retail, studies have not attempted at understanding the effect of emotions and gratifications on user behaviour. To address the gap of exploring user perspectives based on their experience, we have examined the impact of gratifications and emotions on the acceptance of phygital retail using user-generated-content. A mixed-method approach has been utilized using only user-generated content. Utilizing topic-modelling based content analysis and emotion analysis on 30 articles related to Amazon Go, we found themes like, convenience, technology, experience, personalization, enjoyment and emotions like, bad, good, annoyance, success. In the empirical analysis, we have utilized 522 reviews about Amazon Go from the cognition and emotion theory stance, and found that hedonic gratifications have a positive impact on challenge emotions. We also found a significant impact of emotions on customer's favourite behaviour.

Ideology and Policy Positions of the Elect in the 21st Korean National Assembly Election (제21대 국회의원 이념성향과 정책 태도)

  • Kang, Woo Chang;Koo, Bon Sang;Lee, Jae Mook;Jung, Jinwung
    • Korean Journal of Legislative Studies
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    • v.26 no.3
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    • pp.37-83
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    • 2020
  • This paper presents the results of 'The Survey on the 21st National Assembly members' conducted by the Korean Association of Party Studies (KAPS) and the Hankyoreh following the 21st Korean National Assembly Election. Since the 16th Korean National Assembly Election, the KAPS has surveyed the candidates and/or the elected regarding their views on major policy issues and perceived self-ideology, which has contributed to our understanding of overtime changes in ideology of political parties in South Korea and their members. This year's survey includes 21 questions on the four major policy issue areas including foreign policy, economy, social issues and cultural issues as well as their perceived ideology. Among the 300 elected, 197 participated in the survey. The results suggest that the Justice Party is most liberal, the United Future Party is most conservative, and the Democratic Party is in the middle on average in terms of issue preference and perceived ideology. Compared to the preceding National Assembly, the partisan gap continues to appear salient in foreign policy, economy, and the cultural issues. In contrast, the gap narrows down in the social issues because the members of the Democratic Party embrace more conservative preference. It is noteworthy to examine whether this shift leads to cooperative decision making on social policies between liberal and conservative parties in the upcoming National Assembly. The composite policy preference index of individual assembly members, on the other hand, shows significant difference among members of different parties. Political parties in South Korea has evolved from a group of people from the same region into a group of people with distinctive policy preferences.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Perceptions of Teachers, Program Instructors, and Local Experts on Implementing Community-Based Socioscientific Issues Programs (지역사회연계 과학이슈 교육프로그램 운영의 교육적 함의에 대한 운영 교사 및 강사, 지역 전문가의 인식 탐색)

  • Kim, Gahyoung;Lee, Hyunju
    • Journal of The Korean Association For Science Education
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    • v.37 no.3
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    • pp.453-464
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    • 2017
  • The purposes of the study are to investigate the experiences of major stakeholders (i.e. science teachers, program instructors, local experts, etc.) who participated in implementing Community-Based Socioscientific Issues Programs (SSI-COMM) and to provide educational implications for further implementation. SSI-COMM dealt with three issues (i.e. abandoned pets, fine dust, and recycling) that students often encountered in their local community. Each program, lasting over 16 class periods in a free semester, included in-school and out-of-school activities in order to promote their interest and participation in community. Four teachers, four program instructors, and six local experts joined the interviews to explain their experience of participating in the programs. As a result, school teachers, program instructors, and local experts positively appreciated their experiences of the program implementation and perceived educational potentials of SSI-COMM. All the stakeholders mentioned that they became more interested in local socioscientific issues and strongly perceived the need for the implementation of such programs linked to their own community. The science teachers appreciated the opportunities to identify students' potentials through SSI-COMM and believed that SSI-COMM would contribute to reducing the gap between learning and practice. The program instructors, observed that out-of-school activities contributed to enhancing students' self-confidence and fulfillment in learning. Finally, the local experts obtained a sense of belonging to their community and were very satisfied with their contribution. The SSI-COMM programs are expected to be one of the educational models that will help to encourage the participation of students and stakeholders in facilitating educational activities in relation to the community.

