• Title/Summary/Keyword: intention for business

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The Relationship of Individual Trait Factors and Goal Mechanisms with Goal Attainability (목표달성가능성에 영향을 미치는 개인의 특성과 목표달성기제에 관한 연구)

  • Park, Jong-Chul;Choi, Ji-Eun
    • Journal of Distribution Science
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    • v.12 no.11
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    • pp.45-53
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    • 2014
  • Purpose - Goal setting is effective in any domain in which an individual or group has some control over the outcomes. It applies not only to work tasks but also to sports and health, and in various other settings. Its success depends on considering the mediators and moderators determining its efficacy and applicability. This study investigates the individual factors influencing academic goal attainability. Unlike previous studies, we focused on the effect of the relationships between individual traits (passion, tenacity, self-control) and specific motivation (vision, self-efficacy, implementation intentions) with academic goal attainability, rather than the effects of the relationship between commitment and the goal shielding mechanism with goal attainability. Research design, data, and methodology - Data collected through questionnaires were analyzed by the SPSS program. A total of 293 school students, who participated in the TOEIC program, participated in the survey. Slightly more than half were female (male: n=145 vs. female: n=148). We verified nine hypotheses through various statistical methods (reliability analysis, exploratory factor analysis, confirmatory factor analysis, structural equation model for the hypothesis test, bootstrapping test for the mediation test). Results - Data was analyzed in three phases. The first phase involved measurement analysis (i.e., item purification and factor structure confirmation), involving the scales of the three variables of individual traits, three mechanism variables, and goal attainability. The second phase involved estimating the proposed structural relationships among the key constructs (see Figure 1), using the results to test H1 to H9. The final phase involved examining the mediating effects of the three variables (vision, implementation intention, and self-efficacy). The research model shows that the independent variable passion has a significant result with both the mediators-vision and self-efficacy. Further, vision and self-efficacy significantly affect goal attainability. The second variable, self-control, shows a significant effect when mediated by implementation intentions, but the direct relationship between implementation intension and goal attainability shows an insignificant result. However, when further mediated by self-efficacy, it showed a significant effect between self-efficacy and goal attainability. Similarly, the third variable, tenacity, shows an insignificant result when mediated by vision. In contrast, the mediator self-efficacy shows a positive effect between tenacity and goal attainability. Conclusions - This study shows how these individual traits, when mediated with the appropriate motivational factors, resulted significantly in the attainability of academic goals. We may identify several theoretical and practical contributions. Theoretically, we developed a step further in the research into consumer goals and related studies. Future research could examine the effects of different learning goal types and their combinations with performance goals (e.g., learning goals first, then performance goals), different types of goal framing (approach success vs. avoid failure), the relation between goals and cognition (which, by implication, entails all of cognitive psychology), goal hierarchies, and macro goal studies with organizations of different sizes. More studies on the relationship between conscious and subconscious goals would also be valuable.

The Effect of Community Artifacts and Media Richness Elements on the Experiences of the Social Network Game Users : 'Anypang' Case (커뮤니티 요소와 매체 풍요도 요소가 소셜 네트워크 게임 이용자의 이용경험에 미치는 영향 : '애니팡'을 중심으로)

  • Lee, Un-Kon;Kim, Kyong Kyu;Lee, Jung Reul
    • The Journal of Society for e-Business Studies
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    • v.18 no.1
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    • pp.191-211
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    • 2013
  • The deployment of social network service(SNS) makes the social network game(SNG) as the new value added service of SNS be popular. But, a few study had identified the reason of this popularity and the elements of SNG. Based on the social presence theory and media richness theory, we had tried to identify three community artifacts (i.e. persistent labeling, self presentation and deep profiling) and two media characteristics(i.e. vividness and interactivity) as the SNG elements in this research. Then we had empirically validated the effect of these elements on the SNGexperience (i.e. social presence, perceived enjoyment) and behavioral intentions (i.e. Continuous usage intention, willingness to pay and loyalty) of the users. We conducted a survey to the actual SNG users. 243 data were collected and analyzed by PLS algorism. The results indicated that the community artifacts mediated by the social presence and media characteristics could significantly affect on the experiences and behavioral intentions. These findings could contribute to identify what element could be the reason of social network game popularity and could also contribute to design more attractive social network game in practice.

