• 제목/요약/키워드: Theory of motivation

검색결과 616건 처리시간 0.023초

스마트폰 이용자의 악성코드용 모바일 백신 이용 의도에 영향을 미치는 요인 (The Factors Affecting Smartphone User's Intention to use Mobile Anti-Malware SW)

  • 장재영;김지동;김범수
    • 한국IT서비스학회지
    • /
    • 제13권2호
    • /
    • pp.113-131
    • /
    • 2014
  • Smartphone security threat has become an important issue in Information Science field following the wide distribution of smartphones. However, there are few studies related to such. Therefore, this study examined the factors affecting the intention of smartphone users to use the mobile vaccine against malware with the Protection Motivation Theory. To secure the reliability of the study, a surveying agency was commissioned. A total of 263 respondents, excluding 37 respondents who are users of iOS, which does not have mobile vaccine in the smart phone, or who gave invalid responses, were surveyed. The results showed that perception of the installed mobile vaccine significantly affected the Response Efficacy and Self-efficacy, and that the Perceived Severity, Perceived Vulnerability, Response Efficacy, and Self-efficacy significantly influenced the intention to use the mobile vaccine. On the other hand, Installation Perception of mobile vaccine itself did not affect the Perceived Severity and Perceived Vulnerability. This study is significant since it presented the new evaluation model of threat evaluation and response evaluation in the Protection Motivation Theory in accepting the security technology and raised the need for the promotion and exposure of mobile vaccine, since perception of mobile vaccine installation affects the response evaluation. It also found that the promotion must consider the seriousness of smartphone security, outstanding attribute of mobile vaccine, and user-friendliness of mobile vaccine above all.

소셜 게임 특징이 몰입을 통해 중독에 미치는 영향 (Effects of Social Game Features on Addiction through Flow)

  • 이은정;변상해
    • 디지털산업정보학회논문지
    • /
    • 제14권4호
    • /
    • pp.205-218
    • /
    • 2018
  • The purpose of this study is to examine the factors that the characteristics of Protection Motivation Theory affects the addiction of social game users in Korea and then, to verify how these factors make an impact on the addiction through the immersion. The characteristics of protection motivation theory are vulnerability, severity, efficiency, and disability, and we want to study the influence of each characteristic on social game flow and the relationship leading to addiction. The results of this research can be useful for 'social game addiction prevention education'. This study was conducted to survey the users who had experienced using the social game to verify the suggested hypothesis. As the results of the survey, first of all, vulnerability appeared to have a positive effect on the flow. Secondly, severity appeared not to have a positive impact on the flow. Thirdly, efficiency turned out to affect the flow. Fourthly, disability turned out to have a positive impact upon the flow. Lastly, flow was revealed to make a positive impact on the addiction. The results of this study will help to construct the content of 'social game addiction prevention education program'.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
    • /
    • 제16권2호
    • /
    • pp.78-91
    • /
    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

장애인의 재활 동기 측정도구 개발 (Development of an Instrument to Measure the Motivation for Rehabilitation in the Disabled)

  • 한혜숙;임난영
    • 성인간호학회지
    • /
    • 제14권4호
    • /
    • pp.554-563
    • /
    • 2002
  • Purpose: to develop an instrument to assess the rehabilitation motivation and to test its reliability and validity. Method: The data was collected with in-depth interviews of nine participants that include adults with disabilities acquired after they reached 18 years' of age. The development of the preliminary items was based on the theory of self-determination proposed by Deci & Ryan (1985) and the results from the analysis of the data. After these, appropriate specialists clarified the validity of the contents of the preliminary items twice. A test to reliability and validity was conducted with 186 disabled. A principal axis factor analysis with oblimin rotation was performed on 29 items. Result: Finally 27 items were selected. The 5-factor solution emerged as the most appropriate model for the data. The different types of motivation for rehabilitation were identified as: task-oriented motivation, change-oriented motivation, obligatory motivation, external motivation, and amotivation. The alpha coefficient of internal consistency was .85. Conclusion: The results of this study suggest that the instrument to measure motivation for the rehabilitation of the disabled may be a useful instrument with a high degree of reliability and validity.

