• Title/Summary/Keyword: WeChat, business

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The Use of Travel-Related WeChat Mini-Programs in China: An Affordance Theory Perspective

  • Cheng, Ao;Koo, Chulmo;Yoon, Hyejin
    • Journal of Smart Tourism
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    • v.1 no.2
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    • pp.37-46
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    • 2021
  • The travel-related applications on a smartphone help tourists make a reservation before their trip conveniently; use a map, direction guidance, and translation services during the travel; evaluate and recommend travel services communicating with others after their journey. This study examines the relationships among affordances and constraints provided by the mini-program, users' perceived value, and travel-related mini-program (TRMP) usage by analyzing the structural equation modeling. An online questionnaire was developed from the available scales in the published literature. A total of 651 TRMP users responded to the survey, and 448 valid responses were included for analysis. Affordance, including physical, cognitive, sensory, and functional affordance, significantly influenced the hedonic value of TRMP; utilitarian value except for cognitive affordance. There were negative relationships between unfamiliarity and both types of value. The utilitarian and hedonic value of TRMP significantly influenced both the exploitative and explorative use of TRMP. Travel-related mobile applications are dramatically increased in the tourism field. This research sheds light on TRMP usage, as a new and smart device, from a user's perspective based on the affordance theory. This study represents a valuable direction regarding the emerging travel-related online platforms in tourism.

Effects of Information Processing Types and Product Ownership on Usage Intention

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.12 no.5
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    • pp.47-58
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    • 2021
  • Purpose - Current research aimed at exploring the effect differences between the two types of processing product information such as the imagining and the considering on psychological product ownership which could influence the intent to purchase or use the product, and focused on identifying the interaction effects of activated memory information type and advertising information type on each of the information processing types. Research design, data, and methodology - This study divided the information processing types into imagining and considering, and the consumer's memories were divided into autobiographical or episodic and semantic memory. The advertising information was approached in each of event information being together with the product and product feature information. At empirical study, 2(two types of memory activation: episodic and semantic memory activation) ∗ 2(two types of advertising information: event-focused and product feature-focused advertising information) between-subjects design was used to make four types of questionnaire according to the type of experimental groups. Through the survey platform, 'questionnaire stars' of 'WeChat' in China, 219 questionnaire data were collected for empirical study. The structural equation model in AMOS 26 and Anova were used to verify hypotheses. Results - First, the ownership affected the usage intent positively. Second, the imagining did not affect the psychological ownership but did directly affect the usage intention, and the considering affected the ownership positively. Third, the episodic memory activation positively influenced the imagining and negatively affected the considering, whereas the semantic memory activation positively influenced the considering and negatively affected the imagining. Fourth, event-advertising information increased the effects of the activated episodic memory on the imagining, and feature-advertising information increased the effects of the activated semantic memory on the considering. Conclusions - marketers should develop and advertise their product-related event message to trigger the imaging that directly increase the intent to purchase or use their product, when consumers are under the activation of their episodic memory. And marketers should advertise their product feature-related message to trigger the considering that could induce consumers' ownership for their product to increase the intent to purchase or use their product, when they are under the activation of their semantic memory.

Mediation Roles of Goal Types and Emotion in the Effects of Social Identity-Based Self-Discrepancy Type on Compensatory Consumption

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.12 no.6
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    • pp.75-88
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    • 2021
  • Purpose: This research aimed at exploring the functions of consumers' perceiving approach and avoidance roles and their feeling anger and disgust in the effect of the two types of self-discrepancy at social identity such as the ideal self-discrepancy and the ought self-discrepancy on within-self domain versus across-self domain consumption. Research design, data, and methodology - This study divided the self-discrepancy group into the ideal self-discrepancy and the ought self-discrepancy group as experimental groups for empirical study. Self-discrepancy type between-subjects design was used to develop two types of questionnaire according to the type of experimental groups. The platform, 'questionnaire stars' of 'WeChat' in China was used to collect 103 data from the ideal self-discrepancy group and 102 from the ought self-discrepancy group for empirical study. T-test and the structural equation model in Amos 21 were used to verify hypotheses developed through theoretical review. Results - First, ideal self-discrepancy positively affected the role-approaching goal and anger. Second, ought self-discrepancy positively affected the role-avoiding goal and disgust. Third, the role-approaching goal and anger positively influenced on the within- versus across- domain consumption. Fourth, the disgust negatively influenced on the within- versus across- domain consumption, however the role-avoiding goal did not influence on the consumption. Fifth, there was the mediation roles of anger (disgust) in the effects of ideal (ought) self-discrepancy on the consumption. Conclusions - When consumers feel anger at the ideal self- discrepancy induced by in-group, it is necessary for the marketers to promote their product brand used by the in-group. They should develop and advertise the messages priming the ideal self-discrepancy and the anger to increase the intent to purchase or use their product brand when the in-group members have used the brand by relating the brand to their social identity concerned with the ideal self-discrepancy. However, marketers should help consumers feel disgust by developing and advertising the messages expressing the ought self-discrepancy to lead the consumers to the place of purchasing or using their product brand when the members have used the brand based on keeping the consistence between the brand and other social identity not related to the ought self-discrepancy.

