• Title/Summary/Keyword: User intention

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A Study on the User's Sustainable Intention of Mobile Tourism : Focused on Chinese Tourists Visiting Korea (모바일 관광 애플리케이션 사용자의 지속적 사용의도에 미치는 영향 : 방한 중국관광을 중심으로)

  • Long, Shang Guan-Jin;Park, Uk-Yeol;Lee, Jong-Ho
    • The Journal of Industrial Distribution & Business
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    • v.9 no.5
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    • pp.47-62
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    • 2018
  • Purpose - Based on preceding studies, this thesis focuses on the finding of the definition and category of mobile tourism application and deriving out its characteristics. And after looking for how they make influences on continuous intention to use, we make empirical study with TAM model. Research design, data, and methodology - There are many Chinese tourist who visit Korea with user's constant intention to use of tourism application. This study is to find out the definition and category of mobile tourism application through research of preceding study and to fomulate the research model and hypothesis that how tourism application attributes (convenience, interaction, accessibility, local basis, security) affect constant intention to use of mobile tourism application. In order to verify a hypothesis, we conducted a survey for Chinese users of tourism application. In empirical study, we analyzed a structure model for frequency analysis, reliability analysis, exploratory factor analysis, validity analysis through IBM SPSS Statistics 21.0 and IBM SPSS AMOS 21.0 Results - Among tourism applications, convenience, interaction, accessibility and local basis have positive effects on both perceived usefulness and perceived easiness respectively. But security does not. Also perceived easiness has a positive effect on perceived usefulness. Finally, perceived usefulness and perceived easiness have positive effect on constant intent to use. Conclusions - Tourism application enterprises should put emphasis on design such as menu or function in order to simplify the operation of new services for new customers. Therefore, comfortable user interface and development of useful function can improve tourism application. Consequently, it leads to the promotion of tourism application. Also, when users perceive tourism application as a useful media which is easy, comfortable and useful content, the degree of constant intention to use becomes increased. It is important to provide plentiful and useful contents for customers and to develop user interface such as easy operation because these factors have positive effects on constant demand and use of tourism application.

A Study on the Influence of Subjective Norm and Task Media Fit of utilizing of Use intentions : Focused on the Mediating Effects of Consulting Application (SNS의 주관적 규범과 과업매체적합이 사용의도에 미치는 영향연구 : 컨설팅활용을 매개효과로)

  • Jo, Young-Jun;Lee, Seung-Hee
    • Journal of Digital Convergence
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    • v.10 no.4
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    • pp.147-157
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    • 2012
  • In this study, User intention also factors that Consulting application and Subjective norm, Task media fit factors also impact on User intention was examined. In this process, especially Subjective norm and Task media fit of SNS in each dimension to User intention about the impact of Consulting application was in each carried out to examine the mediating effect. The test result used in this study the Subjective norm, Task media fit and Consulting application in a significant positive(+) User intention also was effective. And verifying the results of the mediating effect of Consulting application, Subjective norm and Task media fit has proven to be effective in all parameters. The results of such individuals or companies with Consulting application of SNS. SNS Subjective norm and Task media fit are aware of the factors influencing the Strategy envisions an appropriate response, such as to provide Suggestions.

A Study on Continuous Intention of Use of Heavy VR Game Users -Focusing on comparison with light users- (VR 게임 중이용자의 지속적 이용 의도에 관한 연구 -경이용자와 비교 중심으로-)

  • Na, Jiyoung
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.431-438
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    • 2022
  • With the technical development of fourth industrial revolution, VR game market is rapidly expanding. Meanwhile, heavy user group means the group consisting of people consuming certain media or contents more than others, which is the core constituency of the media industry, and there have been only a few studies on them. This study identified the factors that influenced the continuous intention of use of VR game heavy users and figured out their characteristics by verifying the difference in variables with the light user group. According to the results, the heavy user group showed higher behaviors than the light user group in terms of personal innovation, presence, and continuous intention of use variables. In addition to this, it was found that personal innovation, perceived quality, and presence had a significant influence on the continuous intention of use. This study is intended to empirically analyze the characteristics of heavy VR game users and influential factors, thereby preparing baseline data for VR game development and other relevant studies.

The Effect of OTT Characteristics on Perceived Value, User Satisfaction and Continuous Use Intention in OTT: Focusing on the Moderating Effect of Hedonic Innovativeness (OTT 특성이 지각된 가치, 사용자만족 및 OTT 지속이용의도에 미치는 영향 - 쾌락적 혁신성 조절효과를 중심으로)

  • Park, Hyunsun;Kim, Sanghyun;Sohn, Changyong
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.169-180
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    • 2022
  • As people spend more time indoors due to the COVID-19 pandemic situation, content consumption is increasing, leading to the rapid demand for Over The Top(OTT) services. Thus, this study attempted to verify impacts of OTT traits on the value, satisfaction, and continuous use intention perceived by users. Through the survey, 437 responses were collected, and analysis was conducted using AMOS 26.0. Results found that the traits of OTT service had a positive effect on perceived value that had a positive effect on user satisfaction and continuous use intention. User satisfaction was also found to have a positive effect on the intention to continue using OTT services. Moreover, hedonic innovation moderated the relationships between OTT traits and perceived value with exception of ubiquity. The findings provide valuable information for OTT service providers in understading users' behaviors.

