• Title/Summary/Keyword: Use tendency

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A Prediction Model of Cellular Phone Addiction Tendency among Adolescents (청소년의 휴대폰 중독성향의 예측모형)

  • Yang Sim Young;Park Young Sun
    • Journal of the Korean Home Economics Association
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    • v.43 no.4 s.206
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    • pp.1-16
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    • 2005
  • This study investigated firstly the cellular phone addiction tendency according to the classification of addiction, dependency, non-addiction and predicting factors of cellular phone use and secondly the psycho-social characteristics of cellular phone use by adolescent'. Participants were 368 students of academic and occupational high schools in Seoul. A prediction model of cellular phone addiction tendency was developed and show떠 that there were significant effects of cellular phone use-time, use-motives, counseling experience, impulsiveness, and depression on cellular phone addiction.

An Exploration of Players' Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.11 no.4
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    • pp.7-14
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    • 2015
  • This study examined whether game usage would alleviate players' aggressive tendencies. Other game-related variables, psychological care factors (adaptive game use tendency, game self-efficacy, and life self-efficacy), and psychological problem factors (loneliness and depression) were controlled for determination of the effect. We drew on the catharsis theory from therapeutic psychology literature to explain how game usage contributes to the alleviation of aggressive tendencies. Over two weeks data were collected from 918 participants online. The results indicated that gaming activity had a significant effect on aggression. Higher levels of game and life self-efficacy, as well as adaptive game use tendencies, decreased the degree of aggression. Likewise, higher levels of loneliness and depression reduced the degree of aggression. Results and implications are discussed.

Motivational Factors Affecting Intention to Use Mobile Health Apps: Focusing on Regulatory Focus Tendency and Privacy Calculus Theory (모바일 헬스 앱 사용의도 동기요인: 조절초점성향과 프라이버시계산이론을 중심으로)

  • So, Hyeon-jeong;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.22 no.2
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    • pp.33-53
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    • 2021
  • Use of mobile apps being extended, privacy concern on the side of the users is increased while they are willing to provide the private information to use the apps. In this study, we tried to identify the motivating elements that influence the users' intention to use the apps, based on the tendency towards regulatory focus and the privacy calculus theory. To verify the study model, we collected data from 151 adults who use health apps throughout the country, and analyzed the data using the PLS-SEM method. According to the result of the study, it was turned out that tendency towards promotion focus had negative impact on privacy concern and privacy danger, and tendency towards prevention focus had positive impact on privacy concern. Privacy concern had negative impact on the intention to use the mobile apps, and privacy benefit and privacy knowledge had positive impact on the intention to use the mobile apps. Finally, the intention to use the mobile apps had positive impact on the intention to continue to use the mobile apps. In this study, we identified different impacts of two types of tendency towards regulatory focus on privacy concern, and identified different influences on the intention to use the mobile apps accordingly.

Factor Analysis on Use Tendency of Digital Product and Generation Division (디지털기기 사용성향 요인분석 및 세대 구분 연구)

  • Yeoun, Myeong-Heum;Shim, Jung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.7-12
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    • 2008
  • This study aims to extract the factors which constitute use tendency on digital product, and to devide korean generation. We surveyed to digital product users who are 15 through 49 years old, executed factor analysis, cluster analysis, and so on, The results of factor analysis, we selected 11 factors, named as interest, entertainment, simplicity, anxiety of mal-operation, practicality, personality, consistency, multi-functionality, learning style of how-to-use, responsibility of disorder, and lending degree. The results of cluster analysis, we classified subjects into following three types: positive acceptor, passive follower, and conservative indifference. And, we executed frequency analysis iteratively. We devide korean digital product users to 4 generations -1727G, 2834G, 3538G, 3949G- by means of synthesizing the results. It can be said that generation is strong factor effect to use tendency, but the other factors like sex, occupation, school career, income become weak factor or not matters. Finally, we considered the reason, 3538G takes a crossing point role through comparison the generation division with cohort research on product use experience.

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The Effects of Attachment, Friendship, Avatars Image Decoration Needs, and Avatars Identification on Internet Addiction Tendency among Elementary School Children (초등학생 인터넷 중독경향성에 미치는 모애착, 친구관계, 아바타 이미지 표현욕구 및 아바타 동일시의 영향)

  • Kawk, Tae-Eun;Jeon, Hyo-Jeong
    • Korean Journal of Child Studies
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    • v.31 no.2
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    • pp.103-117
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    • 2010
  • The purpose of this study was to investigate the characteristics of internet usage among 5th and 6th grade of elementary school children and to elucidate the path model and the relative effects of various factors on internet addiction in the internet addiction tendency group. According to our results, the normal internet user group exhibit higher educational levels in fathers, secure attachment to mother, and warm friendship when compared to the internet addiction tendency group. At the same time, internet addiction group exhibit longer internet use time, a greater numbers of avatars in use, and higher avatars decoration costs. The research model suggested here was supported by the results. Attachment to mother appears to affect friendship which in turn affects avatars image decoration needs and avatars identification which in turn then has an impact upon internet addiction tendency. These results were then discussed in relation to previous research and theories.

