• Title/Summary/Keyword: SNS Motivation

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Determinants of SNS Use Time Depending on SNS Motive in Youth Workers (청년층 직장인의 SNS 이용동기에 따른 사용시간의 결정요인에 대한 연구)

  • Ok, Chiho;Park, Yong Wan
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.147-158
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    • 2017
  • The purpose of this study is to investigate the determinants of the SNS usage time depending on SNS motive of the youth workers. Although previous studies revealed that there are many motivations for SNS usage, it is not known which factors determine usage time of each SNS motive. In this study, we constructed the unbalanced panel data of the Korean Education & Employment Panel data. Among three different SNS motives such as information exchange, social networking, and fun pursuit, gender, physical health, extraversion, and conscientiousness affected the usage of SNS when the motivation was information exchange. When it was personal connection, the size of organization, education, physical health, subjective happiness, job satisfaction, neuroticism, and agreeableness did. When it was fun & interest, foreign company, status of children, subjective happiness, and job satisfaction did. Based on the findings, we discussed theoretical and practical implications.

Influencing Factor on Self-control by Usage Motivation of SNS among Middle School Female Students (여자 중학생의 SNS 이용동기가 자기통제력에 미치는 영향)

  • Shin, Gisoo;Cho, Mi-Kyoung
    • Journal of the Korean Society of School Health
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    • v.29 no.3
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    • pp.180-188
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    • 2016
  • Purpose: The purpose of this study was to identify the correlation between the motivations to use social media and self-control among female middle school students. Methods: This study is a cross-sectional descriptive study. To collect the data, 300 female students of S and E middle school in S city responded to a self-administered questionnaire asking about their motivation for social media use and self-control. The data were analyzed through descriptive statistics, independent t-test, one way ANOVA, Scheffétest, Pearson's correlation, and stepwise multiple regression, using the SPSS/WIN 21.0 program. Results: The average time spent on social media was 3.70 hours. The mean scores of social media usage motivation and self-control were 48.15 and 58.47, respectively. The more average time spent on social media, the higher was the motivation to use social media. The scores of motivation to use social media were higher in students with low satisfaction of their school and family life. Students with low satisfaction of their school life had higher scores in some subcategories of self-control; preference to simple task, egocentrism, and stroppiness. Motivations to use social media showed a significant positive correlation with self-control. Self-control was affected by motivations to use social media and this variable explained 11.6% of self-control among female middle school students. Conclusion: The results of this study suggest that we should develop programs which help improve students' self-control and prevent the side effects of social media use among female middle school students.

Privacy Intrusion Intention on SNS: From Perspective of Intruders (SNS상에서 프라이버시 침해의도: 가해자 관점으로)

  • Eden Lee;Sanghui Kim;DongBack Seo
    • Information Systems Review
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    • v.20 no.1
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    • pp.17-39
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    • 2018
  • SNS enables people to easily connect and communicate with each other. People share information, including personal information, through SNS. Users are concerned about their privacies, but they unconsciously or consciously disclose their personal information on SNS to interact with others. The privacy of a self-disclosed person can be intruded by others. A person can write, fabricate, or distribute a story using the disclosed information of another even without obtaining consent from the information owner. Many studies focused on privacy intrusion, especially from the perspective of a victim. However, only a few studies examined privacy intrusion from the perspective of an intruder on SNS. This study focuses on the intention of privacy intrusion from the perspective of an intruder on SNS and the factors that affect intention. Privacy intrusion intentions are categorized into two types. The first type is intrusion of privacy by writing one's personal information without obtaining consent from the information owner;, whereas the other type pertains to intrusion of privacy by distributing one's personal information without obtaining consent from the information owner. A research model is developed based on motivation theory to identify how these factors affect these two types of privacy intrusion intentions on SNS. From the perspective of motivation theory, we draw one extrinsic motivational factor (response cost) and four intrinsic motivational factors, namely, perceived enjoyment, experience of being intruded on privacy, experience of invading someone's privacy, and punishment behavior. After analyzing 202survey data, we conclude that different factors affect these two types of privacy intrusion intention. However, no relationship was found between the two types of privacy intrusion intentions. One of the most interesting findings is that the experience of privacy intrusion is the most significant factor related to the two types of privacy intrusion intentions. The findings contribute to the literature on privacy by suggesting two types of privacy intrusion intentions on SNS and identifying their antecedents from the perspective of an intruder. Practitioners can also use the findings to develop SNS applications that can improve protection of user privacies and legitimize proper regulations relevant to online privacy.

