• Title/Summary/Keyword: User Acceptance Factors

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Factors which Influence Customers' Intention to Switch from Call-Based Driver-for-hire Services to App-Based Driver-for-hire Services Based on Online to Offline (O2O) Business Model: Focusing on Kakao Driver service (콜 대리업체 서비스에서 O2O 방식이 적용된 대리운전 사업 모델로의 소비자 전환 의도에 관한 연구: 카카오 드라이버를 중심으로)

  • Kim, Daewon;Jeong, Hye Seung
    • The Journal of Society for e-Business Studies
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    • v.21 no.3
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    • pp.51-78
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    • 2016
  • Online-to-offline (O2O) commerce is the new trend that merges online commerce with traditional industries in various fields. The primary purpose of this paper is to find out which factors influence customers' intention to switch from call-based driver-for-hire services to O2O app-based services. This study used variables and factors based on Theory of Switching Intention, and Extended Unified Theory of Acceptance and Use of Technology in order to design research questions. We surveyed 500 users of call-based driver-for-hire services. According to the result of this study, dissatisfaction with the current call-based driver-for-hire services is estimated to be a significant factor that strengthens customers' intention to switch from the call-based driver-for-hire services to the app-based services. Loyalty to the previous call-based driver-for-hire services was not seen as a crucial motivator that causes customers to switch to the new O2O driver service. Switching cost also did not play a key role in explaining the relationship between dissatisfaction with the current call-based service and the intention to use the new app-based service. Performance expectancy, easiness in use, the level of user's knowledge or available assistance in relation to the use of app-based services, and expectancy for reasonable price was found to have meaningful impacts on customers' intention to switch from the call-based driver-for-hire services to the app-based services. Age, gender and user experience on the new service were found incapable of moderating the relationship between aforementioned factors which influence customers' choice of the app-based driver-for-hire service, and customers' intent to switch to the app-based service.

모바일 증권 서비스 이용에 관한 연구

  • Lee Min-Hwa;Kwon Hyun Young
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2003.05a
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    • pp.55-73
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    • 2003
  • As the development of wireless technologies continue, mobile stock trading has become a new channel for companies to reach their customers. This study examines the factors affecting customer acceptance of mobile stock trading services. The research model based on the previous studies was established and the research hypotheses were generated. The sample was divided into users and nonuser groups. The test results show that relative advantage and social influence are positively related to intention to accept mobile services as well as in intention to reuse, security risk is negatively related to intention to reuse, frequency of trading is positively related to intention to reuse, cost burden is negatively related to the probability of using mobile stock trading services, and social influence is positively related to the probability of using mobile services. The results also support that information quality and response time are positively related to relative advantage, and interface quality is negatively related to complexity. It is considered that the study results may help managers to increase customer use of mobile stock trading services.

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Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
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    • v.16 no.11
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    • pp.796-805
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    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

A Study on the Factors Affecting e-Government Users' Satisfaction - The Case of Online Tax Filing and Payment Services (전자정부 서비스 사용자 만족도 영향요인에 관한 연구 - 세금관련 서비스 이용자 사례를 중심으로)

  • Kim, Jae-Hyoun;Cheong, Heung-Gyo;Kim, Tae-Ung
    • Journal of Internet Computing and Services
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    • v.12 no.6
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    • pp.105-116
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    • 2011
  • This paper identifies the determinants of adoption of e-government services. The on-line tax filing and payment system, called Hometax, is a well-known e-government service for taxpayers. Using a theoretical model based on Technology acceptance model, this case study examines the causal relationships among the variables of the adoption behavior for on-line tax filing and payment system. Major research variables include satisfaction, perceived usefulness, perceived ease of use, words of mouth, subjective norms, trust, interaction and facilitating conditions. Results from 279 survey responses indicate that the usefulness and ease of use affect the user satisfaction, which, in turn, with the word of mouth influences intentions to use an e-government service. Subjective norms and trust has been found to affect the usefulness, and interaction as well as facilitating conditions have also some impact on the ease of use. As a conclusion, the academic and practical implications of these findings are discussed.