  • PDF

보호동기요인이 나트륨 저감화 관련 행동 의도에 미치는 영향 - 경남·부산 지역 대학생을 중심으로 - (Effect of Protection Motivation Factors on Behavioral Intention to Reduce Sodium Intake among University Students in Gyeongnam and Busan)

  • 장수현;윤은주
    • 한국식품영양학회지
    • /
    • 제29권1호
    • /
    • pp.104-114
    • /
    • 2016
  • In this study, we investigated protection motivation and behavioral intention to prevent serious illnesses related to excessive sodium intake among the university students in Gyeongnam and Busan. Within the protection motivation theory (PMT) framework, a survey questionnaire was developed to measure participants' perceptions on the severity of and the vulnerability to the threat of serious diseases due to the high sodium intake as well as the effectiveness of preventive measures (response efficacy), and the ability to perform them (self-efficacy) along with their willingness to follow recommendations (behavioral intention). Data was collected in June 2015. Study participants were divided into either low (n=117) or high (n=177) sodium intake behavior groups based on their current behaviors. Exploratory factor analysis was performed to measure construct validity and Cronbach's alpha was calculated to check reliability of measurement items. The high sodium intake behavior group perceived higher vulnerability than the low sodium intake behavior group among four PMT factors. Differences of the other three factors were not significant between the two groups. The results of hierarchical regression analysis indicated that self-efficacy and response efficacy affected behavioral intention of high sodium intake behavior among students. Hence, development of strategies to increase self-efficacy and response efficacy are strongly recommended.

Chinese Consumers' Intention to Use Re-Commerce Platforms - Perspective Based on the Extended Unified Theory of Acceptance and Use of Technology (UTAUT2) -

  • Yu Sun;Ho Jung Choo
    • 한국의류산업학회지
    • /
    • 제25권1호
    • /
    • pp.24-40
    • /
    • 2023
  • Contemporary consumers' acceptance of second-hand products has been increasingly improving worldwide, especially in China. Based on the Extended Unified Theory of Acceptance and Use of Technology, we developed and empirically validated a research framework to predict consumers' motivation to use re-commerce platforms. We explored the diverse factors influencing mobile commerce usage through re-commerce platforms. Furthermore, this study investigated the role of gender differences as a factor moderating the association between several constructs and the intention to use re-commerce platforms. A total of 226 consumer responses were collected. The results indicated that hedonic motivation, performance expectancy, consumer habits, social influence, and price value affect consumers' attitudes toward re-commerce platforms. The effects of the attitude toward re-commerce platforms on the intention to use these platforms were also statistically significant. When effort expectancy, hedonic motivation, and consumer habits in re-commerce platform usage increase, male consumers' attitude toward its usage, in particular, also increases. Meanwhile, when performance expectancy, hedonic motivation, and consumer habits in re-commerce platform usage increase, the attitude toward its usage increases among female consumers. Moreover, our results indicate that the two gender groups present different characteristics regarding re-commerce platform usage. Therefore, this study offers a theoretical basis for future analyses of second-hand trade.

자기결정성이론 기반 관상동맥중재술 환자의 건강행위 이행 구조모형 (A Structural Model of Health Behavior Compliance in Patients with Percutaneous Coronary Intervention based on Self-Determination Theory)

  • 박애란
    • 동서간호학연구지
    • /
    • 제24권2호
    • /
    • pp.101-109
    • /
    • 2018
  • Purpose: The purpose of this study was to construct and test a structural equation model of health behavior compliance among patients with percutaneous coronary intervention based on self-determination theory. Methods: A total of 227 participants who received follow-up care after percutaneous coronary intervention were recruited. A structured questionnaire was used to assess health providers' autonomous support, basic psychological needs, autonomous motivation, controlled motivation, type D personality, and health behavior compliance. Collected data were analyzed using SPSS 21.0 and AMOS 21.0 program. Results: The final hypothetical model showed a good fitness with data: GFI=.94, RMSEA=.07, CFI=.96, NFI=.92, TLI=.94. The results revealed that autonomous support of health care providers, basic psychological needs, and autonomous motivation, and D-type personality accounted for 51.8% of health behavior compliance. Conclusion: The findings of this study indicate that enhanced autonomous support of health care providers is essential to promote patients' basic psychological needs and autonomous motivation. This leads to maximized compliance to the health behaviors among patients who underwent percutaneous coronary intervention. We recommend that health care institutions establish various measures to foster the special environments in which health care providers can actively provide and utilize autonomous support for their patients.

