• 제목/요약/키워드: Usage intention

검색결과 711건 처리시간 0.026초

신기술기반 은행 정보시스템의 지속사용의도 결정요인에 관한 연구: 사용자경험기간 조절효과 중심으로 (A Study on the Determinants of Continuous Usage of New Technology-based Banking System: Focusing on Moderation Effect of User Experience Period)

  • 박미;이기량;김형욱
    • 품질경영학회지
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    • 제44권2호
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    • pp.409-424
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    • 2016
  • Purpose: Present study was designed to examine the casual relationships among service quality, self-efficacy, perceived usefulness, user satisfaction and Continuous Usage in new technology-based banking system. Also, we intended to testify the moderating effects of user experience period in causal model. We applied path analysis model in order to test the hypotheses and research model. Methods: Survey tool, that is, questionnaire has obtained validity through literature survey, exploratory survey and pretest and sample 279 was selected. For statistical treatment of pretest and main analysis, SPSS20.0 and AMOS 20.0 were employed and structural equation model was employed as analysis method. Results: Result of this study shows as follows. All factors have an effect on user satisfaction and Continuous Usage, and we found that user experience period played moderating effect in causal relationship. Therefore, new technology-based banking system is found that the determinants of continuous usage intention is different according to the user experience period. Conclusion: Present study shows that self-efficacy in via of user experience period, there is a need to emphasize that the main consideration factor new technology-based banking system. However, present study has some limitations to additionally research in the future.

병원간호사의 정치관심도, 정치 효능감 및 매체 이용이 정치참여에 미치는 영향 (Political Interest, Political Efficacy, and Media Usage as Factors Influencing Political Participation in Hospital Nurses)

  • 전소연;고일선;배가령
    • 간호행정학회지
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    • 제20권3호
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    • pp.342-352
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    • 2014
  • Purpose: The purpose of this study was to identify how political interest, efficacy and media usage influence political participation in hospital nurses. Methods: Participants were 286 nurses, who were informed of the study purpose and agreed to participate. Data were collected during November and December, 2012 using a questionnaire on political interest, political efficacy, media usage and political participation. Data were analyzed using t-test, ANOVA, Scheff$\acute{e}$'s test, Pearson Correlation Coefficients, and Multiple Stepwise Regression. Results: Scores for political participation and political interest was average. The score for political efficacy was higher than average. Political participation was significantly different by education level, job career, position, and intention to vote in the election for the 18th President. Political participation had a moderate positive correlation with political interest (r=.50, p<.001), political efficacy (r=.32, p<.001) and media usage (r=.14, p=.022). Political interest (${\beta}$=.43) was the factor most influential on political participation, explaining 25% of the variance. A total of 32% of political participation was explained by political interest, political efficacy, and TV news or SNS for media use. Conclusion: The results suggest that it is necessary to develop strategies to promote political interest and political efficacy for hospital nurses to improve political participation.

구조방정식을 이용한 스마트폰 게임의 지속적 사용의도와 추천에 미치는 영향에 관한 실증적 연구 (An Empirical Study on the Influential Factors to User's Continuos Usage and Recommendation of SmartPhone-Games)

  • 권혁인;김호일;최용석
    • 한국게임학회 논문지
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    • 제11권6호
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    • pp.115-125
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    • 2011
  • 최근 스마트폰 사용자의 급격한 증가는 스마트폰게임 시장의 큰 성장을 가져왔으며 고 부가가치 시장으로서의 입지를 굳히고 있다. 이에 새롭게 부각되는 스마트폰게임에 대한 다각적인 연구가 야기되고 있으나 기존 연구가 스마트폰 이전의 휴대폰을 대상으로 연구가 대부분 이루어져 스마트폰 중심의 새로운 확장 연구가 필요한 실정이다. 따라서 선행연구를 통해 도출한 스마트폰게임의 구매영향요인을 토대로 구매의도, 구매행동, 만족, 추천, 지속사용 간의 영향관계를 알아봄으로서 추천과 지속사용에 영향을 미치는 핵심 요인을 도출하고자 하였다. 이를 위해 스마트폰 사용자 커뮤니티 등을 통해 수집한 설문응답자료 293부를 분석에 이용하였으며 변인들 간의 영향관계 분석에 이점을 가진 구조방정식 모델을 채택하였다. 본 연구를 통하여 얻은 핵심 요인들은 차후 스마트폰게임 관련 비즈니스 시장에서 좀 더 효율적으로 개발을 수행하고 보다 가시적인 성과를 거둘 수 있는 유용한 시사를 제공해 줄 수 있을 것이다.

