• Title/Summary/Keyword: Website Attitude

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An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3777-3785
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    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

Perceived Product Value and Attitude Change Affecting Web-based Price Discount Level and Scarcity (웹 기반 가격할인 수준과 희소성이 영향을 주는 지각된 제품 가치와 태도 변화)

  • Zhang, Yutao;Lim, Hyun-A;Choi, Jaewon
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.157-173
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    • 2018
  • Purpose Product characteristics and price value in website have strongly effects on customer satisfaction. Especially, in the online shopping site, the scarcity limits the customer's opportunity to purchase the product. Thus scarcity has been proposed as a important factor that makes the customer highly aware of the merchantability of the product. The scarcity in the web store is used as an important variable to make purchasing decisions of users easier by psychological pressure. In the case of scarce products with price discounts in online commerce, advertising formats that highlight scarcity value in the web commerce market are very effective in enhancing purchase intentions of consumers. Unlike offline stores, the importance of scarcity becomes more important when reflecting the characteristics of online commerce. Therefore, this study intends to confirm the influence of the degree of price discounts and scarcity information presented by Web sites on consumer purchase behavior in Web purchase behavior. Design/methodology/approach This study conducted a web-based experimental study on price sensitivity and price discount. Therefore, we created experimental web-sites that offer two stimuli according to the discount rate. The 200 respondents were randomly assigned. The stimuli were fictitious based on tourism products. The first stimulus presented the price discount(15% discount) with basic explanation about the package of the tourist package. The stimuli assigned to the second group were used for groups with high price discount intensity(65% discount). In this way, the two stimuli clearly distinguished the level of price discount intensity. This paper conducted t-test analysis and structural equation to analyze the experiemental results after confirming the reliability and validity. Findings The results of this study are as follows. The difference in price discount intensity (15% vs 65%) with scarcity showed the mean difference among all the variables. Therefore, this study concluded that there is a significant difference between the price discount of 15% and 65% for the acquisition value and transaction value of users. In particular, consumers' purchase intention is greater and product recommendation intensity is stronger when the price discount is 65%. As a result, the high degree of the price discount intensity with scarcity exerts a greater influence on consumers' purchase intentions. Product scarcity also have a significant impact on perceived value of users. Therefore, purchase intention of customers increases when perceived value increases their profit and pleasure feeling.

A study on the signification of visual message in the website - Focus on intro page of automobile company homepage - (웹사이트에 나타난 시각적 메시지의 의미작용 연구 -자동차 기업 홈페이지의 intro page를 중심으로 -)

  • Park, Sang-Hyeok;Lee, Yong-Ho
    • Archives of design research
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    • v.18 no.3 s.61
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    • pp.45-54
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    • 2005
  • Visual messages are fundamental elements for performing communication and indicate the signs which are delivered from the communicator to the communicatee via channels, Generally, we can classify visual messages into two groups; linguistic factors which are rational and deliver abstract concepts and unlinguistic factors which are mental and can be expressed concretely. Especially, web site with receivers' low attention and concentration need images which can attract their attention to visual messages. That is, web site is a medium which allows us to feel visual and emotional experiences. We can call it a standard of sign systems which are consisted of various styles of digital texts. The main purpose of this study lies in that we'll analyze how homepage introductory page as one of the forms of digital text conduces a meaning action to the receivers and that we'll apprehend the structures of images and different types of signs via a semiotic approach and analyze the underlying meaning of the messages. In order to survey the structures of images we'll look into the attitude toward perceiving messages by using semantic differential method which has been developed mostly by Osgood and analyze the visual images by adopting sign types of Fuss. As the signification is created by combining signs, it is significant that we'll analyze the meaning of sings between the transmitters and receivers from the semiotic viewpoint and study the signification systems.

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A Study on Goods Purchase and Facility Use in Badminton Club Members Using the IPA Matrix Analysis (IPA Matrix 분석을 이용한 배드민턴 생활체육 동호인의 용품구매 및 시설 이용에 관한 연구)

  • Ahn, Yong-Duk;Shin, Jeong-Hun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.5
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    • pp.115-128
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    • 2021
  • The purpose of this study is to examine the importance and satisfaction perceived in the purchase of goods and the use of a court in badminton club members. The results will be used for basic data to increase club members and present the methods to activate badminton. The survey on goods, price, programs, facilities, staff, and publicity was conducted. The IPA matrix was applied for data processing. The following conclusions were drawn. First, as a result of analyzing the ranking of importance and satisfaction, the first place of importance was coach's professionalism of staff factors, followed by safety of facility factors and program contents and effects of program factors. The first place of satisfaction was cleanliness and management of facility factors, followed by coach's professionalism of staff factors and staff's kindness of staff factors. Second, as a result of the IPA matrix of importance and satisfaction, Quadrant I included appropriateness of training time and program contents and effect of program factors, parking size and cleanliness and management of facility factors, coach's professionalism and staff's service attitude of staff factors, and customer service and complaint resolution of publicity factors. Quadrant II showed appropriateness of price, value for money, and discount policy of price factors and materials and design of goods factors. Quadrant III included excellent customer service of goods of goods factors, various program construction of program factors, court location and accessibility, and various convenient facilities of facility factors, and various publicity and event programs, website construction, and various publicity strategies of publicity factors. Quadrant IV showed brand value of goods, awareness, and brand specialty of goods of goods factors.

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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