A Study on the Child Care Providers' Perception on the Seoul-Type Child Care Accreditation System (서울형 어린이집 공인인증에 대한 보육시설 종사자의 인식연구)

  • Kim, Young Ok;Choi, Inhwa
    • Korean Journal of Childcare and Education
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    • v.7 no.2
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    • pp.181-203
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    • 2011
  • The purposes of this study were to examine the perception of directors and child care providers regarding the Seoul-type Child Care Accreditation and its operating system. The objects were 309 directors and child care providers at accredited Seoul-type child care centers. The collected data was analyzed using frequency, percentiles, and ${\chi}^2$. The results are as follows: First, the majority of directors and child care providers perceived 'the preparation for effective quality control of child-care service' as the primary purpose of the Seoul-type Child Care Accreditation. Many of them responded that the child care centers meeting the purpose of accreditation would be 'private' and 'home-based' ones. Seoul-type Child Care Accreditation was easier to pass compared to National Child Care Accreditation. The directors and child care providers perceived that the accreditation will narrow the gap between public and private child care centers. Second, in operating customized child-care service, most directors preferred 'submits only the same plan as that of a designated one', but most child care providers preferred 'assessment after providing customized child-care'. For the reliable child-care service and accounting management system, both subject groups showed general satisfaction with 'current system'. Third, both subject groups responded that 'overtime pay for child care providers' and 'government's consistent child-care policy' were what they desire most to improve Seoul-type Child Care Accreditation.

Influence of Community Contextual Characteristics on Community Differences of Mental Health (지역사회 상황적 특성이 지역사회 간 정신건강 차이에 미치는 영향)

  • Kim, Jae-Hee
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.4
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    • pp.1285-1294
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    • 2018
  • The purpose of this paper was to identify the relationship between the characteristics of community mental health, and to identify if mediatable contextual property acts as factor influencing community mental health. Data of 229 municipal population groups were collected from KNSO and The 6th Community Health Plan. The data were analyzed using ANOVA, Spearman correlation, and multiple regression analysis. The perceived stress showed significant difference depending on health budget, mental health budget, number of mental health personnel, and was negatively correlated with proportion of the elderly, employment rate, percentage of NBLS recipients, health budget, and number of mental health personnel. The depressive mood differed depending on the number mental health personnel, and was negatively correlated with percentage of NBLS recipients and number of mental health personnel. Mental health budget and number of mental health personnel were respectively influencing factor of perceived stress and depressive mood. Following the above result, in order to reduce the gap between the mental health of communities, the researcher suggests that mental health budget as well as overall health budget and the number of mental health personnel be enforced.

Mixed Products: How Adding Different Attributes Influences Consumer Perceptions and Product Evaluation

  • Yi, Youjae;Muhn, Sunhee
    • Asia Marketing Journal
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    • v.15 no.1
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    • pp.83-105
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    • 2013
  • During recent decades, the number of mixed attribute products (henceforth mixed products), which have both utilitarian and hedonic benefits, has increased dramatically. Despite these products' growing popularity, academic research has paid little attention to them, and there remains a gap between theory and the real world. Hence, our study was undertaken to understand consumers' perceptions about and behaviors toward mixed products, as well as factors affecting the evaluation and choice of these products. We divided mixed attribute products into two categories: mixed utilitarian products (utilitarian products adding hedonic attributes) and mixed hedonic products (hedonic products adding utilitarian attributes). We then showed how adding different attributes affects consumers' perception, willingness to pay (WTP), and the choice of mixed attribute products compared to pure utilitarian or pure hedonic products. We conducted an experiment using a within-subject design. A total of 160 office workers and college students participated in the study. The pure utilitarian product used in the study was orange juice, and the mixed utilitarian product was carbonated orange juice. The pure hedonic product was chocolate, and the mixed hedonic product was polyphenol enriched chocolate. Results showed that consumers perceived a mixed utilitarian product to be less utilitarian, less pleasurable and more guilty than a pure utilitarian product. On the other hand, a mixed hedonic product was perceived to be more utilitarian, less pleasurable and less guilty than a pure hedonic product. Also, WTP for a mixed hedonic product was higher than WTP for a pure hedonic product, but WTP was lower for a mixed utilitarian product than for a pure utilitarian product. Furthermore, mixed hedonic products were likely to be evaluated more favorably when they were presented together with pure hedonic products, more so than when they were presented alone. Finally, when compared to low self-control participants, high self-control participants chose mixed hedonic products more frequently. The present study contributes to the existing literature on utilitarian and hedonic consumption by adding to the sparse literature on the consumption of products that have both utilitarian and hedonic purposes. Also, our research findings provide several useful implications for practitioners in related fields. First, the current study provides marketers with a useful guide for understanding consumers' perceptions of these types of products, and helps to predict how adding different attributes influences these products. Second, this study has examined the conditions that may moderate the evaluation and choice of hedonic base products and this finding will serve as a good reference for marketers of mixed hedonic products in marketing communication strategy, in-store marketing and targeting. Specifically, comparative advertising with a pure hedonic product will be beneficial for a mixed hedonic product. Also, displaying mixed hedonic products near pure hedonic products may enhance the effectiveness of in-store marketing of mixed hedonic products.