The Mediating Role of Brand Recall and Brand Attitude in Influencing Purchase Intention in Advergames

  • Abdul Adis, Azaze-Azizi;Kim, Hyung-Jun
    • Asia Marketing Journal
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    • 제15권3호
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    • pp.117-139
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    • 2013
  • Research on purchase intention had showed remarkable progress in contributing to the theory of consumer behavior. Despite the popularity of academic discussions on various issues influencing purchase intention, the mediating role of brand recall and brand attitude on purchase intention, in particular advergames, has not yet been well explored, especially in developing economies such as Malaysia. Furthermore, the influence of self-brand congruity, entertainment and brand placement acceptance as antecedents to brand recall and brand attitude are expected to add value to the brand recall, brand attitude and purchase intention relationships. This paper aims to investigate the impact of the mediating role of brand recall and brand attitude on purchase intention in advergames among Malaysian gamers. The antecedents towards brand recall and brand attitude are also examined to measure their influence on purchase intention. A total of 350 Malaysian gamers were interviewed through online survey in this study. The results showed that brand recall and brand attitude mediate the relationship between self-brand congruity, entertainment and brand placement acceptance with purchase intention. Also, entertainment and brand placement acceptance were found to have a significant relationship with brand recall. As expected, brand recall and brand attitude showed a positive relationship with consumer purchase intention in advergames. It was found that self-brand congruity has a significant influence on brand attitude and purchase intention. When users see the brand which matches with them, they tend to act positively toward the brand exposed in the game. This is consistent with Escalas and Bettman (2005) who suggested that the greater the congruity, the more positive the consumer's attitude toward the brand in question. This leads to game usage and purchase (Davis and Lang, 2013). In the advergaming context, the entertainment value in advergames is very important to determine the level of enjoyment and pleasure experienced by gamers during game-playing. Therefore, the more entertaining the ads, the more it will be remembered and the greater the positive behavior of the consumer towards the advergames - this ultimately stimulates their intention to purchase the brand. This study shows the effect of brand placement on brand recall and brand attitude and also purchase intention. Brand placements might not work in games due to the interactivity involved in game-playing as people could be distracted from noticing the brand placements (Yang et al., 2006). However, the significant influence of brand placements found in this study may provide major promise for advertisers. Game players may or may not explicitly remember the brands they see in the games, but these placements may influence their brand recall and brand attitude and could therefore influence later decisions (Yang et al., 2006). In this study, it was found that self-brand congruity was not significantly related with brand recall. The reason for this could be attributed to the fact that this study examined gamers who are highly involved in the interactive medium of games which force them to focus on game play rather than advertisements; the level of recognition to remember the brand exposed in the game is low and contributes to the "mismatch" between the gamers and the said brand. The present study contributes to the existing literature of the antecedents of brand recall and brand attitude in advergames. This study contributes to the role of brand recall and brand attitude as mediators in purchase behavior theory. Academically, the relationship between brand recall and brand attitude is well known in advergaming research, but their impact as important mediators on purchase intention add new understanding in the interactive communication literature. Their mediating role may provide new insights on how they facilitate the effects of self-brand congruity, entertainment and brand placement on purchase intention. Besides that, the studies on the influence of self-brand congruity on brand recall and brand attitude and also consumer intention to purchase had not well-investigated in advergames. This study contributes to fill those gaps in advergames literature. For practitioners, this study could suggest the use of illustrative or demonstrative placements of new products to help customers remember new brands, and the use of associative placements for existing products to increase consumers' purchase intention (Ho et al., 2011). To advertisers, this study may provide useful information to improve their current advertising strategies in games, for instance, by considering game players' congruity, entertainment value and brand placement factors.

