• 제목/요약/키워드: Users' attitude

검색결과 538건 처리시간 0.028초

SNS 광고특성이 이용자의 심리적 요인을 통해 광고태도 및 구전의도에 미치는 영향 (The Effect of SNS Advertisement Characteristics on Advertisement Attitude and WOM through Users' Psychological Factors)

  • 윤재현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권2호
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    • pp.29-52
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    • 2018
  • Purpose As the number of SNS users increases, the importance of SNS advertisement is also increasing. Thus, the purpose of this study is to analyze the effect of factors on effectiveness of SNS advertising, and expand research on users' attitude and behavior intention toward SNS advertising. Design/methodology/approach This study was designed to examine the structural relationships among SNS service attribute, users' cognitive characters, psychological factors, users' attitude and behavior intention toward SNS advertising. Concretely, SNS service attribute was presented as online interactivity, and users' cognitive characters were presented as perceived relevance and perceived intrusiveness. In addition, psychological factors were presented as presence experience and message credibility, users' attitude toward SNS advertising was presented as advertisement attitude and users' behavior intention was presented as WOM. Findings The results showed that online interactivity has a positive effect on presence experience and message credibility, but perceived intrusiveness has a negative effect on presence experience and message credibility. Perceived relevance has a positive effect on presence experience, but does not have significant effect on message credibility. Presence experience and message credibility have positive effects on advertisement attitude and WOM, and advertisement attitude also has a positive effect on WOM. Based on the results from this study, academic and practical implications can be drawn. First, the study extended the scope of research about SNS advertising through focusing on SNS service attribute and SNS users' cognitive characters and identified the relationship between presence experience, message credibility, advertisement attitude and WOM. Second, the results of this research can provide practical guidelines to develop effective advertising strategies for companies which promoting SNS as a marketing tool.

MMORPG 아바타 커스터마이징의 변형 과정에서 플레이어 태도 연구 (Study of Player Attitudes Regarding MMORPG Avatar Customization in the Transformation Stage)

  • 백철호
    • 한국게임학회 논문지
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    • 제17권3호
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    • pp.7-20
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    • 2017
  • MMORPG users can create their own identity that they will use to act through in the virtual world utilizing the avatar creation system. The MMORPG customization process, divided into the creation and transformation stages, provides a sandbox for the identity play by users. In this study, analysis of the users' customization attitudes using the Q methodology especially in the transformation stage was conducted. The users' attitudes were found to be categorized into 4 types: 1) fulfilling attitude, 2) customization immersed attitude, 3) customization challenging attitude, and 4) community oriented attitude. Of particular interest are the immersed customization type, where the attitude is driven by the internal motivation of "self-satisfaction" unlike the fulfillment and community oriented attitudes which are driven by instrumental motivation of the avatar, and the continuous desire towards transformation revealed by the challenging customization attitude. This study provides valuable insight in the design perspective for developers in instilling critical immersion elements to the users while preparing to update the level.

정보시스템의 사용자 만족에 영향을 주는 요인의 상호작용효과 (Reciprocal Effect of the Factors Influencing the Satisfaction of IS Users)

  • 정기억;이동만
    • Asia pacific journal of information systems
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    • 제5권2호
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    • pp.199-226
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    • 1995
  • This study is an empirical research in order to clarify whether or not the correlation between the satisfaction of users that is the performance measurement factor and the following three:(1) the attitude of users as an individual characteristic, (2) the supports of organization as an organizational characteristic, (3) the routine degree of jobs as an job characteristic, is the same as the previous study results. In addition, another empirical research was done to make clear how organizational supports and routine degree change the attitude and satisfaction of users. This study put a particular emphasis on the moderating effect because the study of this issue has not been done in any previous research. 38 corporations, whose computerization has already been made to some extent and who are listed on the stock exchange market as a leader group, was selected for research, given some hypotheses on the basis of theoretical studies. As results of this empirical study, first, the supports of organization and the routine degree of jobs changed the attitude of users, which was the same as the previous studies. Moreover, the supports of organization, the routine degree of jobs and the attitude of users had an influence on the satisfaction of users. Second, in respect of the correlation between the attitude of users and the satisfaction of users, the routine degree of jobs showed a moderating effect, but the organization supports did not show any moderating effect.