학습동기이론 기반의 초등학생 재난안전 교육을 위한 보드게임 설계 (Board Game Design for Disaster Safety Education for Elementary School Students Based on Learning Motivation Theory)

  • 김미라;정형원
    • 디지털산업정보학회논문지
    • /
    • 제20권1호
    • /
    • pp.59-74
    • /
    • 2024
  • In order to improve safety consciousness due to the increase in disasters and safety accidents, safety education is necessary to prepare for disasters with interest in safety. This study is a board game design for disaster safety education for elementary school students based on Keller's learning motivation theory. By considering the school safety curriculum and the safety education contents of the School Safety Mutual Aid Association and the Ministry of Public Administration and Security, the content and goals of learning were derived and the order of learning was determined. When designing game content, the fun elements of the game were applied to Keller's learning motivation inducing factors such as attention concentration (A), relevance (R), confidence (C), satisfaction (S), and educational game design elements to induce the achievement of learning goals at the game planning stage. It is expected that the existing safety education focusing on lecture-style and audiovisual will be supplemented and used in the educational field.

경제적, 사회적, 개인적 효익이 모바일 선물 재구매 의도에 미치는 영향 : 교환이론과 동기이론을 중심으로 (The Impacts of Economic, Social, and Personal Benefits on Intention to Repurchase a Mobile Gift : Focusing on Exchange and Motivation Theories)

  • 김선규;조인제;양성병
    • 한국IT서비스학회지
    • /
    • 제14권1호
    • /
    • pp.1-21
    • /
    • 2015
  • Recently, many companies have launched a new business model related to the mobile gift service in order to achieve or sustain a competitive advantage in the fast-growing mobile market. Due to the well combination of mobile technology advantages and offline gift-giving motivations, a mobile gift service has been proliferating over recent years. Although the motivation of mobile gift purchasing behavior can be different from that of offline gift purchasing behavior, there is still a lack of research on what factors are influencing and how they are impacting mobile gift purchasing behavior under diverse gift-giving settings. Therefore, based on both exchange and motivation theories as well as literature review, this study identified three influencing factors-economic (immediate rewards, convenience), social (friendship needs, reputation), and personal (enjoyment, self-satisfaction) benefits-and validated their impacts on intention to repurchase a mobile gift. Moreover, the moderating roles of intimacy and gift price in the relationships between benefits and mobile gift repurchasing intention were examined. The results provide many implications for marketing managers on how to enhance consumers' intention to repurchase, which in turn leads to sales and increased profit.

내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증 (Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach)

  • 김정규;안정선
    • 한국콘텐츠학회논문지
    • /
    • 제13권6호
    • /
    • pp.67-76
    • /
    • 2013
  • 본 연구의 목적은 내재적 동기 이론과 플로우 이론의 통합을 통해 비디오 게임 이용자들이 가진 동기와 행위 간의 관계를 설명하는 이론적 모델을 제시함에 있다. 이를 위해 본 연구는 기술과 도전의 최적균형, 플로우를 통한 즐거움, 내재적 동기, 그리고 비디오 게임 장르 이용행위라는 변수들을 제시하고 이들 간의 인과적 관계성들을 조사하였다. 경로분석을 통해 변수들 간의 관계성을 검증한 결과, 내재적 동기는 최적균형과 즐거움의 경험에 의해 직접적, 간접적 영향을 받는 것으로 나타났으며, 이 내재적 동기는 신체게임과 공상게임 장르의 이용행위를 유의미하게 예측하는 것으로 나타났다. 하지만 전통게임 장르의 경우 내재적 동기와 유의미한 관계성을 나타내지 못했다. 또한 본 연구는 남성과 여성 비디오 게임 이용자들 간에 내재적 동기의 강도는 다르나, 내재적 동기가 게임 장르 이용행위를 유도하는 근본적인 관계들은 남녀 간에 상이하지 않음을 발견하였다.