The Strategic Direction for Product and Service Content Development according to Generation Cohorts and Consumption Values : A comparison of Korea and China (한중 50대와 20대의 소비가치 비교연구를 통한 제품 및 서비스 콘텐츠 개발 방향 탐색)

  • Kwon, Junhyun;Han, Semi;Kim, Sook-Eung;Kim, Eunhye
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.1-13
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    • 2018
  • Senior business has been paid attention due to rapid global aging and baby boomers turning 60. However, senior business is not successful as expected because of a lack of understanding of consumers and small size of Korean domestic market. Understanding of senior consumers and overseas markets and providing attractive product and service contents needs to overcome the current challenges. Therefore, this study explores and compares consumers of different generation and different countries. We employ consumption value theory and analyze which consumption values are perceived strongly by each four group(Korean consumers in their 20s, Korean their consumers in 50s, Chinese consumers in their 20s, and Chinese consumers in their 50s). We conducted online survey to compare consumption values among samples of consumers in two countries: Korea and China. There are forty survey instruments in twelve consumption values. The results can be used to develop a strategy for planning, developing, distributing, and promoting product and service contents which consumers, in particular baby boomers, have a strong intention to purchase it.

A Qualitative Exploration of Intentions of Financial Chatbot Service (금융 챗봇 서비스의 사용 의도에 대한 질적 탐색)

  • Kim, Wonil;Yoon, Hyun Shik
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.181-199
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    • 2021
  • Recently, financial companies are promoting chatbot services in line with the reduction of branches and the expansion of non-face-to-face services. However, it is difficult to expand the chatbot services at once in the presence of technical limitations and constraints of internal and external environment. Therefore, it is necessary to analyze the various situations of chatbot service to preemptively identify problems that can occur in stages and seek solutions. This study conducted interviews with 12 field practitioners and researchers to examine the intentions and behaviors of financial chatbot service users and interpreted them using TPB. The study revealed the characteristics of 'feelings and attitudes' such as convenience or inconvenience from the chatbot experience, 'subjective norms' such as herd behavior or the yearning for empathy of others, and 'behavioral control' according to the recognition of difficulty or convenience of chatbot use process. This study shows that this characteristic can affect the intention and actual behavior of users to use chatbot service continuously. In the future research, it is necessary to empirically study specific intentions and influence factors for actual users.

A Study on the Effect of Returned Farming Infrastructure and Returned Farming Characteristics on the Satisfaction after Returning Farming (귀농 인프라와 귀농자의 특성이 귀농 후 만족에 미치는 영향에 관한 연구)

  • Lee, Ji-Hun;Kim, Myung-Soo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.139-148
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    • 2020
  • Through this study, the policy proposals were intended to be presented to the head of the farming policy. Therefore, the meaning of this study is as follows. First, rather than judging the returning farmer on his own, he should provide sufficient information to consult with his family and increase access to agriculture. Second, by opening up SNS and YouTube to returning farmers, they should instill confidence in rural areas by providing them with information about the joy of rural life and the success of farming so that they can easily access information about rural life through villages, youth associations and women's associations. Efforts should be made to create vibrant rural areas by providing infrastructure around farmland, providing various amenities for settling young people and forming a family farmers' association. Third, the head of the return farming policy should come up with customized support policies for the return farming (e.g., one-year farm support, free farm support, institutional sales guarantee, tourism in advanced countries, modernization of farmland facilities). Public relations strategies should also be strengthened so that such policies can lead to agriculture. Finally, the government should provide subsidized economic activities (e.g. Airbnb, donation of expertise and work-related personnel before returning home, rural experience, etc.).