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개인용 클라우드 서비스에 대한 중국 사용자의 지속적 사용의도에 관한 실증 연구 (An Empirical Analysis on the Persistent Usage Intention of Chinese Personal Cloud Service)

  • 우학흠;수아이니 수라;안종창
    • 인터넷정보학회논문지
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    • 제16권3호
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    • pp.79-93
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    • 2015
  • IT기술의 고속 발전에 따라 사용자들이 기술을 사용하는 방식에 큰 변화가 생기고 있다. 전통적인 서비스 응용과 저효율의 데이터를 처리하는 방식은 사용자의 요구를 만족할 수 없다. 사용자들이 데이터의 중요성을 알게 되었고, 빅 데이터에 관한 처리와 저장기술은 오늘날의 인터넷 회사의 주요 연구방향이 되고 있다. 115 네트워크 디스크는 중국에서 폭넓게 사용되기 시작하였고 각 인터넷 회사들은 클라우드 서비스 시장을 쟁탈하는 싸움에 참여하기 시작하였다. 중국의 클라우드 서비스는 아직도 스토리지 서비스 위주이지만, 이 기능을 바탕으로 확장하는 서비스 내용도 사용자의 인정을 받고 있으며, 사용자들이 이러한 새로운 서비스 방식을 사용하는 것을 시도하고 있다. 그래서 어떻게 하면 사용자들이 지속적으로 클라우드 서비스를 사용 할 것인지에 관한 연구방향이 더욱 필요해 졌다. 하나의 전통적인 정보 시스템에 대해, 학자들은 대개 TAM(Technology acceptance model)모형과 통계학을 결합하여 이 시스템에 대한 사용자들의 태도를 분석하고 검증한다. 하지만 기본적인 TAM모형은 날이 갈수록 방대해지는 시스템의 규모를 만족 할 수 없게 되었다. 따라서 TAM모형에 대한 적당한 확장과 조절이 필요하게 되었다. 본 연구는 중국의 개인용 클라우드 서비스 사용자의 지속적인 사용의도에 영향을 미치는 요인에 관한 실증분석을 목표로 브랜드 영향력, 하드웨어 환경 등 외부 변수를 추가하고, 중국 클라우드 사용자를 대상으로 설문 조사를 진행했으며, 본 논문에서 분석을 통해 수정된 모형에 관한 가설을 검증하였다. 본 연구는 주로 중국의 4개 주요 도시의 210명의 클라우드 서비스 사용자를 대상으로 인터넷 설문 조사를 실행하였다. 설문 데이터를 통해 3개의 외부 변수에 대한 분석을 진행하였고, 이 3개의 외부 변수를 세분화하고 외부요소에 영향을 주는 주요 원인을 찾아냈다. 이를 바탕으로 개인 클라우드 서비스 사용자들이 서비스를 지속적으로 사용 할 수 있는 태도를 강화 할 수 있는 것에 유용한 의견을 제시하였다. 이러한 의견들은 중국사용자들을 대상으로 하는 주요 서비스를 제공 하는 회사에게 향후 서비스 방향을 참고할 수 있는 정보를 제공한다.

의사들의 유헬스케어 서비스에 대한 인식과 사용의도 (Doctors' Perception and Intention of the U-healthcare Service)

  • 이윤경;박지윤;노미정;왕보람;최인영
    • 한국콘텐츠학회논문지
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    • 제12권2호
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    • pp.349-357
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    • 2012
  • 유헬스케어 서비스는 오랫동안 만성질환 관리에 대한 효과적인 대안으로 부각되고 있으나 아직까지 활성화되지 못하고 있다. 본 연구는 유헬스케어 서비스 도입에 있어 중요 의사결정자인 의사들의 유헬스케어 서비스에 대한 인식과 사용의도에 영향을 주는 요인에 대해 고찰해 보고자 한다. 이를 위해 유헬스케어 서비스 제공자인 의사들을 대상으로 설문조사를 실시하여 유헬스케어 서비스 사용의도에 따른 집단별 특성을 비교하고, 사용의도에 영향을 주는 요인을 고찰하기 위해 로지스틱 회귀분석을 실시하였다. 분석 결과 의사들의 유헬스케어 서비스 사용경험은 16.0%로 낮으나 사용의도는 70.1%로 높게 나타났다. 또한 유헬스케어 서비스 적용은 만성질환과 예방분야가 적절하다고 응답하였으며, 적용이 적합한 질환은 당뇨병과 고혈압등의 순으로 나타났다. 의사 특성에 따른 사용의도의 차이에 관한 로지스틱 분석 결과 유헬스케어 서비스 사용의도는 대학병원에 비해 비대학병원 의사들의 사용의도가 3.7배 높았다. 본 연구는 유헬스케어 서비스에 대한 의사들의 인식 그리고 사용의도에 대한 집단 간 차이를 파악함으로써 유헬스케어 서비스의 활성화와 효과적인 비즈니스 모델 개발에 기여할 것이다.

