• Title/Summary/Keyword: User's Intention of Reusing

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Analysis on the Factors that Affect the User's Intention of Reusing Mobile App-based Tourism Contents (모바일앱 관광콘텐츠 사용자의 재사용의도에 미치는 영향요인 분석)

  • Ko, Yung-Kwan;Kim, Keun-Hyung
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.844-855
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    • 2011
  • The purpose of this study is to identify factors on the user's intention of reusing mobile app-based tourism contents and the relationship among those factors. For those purpose, we expanded the existing TAM(Technology Acceptance Model) by introducing the variables such as characteristics of mobile app-based tourism contents, which are context, ubiquitous connectivity, service quality and perceived value as external variables of the TAM. The survey was conducted by users who have previously experienced mobile app-based tourism contents. Structural equation modeling was used to Investigate the relationships between the factors. The results showed that the ubiquitous connectivity and perceived value were found to have a positive impact on both perceived usefulness and perceived ease of use. The perceived usefulness were found to have a positive impact on the attitude. Finally, The attitude were found to have a positive impact on the user's intention of reusing.

A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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