• 제목/요약/키워드: Virtual Community

검색결과 219건 처리시간 0.023초

The Effects of Online Brand Community Members' Interactions on Values, Participation, and Brand Loyalty: The Mediating Effects of Virtual Interactivity

  • Yongsoo, HA;Alona J., GUBALANE
    • 융합경영연구
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    • 제11권1호
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    • pp.1-12
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    • 2023
  • Purpose: This study identified the effects of the three types of consumer interactions on the utilitarian and hedonic values experienced by community members, their degree of participation, and brand loyalty. In addition, the mediating effect of virtual interactivity between the interactions that occur within the online brand community and the value experienced by community members was also identified. Research design, data and methodology: An online survey was distributed, and the data gathered was analyzed using structural equations modeling. Results: Test results showed that product-information interaction has a positive effect on utilitarian value and interpersonal interaction has a positive effect on hedonic value. Human-computer interaction was found to have a negative effect on hedonic value and no significant effect on utilitarian value. Furthermore, it was revealed that among the three types of interactions, virtual interactivity had a mediating effect only in the relationship between human-computer interaction and hedonic value. Moreover, utilitarian values experienced by community members affected their level of participation which ultimately enhances brand loyalty. Hedonic value did not affect their level of participation within the online brand community. Conclusions: When marketers establish online brand community strategies, they must place elements that can directly help the use of brands and products.

마을만들기 관련 가상공간 게임의 특성에 관한 연구 - 도시디자인요소의 사례 분석 및 관련 법.제도 검토를 중심으로 - (A Study on Characteristics of Virtual Space Game for Community Making - Based on the Content Analysis of Case Study and Related Legal System for Urban Design -)

  • 허윤선
    • 한국실내디자인학회논문집
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    • 제23권3호
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    • pp.231-238
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    • 2014
  • Recently, many people can experience the virtual space by smartphone, and they use many games. In particular, this change has great implications in the collaborative and communicative planning paradigm, which is residents' participation and agreement becoming important in community making and urban design. This study analyze the case of the five virtual space games about community making and urban design, and examine the related regal system. Game users can construct roads, houses, buildings and facilities in the virtual city. Then, they create profit, and promote the growth of virtual city. In these games, construction elements are classified residential, commercial, industrial, parks, green spaces, public building, and roads. But these elements does not identified clearly, and they mixed. By analyzing of related regal system, these games focus on the individual buildings, spaces, and facilities rather than considering the terms of urban planning. To complement the virtual space game with the aspects of urban planning, these games can encourage the participation capability and enhance the communication skills of citizens.

가상공동체 참여동기와 공동체의식, 충성도 및 구매의도간의 관계에 관한 연구 (Relationships Among Participation Motives in Virtual Community, Sense of Community, Loyalty and Purchase Intention)

  • 문준연;최지훈
    • 경영정보학연구
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    • 제5권2호
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    • pp.71-90
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    • 2003
  • 가상공동체는 고객을 유치하고 고객 충성도를 구축하며 상거래를 활성화하는 데 중요한 역할을 수행한다고 한다. 가상공동체의 중요성이 업계 및 여러 개념연구에서 지적되어온 데 비하여 여기에 대한 마케팅 관점의 연구는 매우 부족하고, 특히 가상공동체 참여에 이르게 하는 선행변수와 그 결과에 대한 실증연구는 매우 부족한 상황에 있다. 이 연구는 이러한 배경을 인식하여 가상공동체 사용자의 참여동기가 공동체의식(Sense of Community)에 미치는 영향과 공동체의식이 당해 웹사이트에 대한 충성도 및 구매의도에 미치는 영향을 실증적으로 분석하였다. 가상공동체에 가입하여 활동하고 있는 개인을 대상으로 서베이를 실시하였고 196부의 설문지를 분석하였다. 연구 결과를 요약하면 다음과 같다. 첫째, 참여동기는 공동체의식에 유의적 영향을 미치며, 특히 지각된 사용 용이성과 재미가 중요한 역할을 한다. 둘째, 공동체의식은 충성도에 긍정적 영향을 미치고 특히 '소속 및 유대감'은 매우 큰 역할을 수행한다. 셋째, 공동체의식은 구매의도에 직접 영향을 미치지 않는다. 넷째, 충성도는 구매의도에 한계적이지만 긍정적인 영향을 미친다.

