• 제목/요약/키워드: Users' intentions

검색결과 261건 처리시간 0.024초

매체 풍요도, 사회적 존재감 및 생활 만족도가 상대적 박탈감을 통해 SNS 이용자의 이용 지속 의도 또는 이탈 의도에 미치는 영향 (The Effect of Media Richness, Social Presence, and Life Satisfaction on Continuance Usage Intention or Withdrawal Intention of SNS Users via Relative Deprivation)

  • 이은곤
    • 유통과학연구
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    • 제14권10호
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    • pp.165-178
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    • 2016
  • Purpose - This study aims to empirically verify the impact of media richness, social presence, and prior life satisfaction on various continual usage or withdrawal behaviors of SNS users via both a positive path of satisfaction and a negative path of relative deprivation. By identifying these causal paths, we observe dynamic interactions of SNS user psychology in a balanced view, and provide some implications about design principles for SNS providers. Research design, data, and methodology - We developed 16 hypothesis based on media richness theory, social presence theory, social comparison theory, the literature about relative deprivation, and the literature about the various reactions of IS users. The rich SNS media, social presence recognition among peer SNS users, and prior life satisfaction could generate positive experience, attitude, and virtuous behavioral intentions among SNS users. At the same time, rich media, low social presence, and low prior life satisfaction could generate relative deprivation and could increase withdrawal behavioral intentions such as refusal to provide information, misrepresentation of information, and removal of uploaded information in SNS. Scenario surveys were conducted to collect data from potential SNS users. Data from 357 surveys were collected and analyzed through a PLS algorithm to test the hypotheses. Results - Media richness, social presence, and prior life satisfaction could significantly increase perceived enjoyment, satisfaction, and behavioral intention of continual usage and knowledge sharing. They also could significantly decrease refusal and misrepresentation intention. Relative deprivation is significantly decreased only by prior life satisfaction. Relative deprivation could not significantly decrease satisfaction, but it could significantly increase misrepresentation and removal intention, which could be regarded as information distortion intention. Conclusions - SNS providers should focus on developing rich media and social presence support because these two variables could impact the positive experiences of SNS users. Moreover, the positive experiences could heavily influence SNS user behavior. Some management is needed to prevent relative deprivation and its consequences of misrepresentation and removal intention. SNS providers should prevent SNS users from excessive image misrepresentation and removal as this information distortion could be the source of relative deprivation.

Motivation Versus Intention of Sharing Fake News Among Social Media Users during the Pandemic - A SEM Model

  • Alvi, Irum;Saraswat, Niraja
    • Journal of Contemporary Eastern Asia
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    • 제20권2호
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    • pp.40-62
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    • 2021
  • Are intentions important in deciding the outcome of an action such as sharing misinformation among social media users during the pandemic? What is their role and how far they are important for the very act of fake sharing news? The social media users' actions on the social platform are determined by what they plan to do themselves; however, their motivation has an immense role to play in the dissemination of fake news on social media. The study proposes a conceptual model for understanding how select factors affect fake news sharing motivation and intentions of social media users. The study scrutinizes the relationship between content and context, fear of missing out (FoMO), news verification and news sharing gratification on the motivation and intention of social media users of networked Asian society. Empirical Data were drawn from social media users (N = 243) from India, using an online questionnaire based on prior studies and structural equation modeling (SEM) approach was used to analyze the data collected. Results indicate that news content, news verification, and news sharing gratification have a direct and positive relationship with sharing motivation. On the other hand, news context and content, FoMO and news sharing gratification have a positive significant relationship with sharing intention. Likewise, it was discovered that news verification will decrease sharing intention of the social media users. However, news context, that is the pandemic in the case of the present study and FoMO were not identified as determinant variables for sharing motivation among social media users. The research limitations and further scope were discussed.

모바일 커머스 특성 인식이 모바일 쇼핑 이용의도에 미치는 영향 연구 (A Study on the Influence of Mobile Commerce Characteristics Perception on Mobile Shopping Intentions)

  • 김규동;유영목;김정래
    • 한국인터넷방송통신학회논문지
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    • 제13권6호
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    • pp.297-303
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    • 2013
  • 본 연구는 스마트폰 이용자들이 인식하고 있는 모바일 커머스 특성과 이러한 특성 인식이 모바일 쇼핑 이용의도에 미치는 영향을 파악하고자 이루어졌다. 연구결과, 스마트폰 이용자들의 모바일 커머스 특성 인식은 모바일 쇼핑 이용의도에 정의 영향을 미치는 것으로 나타났고, 모바일 쇼핑 이용경험 유무 집단별로 편재성, 개인화, 즉시접속성 등의 모바일 커머스 특성 인식과 모바일 쇼핑 이용의도에 유의한 차이가 있었다. 또한 모바일 커머스 특성 인식이 모바일 쇼핑 이용의도에 미치는 영향은 모바일 쇼핑 이용경험 집단에서 더 크게 나타났다. 따라서 본 연구결과를 토대로, 모바일 커머스 시장에서 경쟁하고 있는 기업들은 보다 효과적인 마케팅전략방안을 도출해야 할 것이다.

혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
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    • 제45권5호
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • 유통과학연구
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    • 제21권10호
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.