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Users' Attachment Styles and ChatGPT Interaction: Revealing Insights into User Experiences

  • I-Tsen Hsieh;Chang-Hoon Oh
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.3
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    • pp.21-41
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    • 2024
  • This study explores the relationship between users' attachment styles and their interactions with ChatGPT (Chat Generative Pre-trained Transformer), an advanced language model developed by OpenAI. As artificial intelligence (AI) becomes increasingly integrated into everyday life, it is essential to understand how individuals with different attachment styles engage with AI chatbots in order to build a better user experience that meets specific user needs and interacts with users in the most ideal way. Grounded in attachment theory from psychology, we are exploring the influence of attachment style on users' interaction with ChatGPT, bridging a significant gap in understanding human-AI interaction. Contrary to expectations, attachment styles did not have a significant impact on ChatGPT usage or reasons for engagement. Regardless of their attachment styles, hesitated to fully trust ChatGPT with critical information, emphasizing the need to address trust issues in AI systems. Additionally, this study uncovers complex patterns of attachment styles, demonstrating their influence on interaction patterns between users and ChatGPT. By focusing on the distinctive dynamics between users and ChatGPT, our aim is to uncover how attachment styles influence these interactions, guiding the development of AI chatbots for personalized user experiences. The introduction of the Perceived Partner Responsiveness Scale serves as a valuable tool to evaluate users' perceptions of ChatGPT's role, shedding light on the anthropomorphism of AI. This study contributes to the wider discussion on human-AI relationships, emphasizing the significance of incorporating emotional intelligence into AI systems for a user-centered future.

A Study on the Gap between Subjective Age and Real Age, Self-Esteem, Appearance Satisfaction, and Clothing Benefits Pursuit according to Gender and Age of Middle-Aged Consumers (중년소비자의 성별과 연령에 따른 주관적 연령 차이와 자아존중감, 외모만족도 및 의복추구혜택)

  • Kim, Na-Mi;Chung, Sung Ji;Kim, Tae-Eun;Ahn, Si-Hyun;Lee, Min-Ji;Chang, Mi-Soon;Choi, So-Ra
    • Journal of the Korea Fashion and Costume Design Association
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    • v.18 no.2
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    • pp.127-144
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    • 2016
  • The purpose of the study was to investigate the self-esteem, appearance satisfaction, and clothing benefit pursuit the gap between subjective age and real age according to gender and age of middle-aged consumers. For the study, the questionnaire was developed by the authors and distributed to male and female consumers in their forties or fifties on september 1~10, 2014. A total of 470 questionnaires was collected and used for the final analysis. Data were analyzed by frequency analysis, reliability analysis, factor analysis, cluster analysis, ANOVA and Tukey's test, using the SPSS 18.0 Package Program. The findings were summarized as follows. There were significant differences in the subjective age of middle-aged consumers according to gender and age. Female consumers in their fifties perceived their subjective age to be younger than male consumers in forties and fifties. There were no significant differences in self-esteem among the groups according to gender and age. Significant differences were found in appearance satisfaction of male consumers in their fifties having higher appearance satisfaction than female consumers in their forties. There were significant differences in some factors of clothing pursuit benefits including pursuit of fashion, pursuit of youth, pursuit of rationale, pursuit of leisure, and pursuit of loyalty, among the groups according to gender and age with female consumers placing more importance on clothing-related benefits than their male counterparts. Local fashion businesses to consumers who target middle-aged consumers, this study can provide a basic data.

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