Effects of Service Quality and Privacy Risk on Customer Satisfaction and Continuous Use Intention in Convenience Store Parcel Delivery Service: Moderating Role of Contactless Tendency

  • Na-Eun Jung;Hyung-Seok Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.255-268
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    • 2024
  • The purpose of this study was to analyze the effect of service quality and privacy risk on customer satisfaction and continuous use intention for convenience store parcel delivery service, and verify the moderating effect of contactless tendency. This study employed PLS-path modeling to test the research hypotheses. The results of the study were as follows: 1) service quality factors of convenience store parcel delivery (i.e., service price, reliability, and convenience) had significant effects on customer satisfaction. However, responsiveness had no significant effect on customer satisfaction; 2) privacy risk had a significant effect on both customer satisfaction and continuous use intention; 3) customer satisfaction had a significant effect on continuous use intention; and 4) contactless tendency moderated the relationship between responsiveness and satisfaction. The findings of the study are expected to provide valuable insights for future research and the development of practical service strategies.

Relationships Among Preschoolers' Smartphone Addiction Tendency, Their Problem Behaviors, and Parenting Efficacy of Their Mothers (학령전기 아동의 스마트폰 중독경향과 문제행동 및 어머니 양육효능감과의 관계)

  • Lee, Hyun-Joo;Chae, Sun-Mi;Bang, Kyung-Sook;Choi, Heeseung
    • Child Health Nursing Research
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    • v.21 no.2
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    • pp.107-114
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    • 2015
  • Purpose: The purpose of this study was to explore the relationships among preschoolers' smartphone addiction tendency, problem behaviors, and parenting efficacy of the mothers of these children. Methods: A cross-sectional, descriptive study design was used with self-administered questionnaires. A total of 83 mothers of preschoolers aged 4-6 years and their preschool teachers from a kindergarten participated in the study. Results: Mean daily time spent by the preschoolers on smartphones was about 45 minutes/day. About 40% spent more than 60 minutes/day on smartphones. The majority (69.8%) used smartphones without adult supervision. The level of smartphone addiction tendency among the preschoolers was $1.52{\pm}0.45$ on a 4-point scale. Preschoolers whose mothers use smartphones for more than 60 minutes/day showed a higher level of smartphone addiction tendency than preschoolers whose mothers use smartphones for less than 60 minutes/day. Also smartphone addiction tendency among preschoolers had a positive correlation with hyperactive-distractible behavior (r=.228, p=.038) and a negative correlation with parenting efficacy of their mothers (r=-.299, p=.006). Conclusion: Our findings demonstrated that preschooler's smartphone addiction tendency is significantly associated with hyperactive-distractible behaviors of the children and low parenting efficacy among their mothers. Therefore well-designed care plans for these populations should be provided to decrease smartphone addiction tendency.

Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

Relevant Analysis on User Choice Tendency of Intelligent Tourism Platform under the Background of Text mining

  • Liu, Zi-Yang;Liao, Kai;Guo, Zi-Han
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.119-125
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    • 2019
  • The purpose of this study is to find out the relevant factors of the choice tendency of tourism users to Intelligent Tourism platform through big data analysis, which will help enterprises to make accurate positioning and improvement according to user information feedback in the tourism market in the future, so as to gain the favor of users' choice and achieve long-term market competitiveness. This study takes the Intelligent Tourism platform as the independent variable and the user choice tendency as the dependent variable, and explores the related factors between the Intelligent Tourism platform and the user choice tendency. This study make use of text mining and R language text analysis, and uses SPSS and AMOS statistical analysis tools to carry out empirical analysis. According to the analysis results, the conclusions are as follows: service quality has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with tourism trust; Tourism Trust has a significant positive correlation with user choice tendency; service quality has a significant positive correlation with user experience; user experience has a significant positive correlation with user choice tendency Positive correlation effect.

Factors Affecting the Increase in Internet Use Among South Korean Elementary Schoolers (초등학생 인터넷 사용 증가에 영향을 미치는 요인들)

  • Park, Sun-Hee
    • Korean Journal of Health Education and Promotion
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    • v.24 no.1
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    • pp.75-91
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    • 2007
  • Objectives: It is known that the majority of middle schoolers spend the substantial amount of time using the Internet. Despite the fact, little is known about which factors are related to an increase in Internet use and what could be the consequences of excessive Internet use. The aim of this study was to explore factors affecting an increase in Internet use among elementary schoolers representing the population of South Korean elementary schoolers. Method: Secondary data obtained from the Korea Youth Panel Survey were analyzed longitudinally. Results: The average minutes spent using the Internet was 73.43 in the first wave, and was 92.17 in the second wave. Also, the percentage of those who experienced illegal behaviors on the Internet was 22.86% in the first wave, and was 30.92% in the second wave. Second, increased Internet use was strongly associated with an attack tendency, depression, suicidal ideation, stress, and delinquent behaviors. Finally, gender(being female), and increased attacking tendency, and smoking experiences successfully predicted an increase in Internet use one year later. Conclusions: It is necessary to provide education programs to young people and to develop preventive strategies for them. Through providing education programs, children can form desirable attitudes regarding the Internet use. Through providing intervention strategies, children can prevent from experiencing negative consequences due to excessive Internet use.