현대건축에서 사용자의 개념 및 역할 변화에 대한 연구 (A Study on Definition and Role of 'USER' in Contemporary Architecture)

  • 이혁찬;최왕돈
    • 한국실내디자인학회논문집
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    • 제18권5호
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    • pp.80-88
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    • 2009
  • The relationship between architects and users has been multifarioiusly changed through architectural history. From the viewpoint of using a building, users who experience and interpret the building are as important as architects who design it. In the past, architects are not interested in the role of users. Modern architects only emphasized the concepts of users based on efficiency, and therefore users had the passive role following the design intentions in the space architects had created. However, since the end of modern movement, diverse definitions of users have been attempted. Especially the aesthetics of reception reilluminates the role of users neglected in modern movement. Therefore the one-way relationship between architects-buildings are changing into the interactive relationship between architects-buildings-users, and it results from the fact that users have the ability to reinterpret and create architectural space as well. Users have more creative and positive role in architectural space making and architects, too, reflect these trend in their architecture.

소셜 미디어에서 개인 식별 정보와 사생활 정보 공유 의지에 영향을 미치는 요인 (Antecedents of Users' Intentions to Give Personal Identification Information and Privacy-Related Information in Social Media)

  • 김병수;김대길
    • 디지털융복합연구
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    • 제17권11호
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    • pp.127-136
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    • 2019
  • 소셜 미디어 사용자들이 서비스 업체에 공유하는 정보는 성별, 나이와 같은 개인 식별 정보와 사진, 댓글과 같은 사생활 정보로 구분할 수 있다. 하지만 기존 소셜 미디어 관련 연구들에서는 정보 유형에 따른 의사 결정 차이가 생길 수 있음에도 불구하고 두 정보 유형을 구분하여 정보 공유 의사 결정 차이를 살펴본 연구는 미흡하였다. 그래서 본 연구에서는 정보 유형에 따른 정보 공유 의사 결정 차이를 살펴보고자 한다. 350명의 페이스북 사용자를 대상으로 연구 모형을 분석하였다. 연구 모형 분석 결과, 자기 표현, 신뢰, 인지된 보안은 개인 식별 정보 의지와 사생활 정보 공유 의지 모두에 양으로 유의한 영향을 미쳤다. 하지만, 프라이버시 침해 우려는 개인 식별 정보 의지와 사생활 정보 공유 의지에 부정적으로 유의한 영향을 미쳤다. 본 연구 결과를 통해 개인 정보 공유에 대한 의사 결정과 사생활 정보 공유에 대한 의사 결정이 차이가 없음을 확인할 수 있었다.

공공도서관 이용자의 부정적 구전에 관한 연구 - 대구지역 공공도서관 이용자를 중심으로 - (Negative Word-of-Mouth Behavior and Intentions of the Public Library Users in Taegu Metropolitan City)

  • 오동근
    • 한국도서관정보학회지
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    • 제35권4호
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    • pp.129-147
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    • 2004
  • 이 연구는 대구지역 공공도서관이용자 487명을 대상으로 설문지법을 이용하여 부정적 구전행동과 부정적 구전의도를 구분하여 각각에 영향을 미치는 선행요인을 실증적으로 분석하고자 시도하였다. 분석결과 불만족의 강도와 서비스의 중요성이 부정적 구전행동에 유의한 영향을 미치는 것으로 확인되었으며, 불만족의 강도와 불평태도, 서비스의 중요성, 불평비용, 충성도, 외적귀인이 부정적 구전의도에 유의한 영향을 미치는 것으로 분석되었다. 또한 추가분석결과 불평행동경험은 부정적 구전의도에 유의한 영향을 미치는 것으로 분석되었다.

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공공도서관의 서비스품질이 이용자만족도와 충성도에 미치는 영향 (Influences of Public Library Service Quality on User Satisfaction and Loyalty)

  • 오동근
    • 정보관리학회지
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    • 제22권4호통권58호
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    • pp.61-78
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    • 2005
  • 이 연구는 공공도서관의 서비스품질(인쇄형태 출판물과 인터넷 및 전자자원, 문화프로그램 및 서비스, 도서관시설 및 환경, 직원)이 공공도서관의 이용에 따른 전반적인 만족도 및 불평의도, 충성도(재이용의도포함)에 미치는 영향을 밝히기 위한 것이다. 이를 위해 이 연구에서는 대구지역 8개 공공도서관의 이용자 443명을 대상으로 설문조사를 실시하였다. 선행연구에 대한 분석을 통해 제시한 인과적 모델을 설문데이터를 바탕으로 경로분석(path analysis)을 이용하여 검증하였다. 분석결과 인쇄형태 출판물과 문화프로그램 및 서비스, 도서관시설 및 환경, 직원은 각각 이용자의 전반적인 만족도에 통계적으로 유의한 영향을 미치는 것으로 나타났다. 도서관시설 및 환경의 품질은 공공도서관 이용자의 만족도와 충성도에 광범위한 영향을 미치는 것으로 나타났다.

지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향 (The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention)

  • 위지원;윤남희;이윤정
    • 한국의류학회지
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    • 제47권3호
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.