• Title/Summary/Keyword: group experience

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Effects of Word-of-Mouth and Assurance on Trust in the Internet Shopping Mall Environments: The Moderation Effect of Ease of Product Evaluation (인터넷 쇼핑몰에서 구전과 보증이 신뢰에 미치는 영향 : 제품평가 용이성의 조절효과를 중심으로)

  • Lee, Kyu-Ha;Kwahk, Kee-Young
    • Knowledge Management Research
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    • v.15 no.3
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    • pp.141-168
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    • 2014
  • Purchasing through Internet shopping mall has more uncertainty compared with offline shopping mall. Previous studies have presented that trust plays a role of reducing uncertainty and increasing purchasing intention. In this study, we suggest that third-party assurance and word-of-mouth contribute to the formation of trust. In addition, we also propose that ease of product evaluation plays moderating roles in the relationships between third-party assurance, word-of-mouth and trust. For this study, we collected sample data from two groups consisting of online shoppers purchasing the search goods and experience goods categorized by type of ease of product evaluation. Empirical results show that word-of-mouth and third-party assurance have different effects on trust in two groups. The third-party assurance has a stronger impact on trust in online shopping group of the search goods than in the experience goods, while word-of-mouth in the online community has a stronger impact on trust in online shopping group of the experience goods than in the search goods. We expect that this result will provide researchers and managers who are interested in trust formation factors in online shopping mall with useful theoretical and practical implications.

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The Meaning of Vaginal Delivery to Primiparous Mothers (초산모의 질분만 경험)

  • 송미승;이미라
    • Journal of Korean Academy of Nursing
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    • v.22 no.4
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    • pp.444-453
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    • 1992
  • Recent research reported that postpartum mothers showed different responses according to the type of delivery, and though most mothers preferred vaginal delivery to cesarean section, the numbers of negative comments about the delivery experience were higher in a vaginal delivery group than in a cesarean section group. This study set out to understand the meaning of vaginal delivery as perceived by mother who delivered their babies vaginally and how the mothers felt about their delivery experience. The subjects of this study were 17 primiparous mothers right after vaginal delivery in one university affiliated hospital. Date were collected from March to April, 1992 through interviews lasting 20∼30 minutes using open ended questions about the delivery experience. The data were analyzed by Giorgi's phenomenological analysis method and categorized according to similarity of countent. The meaning of the vaginal delivery was grouped in to four categories and the reason for vaginal in to three. One category of the meaning of vaginal delivery was pain, consisting of the subcategories too painful, want to be rid of the pain, unbearable pain and bearable pain. Another cutegory was a sense of accomplishment containing the subgroups wonderful, good and being finished, The third category was the feeling of becoming a mother The fourth category was that of not having any sense yet of the experience. The reasons for preference for vaginal delivery to a cesarean section were categorized in to the instinctive thinking that vaginal delivery was the natural method, a shortened period of recovery and a lower incidence of complications and a stronger feeling of maternal identity.

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Children′s Peer Acceptance, Reciprocity of Best friendship, and Psychosocial Adjustment (학령기 아동의 또래수용 및 가장 친한 학급 친구의 상호성에 따른 심리사회적 적용)

  • 정윤주
    • Journal of the Korean Home Economics Association
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    • v.42 no.7
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    • pp.19-32
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    • 2004
  • This study examined how school-age children's peer acceptance and friendship experience were related to their psychosocial adjusment. Peer acceptance was examined in terms of sociometric status and social preference, and the friendship experience was examined in terms of the reciprocity of best friendship. The subjects were 275 children in the 4th or 5th grades. It was found that sociometric status and the reciprocity of best friendship were significant predictors of the level of loneliness that children experienced. Interaction between children's social preference score and the reciprocity of best friendship was also a significant predictor of the children's experience of loneliness. That is, the degree to which children are accepted by their peer group predicts the level of loneliness that children experience, but the strength of the prediction depends on whether the children have reciprocal best friends. Is for children's self-esteem in relation with sociometric status and the reciprocity of best friendship, only sociometric status was significant predictor of children's self-esteem. However, interaction between social preference and the reciprocity of best friendship was a significant predictor of children's self-esteem. This finding suggests that the degree to which children are accepted by their peer group predicts the level of children's self-esteem, and the strength of the prediction depends on whether the children have reciprocal best friends.

A Study on the Benefits Sought and the Rental Intension According to Rental Clothing Experience (의류 대여 경험에 따른 추구혜택과 대여의도)

  • Shim, Joon-Young;Kim, Yong-Sook
    • Korean Journal of Human Ecology
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    • v.13 no.4
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    • pp.599-607
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    • 2004
  • The purpose of this study is to identify the factors of benefits sought and rental intension based on the rental experience of clothing. To collect the data, 520 sheets of questionnaires, mostly self-administered, were used. And they were analyzed by SPSS(Ver. 10.0): frequencies, percentage, mean, factor analysis, ANOVA, and stepwise multiple regression. The results are as follows: 1. The most frequently-rented clothing items include a wedding dress and a graduation gown. The respondents were divided into 3 groups based on the rental experience: the light-experienced, the medium-experienced, and the heavy-experienced; 2. Factors of benefits sought in rental clothing include wearer compatibility, reasonability, condition compatibility, space saving, and conformity, and the total variance is 64.61%; 3. The heavy-experienced group tends to pursue wearer compatibility, reasonability, space saving, and conformity. The elder housewives with higher education who spend much on clothing belong to that group. The light-experienced includes male university students who do not spend much on clothing, and the medium-experienced includes elder employees; 4. Reasonability and clothing rental experience significantly affect rental intention, and their influence is 14.20%.