An Empirical Study on Factors Affecting an Individual User's Behavioral Intention to Use SaaS (개인 사용자의 SaaS 사용의도에 영향을 미치는 요인에 관한 실증적 연구)

  • Hong, Il-Yoo;Lee, Seung-Min;Cho, Hwi-Hyung
    • Informatization Policy
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    • v.25 no.3
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    • pp.75-94
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    • 2018
  • Today, Software as a Service(SaaS) is being recognized as a key means to enable the innovation of software distribution. Despite the increase in the interest in SaaS, individuals as well as businesses are not yet making an extensive use of it. This research is aimed at identifying and analyzing the antecedents of intentions to use SaaS. We proposed a research model to predict an individual's intention to use SaaS based on the Technology Acceptance Model(TAM). To this end, we conducted a questionnaire survey in which actual software users participated. An empirical analysis has been performed to test the reliability and validity and the hypotheses using SPSS and AMOS software packages. The results of the analysis revealed that functionality, interoperability and economic benefits have positive effects on the intention to use SaaS, while system quality has no significant effect on the behavioral intention. We discussed practical as well as academic implications, and provided research directions.

The Effects of Immersion and Self-efficacy on Continuous Usage Intention of Realistic Media (몰입감과 자기 효능감이 실감 미디어의 지속적 활용의도에 미치는 영향)

  • Taeha, Kim;Chanhi, Park;Jong Hyun, Wi;Hoon S., Cha
    • Journal of Information Technology Services
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    • v.21 no.6
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    • pp.1-19
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    • 2022
  • This study empirically analyzed the effects of immersion and self-efficacy on the intention to continuously use realistic media. To this end, we used an extended technology acceptance model that includes not only the perceived ease of use and usefulness, but also the perceived joy as important factors. We collected data from 595 participants through an online questionnaire survey and tested the research model using a covariance-based SEM. As a result, we found that a user's immersion significantly increased perceived usefulness, ease of use, and joy of realistic media; and self-efficacy increased perceived usefulness and ease of use. Although the effect of perceived usefulness was relatively stronger than that of perceived joy, we found that the effect of perceived joy on the intention to use was also quite large. The effect of perceived ease of use on intention to use was found to be completely mediated by perceived usefulness and joy. In addition, the differences according to the types of media were tested by comparing two groups: augmented reality and virtual reality. The effects of perceived ease, usefulness, and joy on the intention to use were very similar regardless of the type of immersive media. However, it was found that self-efficacy increases usefulness only in augmented reality. Based on our findings, we have discussed the implications of our study, as well as the scope for future research.

A Study on the Effect of Mobile Social Network Game Characteristics in Service Recovery - Focused on Kakaotalk Platform Game (모바일 소셜 네트워크 게임 특성이 서비스 회복에 미치는 영향에 관한 연구 : 카카오톡 플랫폼 기반 게임을 중심으로)

  • Kang, Moon-Young;Chi, Yong-Shou;Han, Kyeong-Seok
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.171-184
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    • 2015
  • Looking at the existing game-related research, innumerable researches such as game acceptance, user satisfaction, continuance intention, wold-of-mouse intention have been carried out. However, there was no cases that applying the concept of service recovery in game researches. The purpose of this study is to evaluate the impact on the characteristic of the mobile social network game that based on domestic mobile social network game platform which focusing on KakaoTalk games on the service recovery. In addition, the study analyzed the characteristic factors of mobile social network game on the basis of Organizational Equity Theory and Innovation Diffusion Theory to identified the causal relationship between those factors and service recovery. As a result, except the independent variable-compatibility, all of the characteristics factors of mobile social network game showed direct or indirect effects on service recovery. The results of this study are expected as a reference for presenting a new business model, reducing risk factors and enriching the related research of the gaming industry.

