• Title/Summary/Keyword: Usage experience

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Characteristics of Smartphone User in Application Usage and Implications for Applications Business Model (스마트폰 사용자들의 앱 이용 특성과 앱 비즈니스 모델에의 시사)

  • Yun, Hyung Bo;Wang, Boram;Park, Jiyun
    • The Journal of the Korea Contents Association
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    • v.13 no.3
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    • pp.32-42
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    • 2013
  • As the smartphone market grows, the needs for its new business model are also increased. However, most previous researches on smartphone applications focused on Technology Acceptance Model(TAM) and Rogers' Diffusion of Innovation Theory so that there was lack of researches on characteristics for actual smartphone users. In this research, we divided the smartphone applications into five category functions (Call & Text/Music & Video/Information Search/Game/Social Network Service (SNS)). We analyzed characteristic differences of users who used the each application category and found that the differences were statistically significant in both demographic and smartphone usage characteristics (frequency of downloading applications, and download experience of paid applications). Additionally, the smartphone usage characteristic is closely related to the usage duration. The representative result is that the characteristics of people used Music & Video function actively were women in their 20s who downloaded applications more than three times per week, and had a download experience of paid applications. It is positive result for players in the application markets, because it means the users are willing to pay for downloading the paid applications. However, large companies already occupied most of the market share in music applications so that small and medium-sized players should develop an innovative and distinguishable business model in order to success. We believe this research result would provide significant implications for the players in planning the successful business model and developing an user-specific application product.

A Study on the ANP Application for the Construction of Integrated CEM Model (CEM통합모델 구축을 위한 ANP활용에 관한 연구)

  • Jin, Han-Xin;Lee, Chang-Ho
    • Proceedings of the Safety Management and Science Conference
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    • 2005.11a
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    • pp.171-184
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    • 2005
  • Today, the usage of DB already becomes an important issue for many companies' survival, especially, for the companies who have adopted CRM(Customer Relationship Management). CEM(Customer Experience Management), as a practical alternative, can settle it. In this paper, we use QFD(Quality Function Deployment) and GA(Genetic Algorithm)-based Group ANP(Analytic Network Process) to construct the Integrated CEM Model to help company decide the priorities of investment in customer experiences.

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Compulsive Buying and It's Related Variables among Urban Housewives (도시주부의 강박적 구매행동 및 그 관련변인)

  • 송인숙
    • Journal of the Korean Home Economics Association
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    • v.29 no.3
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    • pp.263-274
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    • 1991
  • This article reports on a study designed to investigate the nature of compulsive-like buying behavior among the normal urban housewives. A previously tested compulsive buying scale was administered to a sample of 566 urban housewives. As predicted by the hypotheses, compulsive buying tendencies correlate negatively with self-esteem and life satisfaction: positively with materialism, early consumption experience, one's susceptibility to social influence, advertising of women journal, irrational credit card usage. But age, education, and family income don't explain compulsive buying tendencies. Several other findngs are reported and discussed. Areas where further research should be done are suggested.

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Measurement of the Internet Banking Customer Satisfaction using Structured Equation Model

  • Choi, Kyung-Ho
    • Journal of the Korean Data and Information Science Society
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    • v.16 no.2
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    • pp.301-311
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    • 2005
  • This study has conducted to measure the internet banking customer satisfaction using structured equation model. Data was collected by e-mail system. Among survey panel who had experience of using Hanwha-Bank internet banking service, final samples were 2,848 respondents. The results showed that usage convenience and economy factor was most correlated with customer satisfaction. And we found that word-of-mouth behavior was affected customer satisfaction.

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A Study on the Spacial Usage of Le Corbuisier with the Built-in Furniture - Focused on Villa Savoye - (르꼬르뷔제의 공간구성요소로서 가구사용 연구 - 빌라 사보아를 중심으로 -)

  • Kim, So-Hee
    • Korean Institute of Interior Design Journal
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    • v.19 no.5
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    • pp.21-28
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    • 2010
  • This study is purposed to understand the spacial usage of the furniture in detail for interior architecture. Many documents have prescribed the spacial furniture at random. While modernist have been interested in the spacial usage of the furniture, the importance of the spacial furniture stands out in architectural space. Since long ago, a great deal of effort has been put into creating a relational harmony between the space and furniture. The villa, the weekend home of the Savoye family, was built between 1928 and 1931. Particularly, the villa Savoye was focused for this study. Le Corbusier viewed desks and case pieces for storage as architecture, and the unite furniture and architecture by developing cabinets in standard modules that could be painted either the wall color to become part of the wall or in contrasting colors to stand out as furniture. Spacial furniture was used architecturally in the interior as well, it gives the space an unexpected playfulness with the color of the finishing materials. The various usage of the Spacial furniture constitute an element of great architectural richness. They have a unique principle based on emotional order and make the man move to another space and experience the spacial connection. In particular, the furniture that was considered by Corbuisier have rational function, division of the space, leaning the structure, and so on. The furniture as the element of the space composition can change the architectural space and view as well as connecting each other. Spacial furniture appear as physical ones called wall, floor, column, and existential value as a living space.