The Influence of Work Delivery using SNS out of Duty Hours on Job Performance (업무시간 외 SNS를 통해 업무전달이 직무성과에 미치는 영향)

  • Cui, Hang-Hang;Kwon, Hyeok-Gi
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.107-116
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    • 2022
  • In the Chinese workplace, the use of SNS such as Wechat and QQ for work delivery out of duty hours has become a very common phenomenon, which is also known as the "new night shift". This study is to empirically analyze the effect of work delivery using SNS out of duty hours on job performance. A questionnaire survey was conducted with 310 Chinese workplace employees. In order to verify the hypothesis, structural equation model analysis will be implemented. Analyzing the questionnaire data and receiving frequent work delivery using SNS out of duty hours will increase job stress, aggravate the conflicts between work and family, and lead to the decrease of job engagement and job performance. The study provides implications for the establishment of related theories by providing a different view form previous research results that work delivery using SNS out of duty hours will definitely improve job performance. In addition, in future studies, it will be necessary to analyze the effect of the moderating effect in converging these conflicting views.

Media Habits of Sensation Seekers (감지추구자적매체습관(感知追求者的媒体习惯))

  • Blakeney, Alisha;Findley, Casey;Self, Donald R.;Ingram, Rhea;Garrett, Tony
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.179-187
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    • 2010
  • Understanding consumers' preferences and use of media types is imperative for marketing and advertising managers, especially in today's fragmented market. A clear understanding assists managers in making more effective selections of appropriate media outlets, yet individuals' choices of type and use of media are based on a variety of characteristics. This paper examines one personality trait, sensation seeking, which has not appeared in the literature examining "new" media preferences and use. Sensation seeking is a personality trait defined as "the need for varied, novel, and complex sensations and experiences and the willingness to take physical and social risks for the sake of such experiences" (Zuckerman 1979). Six hypotheses were developed from a review of the literature. Particular attention was given to the Uses and Gratification theory (Katz 1959), which explains various reasons why people choose media types and their motivations for using the different types of media. Current theory suggests that High Sensation Seekers (HSS), due to their needs for novelty, arousal and unconventional content and imagery, would exhibit higher frequency of use of new media. Specifically, we hypothesize that HSS will use the internet more than broadcast (H1a) or print media (H1b) and more than low (LSS) (H2a) or medium sensation seekers (MSS) (H2b). In addition, HSS have been found to be more social and have higher numbers of friends therefore are expected to use social networking websites such as Facebook/MySpace (H3) and chat rooms (H4) more than LSS (a) and MSS (b). Sensation seekers can manifest into a range of behaviors including disinhibition,. It is expected that alternative social networks such as Facebook/MySpace (H5) and chat rooms (H6) will be used more often for those who have higher levels of disinhibition than low (a) or medium (b) levels. Data were collected using an online survey of participants in extreme sports. In order to reach this group, an improved version of a snowball sampling technique, chain-referral method, was used to select respondents for this study. This method was chosen as it is regarded as being effective to reach otherwise hidden population groups (Heckathorn, 1997). A final usable sample of 1108 respondents, which was mainly young (56.36% under 34), male (86.1%) and middle class (58.7% with household incomes over USD 50,000) was consistent with previous studies on sensation seeking. Sensation seeking was captured using an existing measure, the Brief Sensation Seeking Scale (Hoyle et al., 2002). Media usage was captured by measuring the self reported usage of various media types. Results did not support H1a and b. HSS did not show higher levels of usage of alternative media such as the internet showing in fact lower mean levels of usage than all the other types of media. The highest media type used by HSS was print media, suggesting that there is a revolt against the mainstream. Results support H2a and b that HSS are more frequent users of the internet than LSS or MSS. Further analysis revealed that there are significant differences in the use of print media between HSS and LSS, suggesting that HSS may seek out more specialized print publications in their respective extreme sport activity. Hypothesis 3a and b showed that HSS use Facebook/MySpace more frequently than either LSS or MSS. There were no significant differences in the use of chat rooms between LSS and HSS, so as a consequence no support for H4a, although significant for MSS H4b. Respondents with varying levels of disinhibition were expected to have different levels of use of Facebook/MySpace and chat-rooms. There was support for the higher levels of use of Facebook/MySpace for those with high levels of disinhibition than low or medium levels, supporting H5a and b. Similarly there was support for H6b, Those with high levels of disinhibition use chat-rooms significantly more than those with medium levels but not for low levels (H6a). The findings are counterintuitive and give some interesting insights for managers. First, although HSS use online media more frequently than LSS or MSS, this groups use of online media is less than either print or broadcast media. The advertising executive should not place too much emphasis on online media for this important market segment. Second, social media, such as facebook/Myspace and chatrooms should be examined by managers as potential ways to reach this group. Finally, there is some implication for public policy by the higher levels of use of social media by those who are disinhibited. These individuals are more inclined to engage in more socially risky behavior which may have some dire implications, e.g. by internet predators or future employers. There is a limitation in the study in that only those who engage in extreme sports are included. This is by nature a HSS activity. A broader population is therefore needed to test if these results hold.