Influencing Factors for the Adoption of Smartphone Healthcare Application (스마트폰 헬스케어 애플리케이션 수용을 위한 주요 영향요인)

  • Wang, Bo-Ram;Park, Ji-Yun;Choi, In-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.396-404
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    • 2011
  • With increasing of smartphone users various smartphone studies have been carried out. The purpose of this paper is to examine the factors influencing the usage intention of smartphone healthcare application. The influencing factors found from literature reviews on Technology Acceptance Model and the diffusion of innovations theory are user interface design, self-efficacy, innovativeness, and entertainment. Survey is conducted to 220 people in Seoul metropolitan area. The survey results are analyzed regarding the difference for the intention of healthcare application in accordance with respondents' demographic and application usage characteristics. We also examine the difference among four influencing factors by users and non-users. As a result there are significant differences in self-efficacy and innovativeness. This gives some implications to application developers: the system should be easy to use and provide new and useful health contents that can attract early-adopters' attention in order to increase the number of application users.

The Impacts of Acceptance Decision Factors of Tour Social Network Service on Continuous Use Intention from the Viewpoint of User Participation : Focusing on Mediating Effect of Perceived Value and Satisfaction (이용자 참여관점에서의 관광 쇼셜 네트워크 서비스의 수용결정요인이 지속적 이용의도에 미치는 영향: 지각된 가치와 만족을 매개로 하여)

  • Lim, Chae-Kwan
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.2
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    • pp.119-135
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    • 2014
  • This study is aimed at understanding the factors behind deciding to accept a social network service (SNS) from the viewpoint of tourists who are users of tourism SNS. The study also seeks to clarify the effects these deduced factors have on the intention of users to continuously use SNS. To this end, individual properties (such as self-efficacy, socio-cultural effects, social presence and people's innovativeness), systematic properties (like system quality and information quality)and usefulness/availability were used as factors with regard to the decision to accept tourism SNS based on previous studies and efforts were made to structurally clarify the effects of such previous factors on people's intention to continuously use SNS through perceived value and satisfaction. SNS had significant effects on satisfaction and, furthermore, significantly affected tourists' intention to continuously use it. Based on such study results, factors behind deciding to accept SNS from the viewpoint of tourists affected customers' perceived value and satisfaction and ultimately affected their intention to continuously use SNS. To achieve the purpose of the study, a survey was conducted on about 250 Busan residents who had used SNS in relation to tourist activities, such as exhibitions, conventions, accommodation, trips, aviation service and transportation. According to an empirical study, factors behind deciding to accept tourism SNS, including individual properties, systematic properties and usefulness/availability had statistically significant effects on perceived value. The usefulness/availability factor had the largest influence, in particular, followed by the systematic factor and individual factor. The value perceived in the process of using tourism SNS had significant effects on satisfaction and, furthermore, significantly affected tourists' intention to continuously use it. Based on such study results, factors behind deciding to accept SNS from the viewpoint of tourists affected customers' perceived value and satisfaction and ultimately affected their intention to continuously use SNS.

The Effects of Perceived Risk and Review Diagnosticity on the Acceptance of Food Delivery Application (지각된 위험 및 리뷰 진단성이 배달앱 수용에 미치는 영향)

  • Roh, Minjung
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.581-592
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    • 2019
  • This study investigates the factors that stimulate or suppress the use of food delivery applications. As potential antecedent factors, the present research examined the review diagnosticity, descriptive norms, and multidimensional risk perception. Based on this, users' data were collected from major metropolitan cities where the food delivery application business is most active. The results of structural equation modeling confirmed that users' approach to food delivery apps becomes more favorable when the review diagnosticity and descriptive norms were improved and when the perceived multidimensional risk expected to be associated with app use is mitigated. Additionally, we found that the positive influence of these attitudes on the actual intention to accept delivery applications became weaker at higher levels of perceived risk. These empirical results may contribute to the formation of strategic and systematic guidelines for promoting the expansion of the recently emerging O2O service platform across diverse sectors. Namely, the significance of this study lies in that it has raised awareness regarding the strategic considerations that such new O2O service providers should take into account for their market positions, in addition to discovering factors that could aid the prompt expansion of the applications' user base.