Children's use of Computer Game and Game Immersion: According to Grade (아동의 컴퓨터게임이용 실태에 따른 게임몰입 경향에 관한 연구)

  • Lee, Gyeong-Seon;Lee, Jeong-Hwa
    • The Journal of the Korea Contents Association
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    • v.8 no.3
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    • pp.182-189
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    • 2008
  • The purpose of this study were to investigate 1) present condition of children's usage of computer game, 2) difference in extent of immersing in computer game according to grade, and 3) difference in extent of immersing in computer game according to conditions of computer game usage. A total of 239 children from 1st to 3rd grade in an elementary school in Busan were surveyed with two kinds of questionnaires about usage of and immersion in computer game. The collected data were analyzed using SPSS 12.0 program. It was revealed that the 1st graders showed higher scores on experience of computer game, frequency of computer game per week, and amount of time for each computer game than the 3rd graders. However, there were no significant differences in extent of immersing in computer game according to grade and to conditions of computer game usage. The findings of this study implies that the age of using computer game is going down rapidly. Discussions and suggestions for further study were provided.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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Investigating the Effect of Value Characteristics of SNS Users on SNS Usage Motivation, Social Capital, and Usage Behavior (SNS 이용자의 가치체계의 특징이 SNS 이용동기, 사회적 자본, 이용행위 등에 미치는 영향 분석)

  • Cho, Hyong-Oh
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.351-362
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    • 2018
  • This study investigated how Schwartz' value system(1992) would interfere with SNS users' motivations and behavioral responses. The study result shows that values are characterized in terms of openness, mutual reciprocity, self enhancement, normative compliance, and security. Each of them exerted differential impact on SNS usage motives, social capital, ad response, and word-of-mouth, among others. The five values were used as an input for segmenting SNS users and clustering method produced four value segments; experience seeker, interdependent sympathizer, self enhancer, and norm-bound. Each value group not only influenced SNS perceptions and behavioral responses differently, but also showed a systematic relationship with SNS service types. The study findings demonstrate that Schwartz's value system provides a very useful theoretical basis for understanding the psychological mechanism underlying SNS usage.

The Convergence Effect of Internet Usage Levels on Oral Symptoms of Adolescents (청소년의 인터넷 사용 수준이 구강증상에 미치는 융합 영향)

  • Kang, Hyun-Joo
    • Journal of the Korea Convergence Society
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    • v.10 no.7
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    • pp.77-85
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    • 2019
  • The purpose of this study was to analyze the effects of adolescents' Internet Usage Levels on their oral symptoms using the data from 60,040 students in the 14th Korea Youth Risk Behavior Web-Based Survey in 2018. The logistic regression for the effects of Internet Usage Level on the oral symptoms were analyzed using a logistic regression method. Symptoms of toothache when eating and throbbing symptoms, and gum pain symptoms showed high levels of stress, and high awareness of pain when lower daily frequency of tooth-brushing. In addition, the less time spent on the Internet, the more subjective health awareness, the higher sleep satisfaction, the less smoking and drinking experience, Results were significantly lower. In conclusion, health education that mitigates adolescents' excessive use of the Internet is believed to enable proper health practices and is intended to help develop health education programs that can prevent such oral symptoms.

Usage Frequency and Importance of Competencies Required to Restaurant Industry Professionals (외식산업 전문인력의 역량 유형별 사용 빈도 및 중요도 인식 분석)

  • Choi, Hyun-Joo;Yang, Il-Sun;Cha, Jin-A;Shin, Seo-Young
    • Journal of the Korean Society of Food Culture
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    • v.22 no.2
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    • pp.201-209
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    • 2007
  • The purpose of this study was to analyze usage frequency and importance of competencies which are required to restaurant industry professionals. For this purpose, opinions of restaurant industry professionals on the competency were surveyed using questionnaires. To develop a questionnaire, a total of 27 competency variables which are required to restaurant industry professionals were drawn through literature review. Questionnaires were distributed to 300 professionals in restaurant industry with different positions using random sampling. Out of 300 questionnaires, 221 questionnaires were used for analysis. Statistical analysis was conducted using SPSS 10.0, including descriptive analysis, ANOVA and t-test. Reliability test and factor analysis were also conducted to evaluate the reliability and validity of the questionnaire. As a result, 'attitude and personality' factor was recognized as the most frequently used and the most important competency factor of restaurant industry professionals. Therefore, the competency such as 'sincerity', 'responsibility', 'sense of honesty', 'positive attitude', 'tolerance and justice', should be more emphasized in restaurant management education. The level of current usage and importance of each competency were different according to age, education level, working experience, position, number of employees, type of restaurant and type of management.