A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory (새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구)

  • Kim, Yonghee
    • The Journal of Industrial Distribution & Business
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    • v.10 no.1
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.

An Empirical Study on the Structural Relationship between Transactive Memory System, Knowledge Sharing and Innovation Capability: Evidence from Universities in China (분산기억체계, 지식공유, 그리고 혁신역량의 구조적 관계에 관한 실증연구: 중국 대학 사례를 중심으로)

  • Yao, Chunliang;Lee, Young-Chan
    • The Journal of Information Systems
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    • v.25 no.2
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    • pp.1-25
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    • 2016
  • Purpose The innovation capability nowadays has become increasingly prominent in the universities not only for schools but also for teachers. However, due to less attention to the knowledge utilization and management, also some objective constraints, which caused the low level of the innovation capacity for our universities teachers under the current development in China. Meanwhile, transactive memory system (TMS) and knowledge sharing are important contents in knowledge management. The combination of both systems will contribute to a much more comprehensive understanding and performance of knowledge management. The purpose of this study is to investigate the structural relationships between TMS, knowledge sharing, and innovation capability among Chinese university teachers' teams, and to propose the practical implication to integrate effectively internal knowledge of the team to improve innovation capability. Design/methodology/approach In order to exam and verify the hypothesis proposed, we developed a questionnaire with 16 survey items, and each item comes with a five-point Likert-type scale. Hyperlink of online questionnaire was shared through WeChat. It's collected 201 responses from 14 universities in China, and the responders are teaching groups' leaders. And all together 191 responses were filtered out as the valid samples. And we analyze the data set and test research hypotheses by using SPSS 22.0 and AMOS 22.0. Findings All hypotheses are supported. The results reveal that knowledge sharing plays an important role in this study as the mediating role. TMS is positively associated with the innovation capability. And the knowledge sharing plays a significant role as mediating value between them, and influences the TMS's effect on innovation capability. It's thus cleared that if our teachers could well communicate, exchange and collaborate with other teachers in the same group, the innovation capability among the teachers would be improved effectively.

A Study on Satisfaction of Third Party Mobile Payment Service in China

  • Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.259-264
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    • 2021
  • SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services. This study is an empirical study to examine what is the most important factor in Internet banking by targeting users who use WeChat Pay among Chinese Internet bank users with the highest Fintech Adoption rate. SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. As a results, 2 factors positive influence on Acceptance intention and Customer satisfaction. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services.