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Experience on Delivery Room Practice of Male Nursing Students (남자간호학생의 분만실 실습경험)

  • Jung, Ok-Bun;Park, Hyun-Joo
    • Women's Health Nursing
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    • v.17 no.1
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    • pp.64-76
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    • 2011
  • Purpose: This study was to understand the meaning of experience in delivery room practice of male nursing students. Methods: This is qualitative research using focus groups. Data were collected by group interviews from May 22 to June 20, 2010. The focus group interviews were conducted to 14 male nursing students who had experience clinical practice in delivery room. Data were analyzed through Colaizzi's method, in which meaningful statements were extracted. Results: Five theme clusters were identified from thirteen themes and twenty four sub-themes. The five theme clusters were 1) cultural perception of gender role, 2) perceived reality of male nurse, 3) difficulty in approaching clients, 4) counter-educational environment, 5) insight and new perception. Conclusion: For the purposes of remedying male nurse students' problems experienced during clinical practice in delivery room, it seems that there is a need for reeducating nurses' perception of male nurse students and develop programs specially dedicated to clinical practice of male nurse students.

Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

A Survey on Diseases and Symptoms of the nurses who were Employed at the City and University hospitals in Seoul (서울시내 종합병원에 근무하는 간호원들의 질병 및 증상에 관한 조사)

  • 김매자;이선자;박순자
    • Journal of Korean Academy of Nursing
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    • v.5 no.1
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    • pp.70-78
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    • 1975
  • The investigators conducted this survey to find out prevalence of diseases and symptoms of the 812 nurses who were working at the 12 Seoul city and University's hospital in Seoul by retrospective study The results of survey were summarized as follows: 1. Distribution of Prevalence Rate of Diseases and Symptoms. 1) An average prevalence rate of diseases and Symptoms of the nurses/100 persons was 64.3 cases at Present October I.1972 2) The total number of diseases and Symptoms was 522 cases at present Oct, I 1972 for the survey nurses. The prevalence rate of following diseases/100 persons were as, foot sore-11, 3. myopia-9.7, neuralgia-9.6, anemia-9.1, insomnia-8.6 cases and the corrected number percent of prevalence rate of diseases and symptoms of the above diseases into 100 denominator were as follows : foot sore-17.6% , myopia-15.4%, neuralgia-14.9%, anemia-14.2% insomnia-13.2%. 3) The prevalence rate of diseases and symptoms/100 person for the age group of 45 and over was 140.0 cases and the age of 35-39 years was 27.3 cases. 4) The prevalence rate of diseases and symptoms/100 persons by the rotation system of nurses'duty/day were as follows: two shift system rotation-86.7 cases, three shift system rotation-67.9 cases and day duty only was 56.2 cases, 5) The prevalence rate of diseases and symptoms/100 person by the basic nursing education background seemed to be lower occurrence against to the higher education and it was 94.4 cases at the Technical Nursing High School graduates. 6) The prevalence rate of diseases and symptoms/100 persons by the marital status of the nurses were as follows; single-64.8 cases, married-48, 7 cases, and widowed-28.6 cases. II. Relationship Between working Experience and prevalence of the Disease and symptoms. 1) There were no relationship by statistical test between prevalence of eye disease and experience at the eye ward(p〉0.05), skin disease and experience at the dermatology ward (p〉0.05), foot sore and experience at the operating room (p〉0.05), varicose vein and experience at the operating room (p〉0.05), sore finger and experience at the central supply room (p〉0.05), infectious disease and experience at the isolation ward(p〉0.05). 2) There was significant relationship by statistical test between pulmonary tuberculosis and experience at the tuberculosis ward (p〉0.05) prevalence of pulmonary tuberculosis was five times in experienced group than non experienced group.

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Experience of Aging Simulation Clothes among Undergraduate Nursing Students (간호대학생의 노인체험복 착용경험에 관한 연구)

  • Jeong, Hyesun;Kim, Eungjong;Kim, Junghee
    • 한국노년학
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    • v.30 no.1
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    • pp.141-157
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    • 2010
  • This quasi-experimental study examined the experience of simulation clothes and its effects among undergraduate nursing students. Method: The experimental group consisted of 44 sophomore students in a diploma nursing program, while 41 students comprised the comparison group. Only the experimental group experienced the functional decline of aging after taking on simulation clothes. Homogeneity between the groups was analyzed using t-test, and Fisher's exact test. Paired t-test and t-test were adopted for testing changes of attitudes and awareness of supporting elders. In addition, contents of students' reports of the aging simulation experience were analyzed. Results: No significant quantitative effect was observed in attitudes toward elders and awareness of supporting elders. However, the simulation experience seemed to have enhanced students' understanding of elders and of basic elder care as well. Furthermore, the students could think of preparing for their later lives. Conclusion: The experience of simulation clothes is a meaningful learning opportunity in gerontological nursing curriculum. Students' experiences need to be shared and reinforced in a discussion session. Safety should be secured in the process of the experience. The simulation experience can be further developed to raise its quality.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.