정보품질과 자기효능감이 카셰어링 재이용의도에 미치는 영향 (The Effect of Information Quality and Self-efficacy on Car-sharing Usage Intention)

  • 유파;변숙은
    • 서비스연구
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    • 제13권3호
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    • pp.20-38
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    • 2023
  • 본 연구는 공유경제 서비스 중 가장 주목할 만한 성장을 보이고 있는 카셰어링 서비스의 재이용의도를 분석하는 과정에서 차량의 예약, 결재, 인계, 검수, 반납 등 모든 과정이 비대면 셀프서비스로 이루어지는 서비스의 독특한 특성을 반영하고자 하였다. 이에, 서비스에 대해 지각하는 혜택과 위험 요인과 더불어, '정보품질'이라는 플랫폼의 특성과 '자기효능감'이라는 개인 특성 변수의 역할을 함께 고려하였다. 자료 수집을 위하여 카셰어링 이용경험이 있는 성인을 대상으로 온라인 설문조사를 실시하였고, 총 320명의 응답이 분석에 사용되었다. 구조방정식모형 분석 결과, 정보품질 및 자기효능감은 서비스의 지각된 혜택을 증가시키는 것으로 나타났으며, 정보품질이 우수할수록 자기효능감 또한 높이 지각하는 것으로 분석되었다. 반면, 정보품질 및 자기효능감이 지각된 위험을 낮추는 역할은 미미하였으며 서비스 재이용의도는 지각된 위험 보다는 지각된 혜택에 의한 영향을 더 크게 받는 것으로 나타나, 소비자들이 카셰어링 이용 시 위험을 크게 인식하지 않는 것으로 이해되었다. Process Macro를 이용하여 매개효과를 추가 분석한 결과, 자기효능감이 재이용의도에 미치는 영향은 지각된 혜택에 의해 매개되는 것으로 나타났다. 정보품질이 지각된 혜택 또는 자기효능감을 매개로 재이용의도에 미치는 간접 효과는 모두 유의한 것으로 분석되었다. 이러한 결과는 플랫폼에서 이용자가 필요로 하는 정보를 적시에, 충분히, 이해하기 쉽게 제공해주는 것은 자기효능감을 향상시켜 서비스 재이용의도를 증가시키는 것을 시사한다. 카셰어링 서비스 기업은 고객이 차량을 더욱 쉽게 이용하고 커뮤니케이션 문제로 인한 분쟁이 발생하지 않도록 우수한 품질의 정보를 평소 잘 제공하는 것이 중요하다고 하겠다.

오픈 소스 개발자들의 참여 의도 강화 기제 및 참여 지속 의도에 관한 연구: 사회 정체성 이론과 조직시민행동 이론에 기반하여 (The Reinforcing Mechanism of Sustaining Participations in Open Source Software Developers: Based on Social Identity Theory and Organizational Citizenship Behavior Theory)