Hedonic or Utilitarian : Why People Keep Using Social Network Services

  • Lee, Seyoon;Park, Jun-Gi;Lee, Hyejung;Oh, Jungsuk;Lee, Jungwoo
    • Journal of Information Technology Services
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    • v.14 no.2
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    • pp.355-373
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    • 2015
  • Social networking services (SNSs) serve to strengthen people's social relationships by providing ways for people to utilize such relationships especially like workplace. With the development of the internet worldwide, the number of SNS users is rapidly growing and a wider range of service types have become available. In this study, we designed a research model with a focus on what makes people use SNSs at workplace and how it is associated with changes in relationship quality and their intention to continue using the services and analyzed data collected for the research model. Theoretically, intrinsic and extrinsic motivation was invoked and measured, in terms of hedonic and utilitarian values, and satisfaction and trust were adopted as variables of relationship quality. Data were collected from Facebook users using workplace, and a partial least squares (PLS) analysis was made on 188 data points. The analysis results showed that two forms of motivation-hedonic and utilitarian-are separated from each other in their influence and that utilitarian value is more important than hedonic value, especially when it comes to users' satisfaction. In addition, the analysis found a weak relationship between satisfaction and trust in SNS environments; this was a little different from the results of previous studies.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

A Study of the Measurement of Personal Activity on Online Marketing: Focus on SNS (온라인 마케팅 활동성 측정에 대한 연구- SNS 사용자 활동을 중심으로)

  • Kim, Sooeun;Kim, Eungdo
    • Knowledge Management Research
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    • v.16 no.3
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    • pp.81-102
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    • 2015
  • With the rapid development of digital media, there has been a huge change in a way of communication, a process of information diffusion and a role of traditional media. Not like mass media, social media enables users to generate and tap into the opinions of a larger world. From that reason, social media is impacting marketing strategies. However, still social media marketing researches just focus on case study, analysis of users motivation or analysis of power user's usage pattern. Word-of-mouth has always been important especially in marketing area. In social media, word-of-mouth depends on each user that's why this research focuses on individual user's activity in SNS. I defined 4 factors (produce, diffusion, network size, activity of network size enlarge) that are effect on activity and verified hypothesis by multiple regression analysis, hierarchical regression analysis and moderated multiple regression.

Design and Evaluation of a Social Networking Site (SNS) Supported Collaborative Learning Environment for Vocabulary Learning

  • YANG, Wanping;PAN, Yingying
    • Educational Technology International
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    • v.23 no.1
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    • pp.41-66
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    • 2022
  • Vocabulary learning plays an important role in language learning. This study explored a new paradigm based on social networking site (SNS) supported collaborative learning for vocabulary learning. SNS supported collaborative learning (SSCL) can effectively promote learners' engagement, interest and motivation by providing a more communicative and interactive environment. However, vocabulary learning studies on SSCL mainly focused on the effectiveness and influencing factors, lacking specific instructional strategies. Therefore, this study aims to develop instructional strategies that guide instructors to create an SSCL environment for facilitating vocabulary learning. The final instructional strategies are composed of three stages according to the course process, consisting of 8 general strategies and 21 specific guidelines. The content validity was ensured by four experts in the field of educational technology. The instructional strategies were then applied in an actual classroom with 16 students. The positive responses from the instructor and learners indicated that SSCL can be reasonably incorporated into the current curriculum to provide effective learning opportunities and to promote learners' vocabulary learning.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

The Effect of Self-Disclosure on the Intention to Use of SNS in the Digital Convergence Environment (디지털 융복합 환경에서 자기노출이 SNS 사용 의도에 미치는 영향)

  • Cho, Yong-Kil
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.139-150
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    • 2015
  • Social Network Service is one of platforms rapidly growing in the environment of digital convergence. Most of researches regarding social network service(SNS) done up to the present time are concerning about technic and effectiveness characteristics of SNS. However, this study focuses on the roll of self-disclosure in the use of social network services(SNS). From the perspectives of personal and social motivation rather than the effectiveness and technic characteristics of SNS. the relations among self-disclosure, enjoyment, social ties and intention to use have been tested empirically. The results from this study shows that self-disclosure has not directly effects on the intention to use of SNS, but indirectly effects on it through personal enjoyment and desire to have social ties.

A Study on the Effect of the Interaction and Flow of Consumers within the Company SNS on the Consumers' Affection (기업 SNS 내 소비자의 상호작용과 몰입이 소비자의 애착에 미치는 영향에 관한 연구)

  • Kim, Han-Joo
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.231-250
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    • 2015
  • This study is about the effect of interaction and flow of consumers within the company SNS on the consumers' affection. Verification took place through empirical analysis based on the theoretical background. The following is the summary of the research results generated based on the research results. First, correlation between aspect of the motivation for the use of contents and interactivity is as follows. Mutual sense of solidarity (Hypothesis 1-1), influence (Hypothesis 1-2), connectivity (Hypothesis 1-3) and reactivity (Hypothesis 1-4) exerted positive(+) on the interaction. Second, correlation between aspect of the motivation for the use of contents and flow is as follows. Mutual sense of solidarity (Hypothesis 2-1), influence (Hypothesis 2-2) and connectivity (Hypothesis 2-3) exerted positive(+) effect on immersion. Meanwhile, reactivity (Hypothesis 1-4) was not statistically significant when it comes to flow. Third, interaction between contents characteristics and interaction exerted positive(+) positive on the interactivity of entertainingness (Hypothesis 3-1) and informativity (Hypothesis 3-2). Fourth, correlation between contents characteristics and flow was examined, which demonstrated that only informativity (Hypothesis 4-2) exerted positive(+) effect on the immersion. Meanwhile, entertainingness was not statistically significant when it comes to the immersion. Lastly, correlation between interaction, flow and affection is as follows. Correlation between interactivity and flow(Hypothesis 5) was not statistically significant while interactivity(Hypothesis 6) and Flow(Hypothesis 7) exerted positive(+) effect on the affection. This study presents diverse implications and significances to the working level people who use the company SNS based on these results.

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