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SNS의 관계적 혜택이 브랜드태도에 미치는 영향 (Influences of Relationship Benefits of SNS on Brand Attitude)

  • 이상원;백승희
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2013년도 제48차 하계학술발표논문집 21권2호
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    • pp.321-323
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    • 2013
  • Supporting communications among users, Social Network has encouraged various information flows through relationships among them. This paper studies on mentality or attitude of Social Network Services (SNS for short) users, on the basis of Technology Acceptance Model (TAM for short) and then proposes so-called TAMS, Technology Acceptance Model for Social Network Services. SNS users make full use of SNS as channels in order to create, expand, and obtain some information related to personal concerns. We will research on how the benefits that users get by using SNS exert influence on user-perceived usability. The SNS-using benefits focus on relationship benefits that are formed by interactions among users. Provided that perceived usability affects mental or informational benefits according to involvement of SNS users, we will check how perceived usability or ease of use is connected to brand attitude.

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유튜브 정치동영상이 태도극화에 미치는 효과: 선택적 노출과 정치성향, 정치관심도의 상호작용효과를 중심으로 (The Effect of YouTube Political Videos on Attitude Polarization: Focusing on the Interaction Effect of Selective Exposure, Political Orientation, and Political Interest)

  • 이민규;이유민
    • 한국콘텐츠학회논문지
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    • 제22권8호
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    • pp.1-13
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    • 2022
  • 본 연구는 유튜브 정치동영상 이용자들을 대상으로 선택적 노출과 정치적 성향, 정치적 관심도의 태도극화에 대한 상호작용효과를 살펴보았다. 주요 결과를 제시하면 다음과 같다. 먼저 연구문제 1, 연구문제 2와 관련하여 유튜브 정치동영상 이용자들의 선택적 노출과 정치적 성향에 대한 태도극화, 선택적 노출과 정치적 관심도에 대한 태도극화를 살펴본 결과, 선택적 노출에서 동일하게 태도극화 '나'에 대한 주 효과가 발견되었다. 그러므로 유튜브 이용자들의 정치동영상에 대한 선택적 노출이 높아질수록 유튜브 이용자 자신의 태도극화가 강화되는 것으로 나타났다. 연구문제 3과 관련하여 유튜브 정치동영상 이용자들의 정치적 성향과 정치적 관심도에 대한 태도극화를 살펴본 결과, 정치적 성향과 정치적 관심도의 태도극화 '나' 에 대한 상호작용효과가 발견되었다. 따라서 진보적 성향이나 보수적 성향 모두 정치적 관심이 높을 때, 유튜브 이용자 자신의 태도극화도 강화되는 것으로 나타났다.

Investigating Factors that affect Attitude on Electric Vehicles for Global Climate Change and Environmental Policy

  • Hyeongdae MUN;Yooncheong CHO
    • 한국인공지능학회지
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    • 제11권3호
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    • pp.7-15
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    • 2023
  • Purpose: The purpose of this study is to investigate how consumers perceive electric vehicles and factors that affect attitude, satisfaction, and intention to use electric vehicles and to explore policy issues regarding climate change and global environment. By classifying actual and potential users, this study developed the following research questions: i) factors including economic feasibility, sociality, environmental sustainability, inefficiency, inconvenience, convenience, and uncertainty affect attitude to electric vehicles; ii) attitude to electric vehicles affects actual consumers' satisfaction; and iii) attitude to electric vehicles affects potential users' intention to use. Research design, data and methodology: This study conducted an online survey and applied factor and regression analyses and ANOVA to test hypotheses. Results: The results of this study found that economic feasibility and convenience factors significantly affect attitude in both cases of actual and potential users. How actual users perceive efficiency of electric vehicles negatively and uncertain issues such as battery technology affect attitude to electric vehicles. Conclusions: This study provides policy implications that foster promotional policies for the adoption of electric vehicles for environment and regulate negative aspects. This study also provides managerial implications for manufacturers to develop better technology competences to enhance reliability on electric vehicles.