A Study on the Relationship Between Online Community Characteristics and Loyalty : Focused on Mediating Roles of Self-Congruency, Consumer Experience, and Consumer to Consumer Interactivity (온라인 커뮤니티 특성과 충성도 간의 관계에 대한 연구: 자아일치성, 소비자 체험, 상호작용성의 매개적 역할을 중심으로)

  • Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.4
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    • pp.157-194
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    • 2008
  • The popularity of communities on the internet has captured the attention of marketing scholars and practitioners. By adapting to the culture of the internet, however, and providing consumer with the ability to interact with one another in addition to the company, businesses can build new and deeper relationships with customers. The economic potential of online communities has been discussed with much hope in the many popular papers. In contrast to this enthusiastic prognostications, empirical and practical evidence regarding the economic potential of the online community has shown a little different conclusion. To date, even communities with high levels of membership and vibrant social arenas have failed to build financial viability. In this perspective, this study investigates the role of various kinds of influencing factors to online community loyalty and basically suggests the framework that explains the process of building purchase loyalty. Even though the importance of building loyalty in an online environment has been emphasized from the marketing theorists and practitioners, there is no sufficient research conclusion about what is the process of building purchase loyalty and the most powerful factors that influence to it. In this study, the process of building purchase loyalty is divided into three levels; characteristics of community site such as content superiority, site vividness, navigation easiness, and customerization, the mediating variables such as self congruency, consumer experience, and consumer to consumer interactivity, and finally various factors about online community loyalty such as visit loyalty, affect, trust, and purchase loyalty are those things. And the findings of this research are as follows. First, consumer-to-consumer interactivity is an important factor to online community purchase loyalty and other loyalty factors. This means, in order to interact with other people more actively, many participants in online community have the willingness to buy some kinds of products such as music, content, avatar, and etc. From this perspective, marketers of online community have to create some online environments in order that consumers can easily interact with other consumers and make some site environments in order that consumer can feel experience in this site is interesting and self congruency is higher than at other community sites. It has been argued that giving consumers a good experience is vital in cyber space, and websites create an active (rather than passive) customer by their nature. Some researchers have tried to pin down the positive experience, with limited success and less empirical support. Web sites can provide a cognitively stimulating experience for the user. We define the online community experience as playfulness based on the past studies. Playfulness is created by the excitement generated through a website's content and measured using three descriptors Marketers can promote using and visiting online communities, which deliver a superior web experience, to influence their customers' attitudes and actions, encouraging high involvement with those communities. Specially, we suggest that transcendent customer experiences(TCEs) which have aspects of flow and/or peak experience, can generate lasting shifts in beliefs and attitudes including subjective self-transformation and facilitate strong consumer's ties to a online community. And we find that website success is closely related to positive website experiences: consumers will spend more time on the site, interacting with other users. As we can see figure 2, visit loyalty and consumer affect toward the online community site didn't directly influence to purchase loyalty. This implies that there may be a little different situations here in online community site compared to online shopping mall studies that shows close relations between revisit intention and purchase intention. There are so many alternative sites on web, consumers do not want to spend money to buy content and etc. In this sense, marketers of community websites must know consumers' affect toward online community site is not a last goal and important factor to influnece consumers' purchase. Third, building good content environment can be a really important marketing tool to create a competitive advantage in cyberspace. For example, Cyworld, Korea's number one community site shows distinctive superiority in the consumer evaluations of content characteristics such as content superiority, site vividness, and customerization. Particularly, comsumer evaluation about customerization was remarkably higher than the other sites. In this point, we can conclude that providing comsumers with good, unique and highly customized content will be urgent and important task directly and indirectly impacting to self congruency, consumer experience, c-to-c interactivity, and various loyalty factors of online community. By creating enjoyable, useful, and unique online community environments, online community portals such as Daum, Naver, and Cyworld are able to build customer loyalty to a degree that many of today's online marketer can only dream of these loyalty, in turn, generates strong economic returns. Another way to build good online community site is to provide consumers with an interactive, fun, experience-oriented or experiential Web site. Elements that can make a dot.com's Web site experiential include graphics, 3-D images, animation, video and audio capabilities. In addition, chat rooms and real-time customer service applications (which link site visitors directly to other visitors, or with company support personnel, respectively) are also being used to make web sites more interactive. Researchers note that online communities are increasingly incorporating such applications in their Web sites, in order to make consumers' online shopping experience more similar to that of an offline store. That is, if consumers are able to experience sensory stimulation (e.g. via 3-D images and audio sound), interact with other consumers (e.g., via chat rooms), and interact with sales or support people (e.g. via a real-time chat interface or e-mail), then they are likely to have a more positive dot.com experience, and develop a more positive image toward the online company itself). Analysts caution, however, that, while high quality graphics, animation and the like may create a fun experience for consumers, when heavily used, they can slow site navigation, resulting in frustrated consumers, who may never return to a site. Consequently, some analysts suggest that, at least with current technology, the rule-of-thumb is that less is more. That is, while graphics etc. can draw consumers to a site, they should be kept to a minimum, so as not to impact negatively on consumers' overall site experience.

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