An Empirical Study on End-user's Perception and Acceptance of Mobile Office (모바일 오피스에 대한 이용자 인식과 수용에 관한 실증 연구)

  • Lee, Ji Eun
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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    • pp.97-113
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    • 2012
  • In order to implement the real-time enterprise (RTE) and smart work effectively, many companies have introduced a mobile office. A mobile office improves employee productivity and increases ability to respond to business opportunities by helping employee manage their business anytime and anywhere. However, it also raises the user's stress level. We conducted in-depth interviews with users to assess user's perception of a mobile office according to Saaty's BOCR model. Based on the results of the interviews, we set variables affecting user's perception of the mobile office using factor analysis. This study revealed that support for real-time business, support for communication and collaboration, and information processing quality were positively related to continuous intention to use mobile office. Further study demonstrated that three variables have mediating effect between the psychological stress and continuous intention to use. This result implies that the system quality and function are the key elements of mobile office and may contribute to the continuous use.

A Study on Factors Influencing the Intention of Playing On-line Games (온라인게임 플레이 의도의 영향요인 연구)

  • Park, Seong-Taek;Kim, Tae-Ung;Kim, Kyung-Hee
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.53-61
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    • 2012
  • This study investigates the determinants of continuous user intention of playing on-line games. Based on the data collected through on-line survey, we find that telepresense and commitment influence on the perceived utility of on-line games which, in turn, has effects on continuous user intention of and information sharing among on-line game players. In addition, the findings support the premise that the method of playing game and challenges influence on commitment, whereas rewards for playing game do not. As another determinant of perceived utility of on-line games, telepresense is found to be guided by diplomatic system and storytelling in on-line games.

The Effects of Perception of user on the Intention to use to e-Government (전자정부에 대한 사용자의 지각된 연식이 사용의도에 미치는 영향)

  • Lee, Hong-Jae;Park, Sung-Jong;Han, Kyung-Il
    • Journal of Digital Convergence
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    • v.8 no.3
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    • pp.49-62
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    • 2010
  • The purpose of this study is to confirm how perception of user to e-government have an effect on the intention to use. Field research method using questionnaires was employed to investigate the effects between the variables. Findings of the study can be summarized as follows. Perceived information security and usefulness have a positive effect on trust to e-government. And perceived risk have a negative effect on trust. And only perceived usefulness have a positive effect on the intention to use significantly.

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Factors that Influence User Intention of IPTV Banking Service (IPTV 뱅킹 서비스 이용 의도에 영향을 미치는 요인)

  • Kim, Moon-Sun;Kim, Moon-Oh;Kim, Hyo-Jin;Ryoo, Sung-Yul
    • Journal of Information Technology Applications and Management
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    • v.16 no.2
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    • pp.79-98
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    • 2009
  • IPTV has risen as a new driving force amid concerns against the saturated internet market and gained enormous attention of both the government and industry as niche market. Especially, IPTV banking which is one of the major services, IPTV has risen up recently as another financial service channel. Prior to the expansion of the new technology, this study attempts to predict its success possibility. In order to grasp variables that would effect formation of user intention of potential adopters, and external variables that influence user intention of IPTV banking have been confirmed and studied empirically based on Technology Acceptance Model(TAM). As a result, it was validated that self?efficacy, facilitating condition, social influence, and perceived importance to TV banking needs are the influential variables. Therefore, one may able to find appropriate direction of marketing activities for effective expansion of IPTV banking service through this study. Also, considering the fact that the number of service users has absolute influence over profit determination in the IPTV banking service industry, the study about characteristics and intention of such potential adopters could certainly be significant.

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An Exploratory Study Examining the Effects of Place Creativity and Workplace Attire on Consumer Trust, Attitude, and Purchase Intention in the Virtual E-Commerce Environment (가상현실 쇼핑 경험 시 공간 창의성과 판매원 아바타 의상의 격식성이 소비자의 상품 구매의사에 미치는 영향)

  • Song, Stephen W.;Shin, Mincheol;Lee, Sanguk;Chung, Donghun
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.75-87
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    • 2020
  • This study empirically investigates the design factors that could engender positive impacts on consumers' user experiences with respect to trust, attitude, and intent to purchase a product promoted in the virtual reality (VR) e-commerce environment. Guided by previous literature, we specifically test the role of schema congruity due to the design of the space and virtual agent on trust, attitude, and purchase intention in the context of VR e-commerce. To test the effect of the congruency between user's schema and virtual environment design on user intentions, a 2 × 2 mixed ANOVA design experiment was conducted with place creativity (Low vs. High) as a within factor and workplace attire (Casual vs. Formal) as a between factor. The result showed support for the effect of schema congruity on trust, in that interaction of the two factors were found. Significant positive relationship between trust, attitude, and purchase intention was found. Further implications are discussed based on results.

A Study on Factors Influencing Acceptance Intention of Fintech -Focusing on Mobile Payment Service- (핀테크 수용에 영향을 미치는 요인에 관한 연구: 모바일 결제 서비스를 중심으로)

  • Lee, Jae Kwang;Kim, Jong Moo;Lee, Kang Eun;Yoon, So Ra;Jo, Hyeon
    • Knowledge Management Research
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    • v.18 no.3
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    • pp.181-199
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    • 2017
  • Recently, the Fintech industry is growing rapidly, and mobile payment service plays a key role in this growth. The purpose of this study is to investigate factors affecting initial acceptance of mobile payment service using Technology Acceptance Model. In the research model, service-related factors such as economic efficiency and security, user-related factors such as user innovativeness and social factors such as social influence were adopted as external variables, and acceptance intention was introduced as dependent variable. Perceived usefulness and perceived ease of use were selected as mediating variables. The collected data were analyzed using SPSS Statistics v22 and Smart PLS 2.0. The results of the study are as follows. First, service-related factors such as economic efficiency and security did not affect the user acceptance intention. Second, individual innovativeness and social influence have significant effects on perceived usefulness and perceived ease of use respectively. And the perceived usefulness and perceived ease of use, which are mediators, have a significant influence on the acceptance intention of mobile payment service. The results of this study will serve as a useful guide for Fintech industries.