지각된 상호작용성의 매개역할이 모바일 콘텐츠 사용자의 태도 및 행동의도에 미치는 영향 (The Effect of Perceived Interactivity's Mediator Role on Mobile Contents Users' Attitude and Behavioral Intention)

  • 이성호;안중호;장정주
    • Asia pacific journal of information systems
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    • 제16권3호
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    • pp.205-227
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    • 2006
  • This study suggests major characteristics of the ubiquitous environment, which include pervasive connectivity, context awareness, and playfulness, by surveying mobile contents users. Also, this empirical study attempts to validate nine hypotheses and all the ubiquitous factors of mobile contents have positive effect on perceived interactivity. It is revealed that perceived interactivity is an intermediary factor which positively affects users' perceived performance, satisfaction and continuous use intention. Hypotheses of positive relationships among users' behavioral outcome factors are also accepted. Results show that ubiquitous characteristics of mobile contents influence the users' attitude and behavior through the intermediary role of perceived interactivity among users and messages and devices. This study contributes to the literature by presenting and empirically verifying the effect of ubiquitous factors of mobile contents and perceived interactivity on uses' attitude and behavior intention. Based on study results, user-oriented theoretical bases are provided for various mobile contents service, the issue of policy-making and business planning are addressed, and managerial implications are discussed.

IT서비스에 있어서 서비스 품질이 지식공유의도에 미치는 영향에 관한 연구 (Exploring the influences of service quality on knowledge sharing intentions in IT service)

  • 박준기;윤정인;이정우
    • 한국정보시스템학회지:정보시스템연구
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    • 제19권3호
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    • pp.237-261
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    • 2010
  • IT service is increasing becoming a critical resource firms have to utilize effectively and efficiently. As the importance of IT service increases, the knowledge sharing between IT service people and users becomes more and more important. In this study, the IT service quality is posited as a critical independent construct that influences knowledge sharing attitude of users which in turn change the knowledge sharing intention. Service satisfaction is placed as a mediator between the quality and attitude to compare direct and indirect effect in the model. Results show that (1) IT service quality influences the knowledge sharing attitude of users directly, and indirectly through service satisfaction, (2) at the same time, however, the direct path from quality to attitude is found to be stronger than the indirect path through satisfaction, and (3) interestingly, satisfaction seems to have no direct effect on intention, but only through the attitude change as can be inferred from the theory of reasoned action. Outcome of this study implies the importance of IT service quality in improving the knowledge sharing activities between users and developers, and interestingly the aim of quality would not be targeted on satisfaction but on attitudinal changes.

온라인 게임 이용자의 감정욕구와 사회규범 인식이 게임에 대한 태도 및 몰입에 미치는 영향 (Effects of Online Game Users' Need for Affect and Social Norms on their Attitude and Flow Experience)

  • 강내원
    • 한국게임학회 논문지
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    • 제20권4호
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    • pp.21-32
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    • 2020
  • 본 연구는 게임 이용자의 감정욕구(접근적/회피적)와 사회연결망 속에서 생성되는 사회규범(주관적/기술적 규범)에 대한 인식에 주목하면서, 이들이 게임에 대한 태도(유용적/쾌락적)와 게임 몰입에 미치는 영향을 살펴보았다. 위계적 다중회귀분석을 활용한 분석 결과, 게임 이용자의 게임에 대한 유용적 태도에 미치는 영향은 접근적 감정욕구와 주관적 규범이었으며, 게임에 대한 쾌락적 태도에 미치는 영향은 접근적 감정욕구, 회피적 감정욕구, 주관적 규범이었다. 또한 게임에 대한 몰입 정도를 예측함에 있어서는 게임 이용자의 회피적 감정욕구, 주관적 규범, 게임에 대한 유용적 태도, 쾌락적 태도가 유의미한 것으로 나타났다.