온라인 커뮤니티에서 자기표현욕구의 영향요인과 디지털 아이템 구매의도에 미치는 효과 (The Antecedents of Need for Self-Presentation and the Effect on Digital Item Purchase Intention in an Online Community)

  • 고준;신선진;김희웅
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.117-144
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    • 2008
  • Lots of virtual communities and online businesses presently derive their primary sources of revenues through advertising, but nevertheless are plagued with marginal profitability though they might possess a significant user base. In the light of the need for an efficacious business model, there have been recent insights of an online community in particular reaping profits through an innovative and lucrative revenue generation method that earns by selling digital items. There have been some obvious evidences (e.g., Cyworld, SecondLife, Habo Hotel, etc.) that online communities can be profitable through their unique business model of selling digital items. However, there is lack of understanding about the motivation of purchasing digital items. This study tries to identify the main motivators of digital item purchases based on social/individual identity theory and self-presentation theory. "Digital items", otherwise known as "virtual assets", may include online avatars, accessories for the avatars, decorative ornaments like furniture, digital wallpapers, skins, background music and virtual weapons used for Internet games. These digital items are employed by users for representation and articulation in the online space, especially to create and enhance their online profiles in web pages and games. Prices for digital items typically range from a few cents to a few dollars each. Based on the theoretical framework like social identity theory and self-presentation theory, we developed the research model and proposed seven hypotheses. An analysis of 225 members of Cyworld found that digital item purchase intention in virtual world is affected by both members' need for self-presentation and need for affiliation. We also found that the need for self-presentation is significantly increased by innovativeness of members, community group norm, and community involvement. We concluded that the need for self-presentation could be a key variable for profitable business model in online community service industry. However, neither individual self-efficacy nor the need for affiliation significantly influenced the need for self-presentation which triggers purchase intention of digital items. In term of the theoretical and practical contribution, this study can be a pioneering empirical research that investigates the purchase intention of digital items based on social identity theory and self-presentation theory in the online context. Also, the findings of our study are valuable and practical for practitioners in the market who wish to adopt or improve the business model of selling digital items in an online community. From the findings, it can be seen that innovativeness of users, community group norm, and community involvement are three significant factors that influence need for self-presentation of users which ultimately leads to their intentions to buy digital items. These findings put forth that virtual community providers and online businesses selling digital items should prioritize their efforts and focus on these three factors if they want to increase the sales of these digital items and generate greater revenues. This study provides important implications for academic researchers and practitioners to understand why the community members pay money for their digital items in virtual world and how the practitioners can increase the sales of digital items in an online community. A couple of limitations of the study and future research directions are also discussed.

가상 커뮤니티 공간에서 블로거를 위한 추천시스템

  • 김재경;오혁;안도현
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2005년도 공동추계학술대회
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    • pp.415-424
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    • 2005
  • The rapid growth of blog has caused information overload where bloggers in the virtual community space are no longer able to effectively choose the blogs they are exposed to. Recommender systems have been widely advocated as a way of coping with the problem of information overload in e-business environment. Collaborative Filtering (CF) is the most successful recommendation method to date and used in many of the recommender systems. Therefore, we propose a CF-based recommender system for bloggers in the virtual community space. Our proposed methodology consists of three main phases: In the first phase, we apply the "Interest Value" to a recommender system. The Interest Value is a quantity value about user preference in virtual community, and can measure the opinion of users accurately. Next phase, we generate the neighborhood group based on the Interest Value. In the final phase, we use the Community Likeness Score (CLS) to generate the top-n recommendation list. The methodology is explained step by step with an illustrative example and is verified with real data of a blog service provider.

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개인적·사회적 요인을 고려한 가상 공동체에서의 지식 공유 모형 (Knowledge Sharing Model in Virtual Communities Considering Personal and Social Factors)

  • 최경선;안현철
    • 한국정보시스템학회지:정보시스템연구
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    • 제28권1호
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    • pp.41-72
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    • 2019
  • Purpose Virtual communities (VCs) are becoming ever more important in these days, sometimes more than offline communities. Notably, they have become significant sources of knowledge sharing. Therefore, in order to foster a VC, it is very important to understand why people share their knowledge in the VC. Under this background, this paper aims at proposing the behavioral model best explains knowledge sharing activities in VCs. Design/methodology/approach We basically design our behavioral model for knowledge sharing in VCs based on theory of reasoned action (TRA). However, to understand knowledge sharing in VCs better, we specify knowledge sharing by dividing it into knowledge contribution and knowledge use. Also, instead of 'subjective norm', we adopt 'sense of virtual community (SOVC)' as a main social factor, which has been found to be important in the literature. We also include the antecedents such as 'quality of the shared knowledge', 'trust in community members', 'passion of the community leader', 'reciprocity', and 'self efficacy', which affect VC users' attitude towards knowledge sharing and SOVC. To test the hypotheses in our proposed model, we collected 253 valid surveys from the VC users. Structural equation modeling (SEM) using AMOS 23 is employed to assess the relationships proposed as the hypotheses. Findings Major findings are as follows. SOVC positively affects both intention to contribute knowledge and intention to use knowledge. And, trust in community members positively affects the attitude towards knowledge use and SOVC. The attitude towards knowledge use is also affected by the quality of the shared knowledge. Reciprocity is found to strongly positively affect the attitude towards knowledge contribution. However, passion of the community leader and self efficacy are found to have insignificant effect on SOVC and the attitude towards knowledge contribution respectively. Our study sheds a light on how to foster VCs from the perspective of knowledge management.

EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크 (EcoBlog: 4d Spatial Framework for Ecological Virtual Community)

  • 임줌폰;배누리;최진원;전정윤
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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사회적 자본과 개인 동기가 정보공유와 커뮤니티 촉진에 미치는 영향: 중국의 가상커뮤니티를 중심으로 (The Effects of Social Capital and Individual Motivations on Information Sharing and Community Promotion: Focused on a Chinese Virtual Community)

  • 김종기;대상;김재현
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권1호
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    • pp.135-158
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    • 2016
  • Purpose Virtual communities change the way people communicate and share information. The purpose of this paper is to find how internet social capital and individual motivations influence the information sharing in virtual communities. This study considers the social capital theory, individual motivations, information sharing, and community promotion to construct a theoretical model. Design/methodology/approach Social capital focuses on three dimensions that include 6 factors: social interaction ties, centrality, shared language, shared vision, trust and reciprocity. Individual motivations include 2 factors: reputation and enjoy helping. To confirm the research model and the hypotheses, 426 effective questionnaires were used for the final analysis. Findings The result of data analysis demonstrates that social interaction ties, centrality, shared language, trust, and reciprocity were significant in affecting information sharing behaviors. However, reputation, enjoy helping, and shared vision does not appear to have a significant influence on information sharing behaviors. The information sharing was positively related to community promotion.

가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로 (A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities)

  • 구교태
    • 한국언론정보학보
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    • 제30권
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    • pp.7-33
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    • 2005
  • 본 논문은 가상 커뮤니티 이용과 관련된 이용 욕구(needs) 유형들을 살펴보고 이용행위에 영향을 미치는 동기적 그리고 비동기적 요인들이 성별에 따라 차이가 있는지 여부를 분석하고 있다. 또한 동기적 요인인 이용 욕구와 비동기적 요인인 '지각된 행위통제(perceived behavior control)'에 따른 가상 커뮤니티 이용 행위 과정을 살펴보고자 하였다. 가상 커뮤니티와 관련된 연구문제들을 위해서 인터넷 카페와 동호회 활동을 하는 230명의 지역 대학생을 대상으로 설문조사가 실시되었다. 연구결과에 의하면 가상 커뮤니티 이용 욕구로 '관계지향성 욕구', '오락 욕구, 그리고 '도구적 욕구' 요인이 추출되었다. 그러나 이용 욕구나 '지각된 행위통제'에 대한 성별 변인의 영향은 거의 없는 것으로 나타났다. 또한 가상 커뮤니티 이용 행위와 관련된 경로분석은 동기적 요인이 비동기적 요인보다 행위에 많은 영향을 미치는 것을 보여주었다. 또한 동기적 요인 가운데 오락적 욕구는 이용 행위에 가장 많은 영향을 미치는 것으로 나타났다. 이는 정보기술을 통한 공동체 회복이 가능한가에 대해 다소 부정적인 결과를 보여주는 것이다.

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개인형 커뮤니티에 대한 기술수용 모델 적용에 관한 연구 (A Study on TAM(Technology Acceptance Model) for Individualized Virtual Community)

  • 문형도;김준우;김연수
    • 산업경영시스템학회지
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    • 제31권1호
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    • pp.11-20
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    • 2008
  • The purpose of this study is to identify the factors determining users' acceptance of individualized virtual community. While there has been considerable research on the Technology Acceptance Model (TAM) that has predicted whether individuals will accept and voluntarily use information systems, limitations of the TAM include the omission of an important characteristics of individual construct in the context of individualized community. Based on literature relating to the theory of reasoned action (TRA), the theory of planned behavior (TPB) and the TAM, this study extends the applicability of the TAM in a individualized community context, by adding characteristics of individual-based construct ("subjective norm", "self-efficacy", "self-presentation" and "sharing information to exchange various information") to the model. Analysis was conducted on using the structural equation modeling approach. The result supports the extended TAM in predicting users' intentions to using personalized community. Several implications for IT/IS acceptance research and individualized community service management practices are discussed.