  • 최정홍;최주희;이혜선;황보환;이인성;김진우
    • Asia pacific journal of information systems
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    • 제23권3호
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    • pp.1-23
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    • 2013
  • Open Source Software Development (OSSD) differentiates itself from traditional closed software development in that it reveals its source codes online and allows anyone to participate in projects. Even though its success was in doubt, many of the open collaborative working models produced successful results. Academia started to get interested in how developers are willing to participate even when there are no extrinsic rewards for their efforts. Many studies tried to explain developers' motivations, and the pursuit of ideology, reputation, and altruism are found to be the answers. Those studies, however, focused mostly on how the first contribution is made out of a certain motivation. Nowadays, OSSD reaches at its maturity and 70% of professional developers have used or utilized open source software or code in their works. As the proportion of people experiencing OSS, the accounts from previous studies are expected to be weakened. Also, extant literature fails to explain how the motivation of participating in OSS evolves over time and experiences. Given that changing over time or over experiences is the natural in the perception of motivation, studies in an attempt to understand how the motivation changes or evolves are in need. In this study, we aimed to explain how the perception about OSS from past usage or related experiences leads to the intention to sustain OSS participations. By doing so, we try to bridge the gap between previous studies and the actual phenomenon. We argued that perceived instrumentality about OSS learned from past experiences will first affect the formation of organizational identity towards general OSS community. And once the organizational identity is formed, it will affect the one's following behaviors related to OSS development, most likely to sustain the favoring stance toward OSS community. Our research distinguishes itself from previous one in that it divides the paths from organizational identity formed to the intention to sustain the voluntary helping behaviors, by altruistic and conforming intentions. Drawing on this structural model, we could explain how organizational identity engages in forming the sustaining intention from past experiences, and that the intention to help at individual level and organizational level works at different level in OSS community. We grounded our arguments on Social identity theory and Organizational Citizenship theory. We examined our assumption by constructing a structural equation model (SEM) and had 88 developers to answer our online surveys. The result is analyzed by PLS (partial least square) method. Consequently, all paths but one in our model are supported, the one which assumed the association between perceived instrumentality and altruistic intention. Our results provide directions in designing online collaborative platforms where open access collaboration is meant to occur. Theoretically, our study suggests that organizational citizenship behavior can occur from organizational identity, even in bottom-up organizational settings. More specifically, we also argue to consider both organizational level and individual level of motivation in inducing sustained participations within the platforms. Our result can be interpreted to indicate the importance of forming organizational identity in sustaining the participatory behaviors. It is because there was no direct association between perceived instrumentality from past experiences and altruistic behavior, but the perception of organizational identity bridges the two constructs. This means that people with no organizational identity can sustain their participations through conforming intention from only the perception of instrumentality, but it needs little more than that for the people to feel the intention to directly help someone in the community-first to form the self-identity as a member of the given community.

국제상사계약의 유효성에 관한 주요국가의 입법례 검토 (Review of Legislation Case in Main Country about the Validity of International Commercial Contract)

  • 류창원
    • 무역상무연구
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    • 제69권
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    • pp.153-178
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    • 2016
  • The United Nations Convention on the International Sale of Goods(CISG) leaves a number of aspects concerning commercial sales untouched. In particular, it is not concerned with the validity of the contract or of any of its provisions or of any usage. And UNIDROIT don't deal with all-round validity in International Commercial Contract. Especially, UNIDROIT includes declaration of intention department. The UNIDROIT contains the chapter 3 on the "validity" in terms of the defects of consent such as mistake, fraud, and threat as well as "gross disparity". Notwithstanding these provisions, the Principles did not deal with invalidity arising from the lack of capacity or authority, or immorality or illegality. On the other hand, there are arguments that the corresponding provisions of the Principles of International Commercial Contracts(UNIDROIT Principles; PICC). Therefore, Validity in International Commercial Contract is delegate by Each Country Law. So Trade practicer should know full well about Each Country Law Position. People(human, corporation, company) of position Trade practice classify each country civil law relation to validity of commercial contract. This paper is to examine the Validity of UNIDROIT Principles. Also this paper analyses comparison on each country position relation to capacity of right, capacity to act, illegality of contract, declaration of intention. In conclusion, This paper expect that people of trade practice makes use of analysis knowledge.

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Factors Influencing the Reuse of Mobile Payment Services in Retail

  • KIM, Soon-Hong;YOO, Byong-Kook
    • 유통과학연구
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    • 제18권3호
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    • pp.53-65
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    • 2020
  • Purpose: This study tests the suitability of a new technology acceptance model for a mobile payment system by checking how statistically significant the change is from the UTAUT (Unified Theory of Acceptance and Use of Technology) and UTAUT 2 models. Research, Data, and Methodology: We surveyed 250 students at Incheon University who are using the mobile payment system. The analysis was conducted on 243 valid questionnaires. The survey was conducted for one month in October 2018. The collected data were analyzed using SPSS and hierarchical regression analysis was applied. Results: Using hierarchical regression analysis, this study confirmed whether the newly added hedonic motivation, switching cost, and perceived risk variables in the UTAUT2 model are good explanatory variables. Mobile payment usage experience was found to have a moderating effect on mobile payment reuse intention. According to the analysis, the UTAUT2 model brought about more influential change than the variables of the UTAUT model. Conclusions: This study found that consumers' psychological factors added in the UTAUT2 model greatly influenced the reuse intention for mobile payment. As an implication of this study, mobile payment providers need to develop strategies that could meet hedonic motivation, switching cost and perceived risk for their customers.