Why Do Users Participate in Hashtag Challenges in a Short-form Video Platform?: The Role of Para-Social Interaction (숏폼 비디오 플랫폼에서 사용자는 왜 해시태그 챌린지에 참여하는가?: 준사회적 상호작용을 중심으로)

  • Li, Yi-Qing;Kim, Hyung-Jin;Lee, Ho-Geun
    • Informatization Policy
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    • v.29 no.3
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    • pp.82-104
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    • 2022
  • One of the interesting social phenomena in short-form video platforms is the hashtag challenge wherein ordinary users are encouraged to create by imitating short viral videos on a particular theme. Despite the increasing popularity of hashtag challenges, theoretical discussion on related user behavior is still very insufficient. In this study, we attempted to examine the impact of micro-influencers in order to understand users' willingness to participate in hashtag challenges. For this purpose, the para-social interaction theory and imitation behavior literature were adopted as key theoretical basis. In an empirical investigation using 243 survey data from TikTok users, our study found that a user's illusion of intimacy with a micro-influencer (i.e., para-social interaction) had significant positive impact on the intention to participate in a hashtag challenge. This study also showed that the degree of para-social interaction in a short-form video platform was determined by both media content-related factors and media character-related factors (i.e., content attractiveness, physical attractiveness, and attitude homophily). Our work in this study provided significant theoretical and practical implications on how to leverage micro-influencers for the success of hashtag challenges in a short-form video platform.

A Case Study of Hyundai Motors: Live Brilliant Campaign for Modern Premium Brand

  • Choi, Myounghwa;Lee, Yoonseo;Koo, Kay Ryung;Lee, Janghyuk
    • Asia Marketing Journal
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    • v.16 no.4
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    • pp.75-87
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    • 2015
  • As more companies become interested in global markets, it has become crucial for firms to create globalized brands whose positioning, advertising strategy, personality, looks, and feel are consistent across nations. The purpose of this study is to investigate the global branding strategy of the Hyundai Motor Company (hereafter HMC) in order to show how the company processes its branding strategy. HMC, one of the leading global companies in the automobile industry, set up its brand identity as "Modern premium", in alignment with their new slogan "New Thinking New Possibilities", in 2011. The aim of the "Modern premium" concept was to provide consumers with new experiences and values beyond their expectations. HMC wanted their consumers to think of their cars as not only a medium of transportation but as a life space, where they can share experiences alongside HMC. In an effort to conduct consumer research in 5 different nations, HMC selected "brilliant" as a key communication concept. The word "brilliant" expresses the functional, experiential, and emotional dimensions of HMC. HMC furthermore chose "live brilliant" as a key campaign message in order to reinforce their communication concept. After this decision, the "live brilliant" campaign was exhibited through major broadcast channels around the world. The campaign was the company's first worldwide brand campaign, where a single message was applied to all major markets, with the goal of building up a consistent image as a global brand. This global branding strategy is worth examining due to its significant contribution to growth generation in the global market. Overall, the 'live brilliant' global brand campaign not only improved HMC's reputation image-wise, with the 'Modern Premium' conceptualization of the brand as 'simple', 'creative' and 'caring', but also improved the consumer's familiarity, preference and purchase intention of HMC. In fact, the "live brilliant" campaign was a successful campaign which increased HMC's brand value. Notably, HMC's brand value increased continuously and reached 9 billion US dollars in 2013, leading it to reach 43rd place in the Global Brand Rankings according to the brand consulting group Interbrand. Its brand value largely surpassed that of Nissan (65th) and Chevrolet (89th) in 2013. While it is true that the global branding strategy of HMC involved higher risks, it was highly successful according to cross-nation consumer research. Therefore, this paper concludes that the global branding strategy of HMC made a positive impact on its performance. We further suggest HMC to combine its successful marketing with social media such as Facebook, Twitter, and Instagram and embrace digital media by extending its brand communication horizon to the mobile internet

A Study on the Determinants of Perceived Social Usefulness and Continuous Use Intention of the Internet of things in the Public Sector (공공부문 사물인터넷의 지각된 사회적 유용성 및 지속사용의도 향상을 위한 결정요인에 관한 연구)

  • Yoon, Seong-Jeong;Kim, Min-Yong
    • Management & Information Systems Review
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    • v.36 no.1
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    • pp.115-141
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    • 2017
  • This study is to find the key factors of the Internet of Things for development in public sector. In previous studies, it is said that Internet of Things can work digital system without human operation and gives a lot of outputs(information) users. Generally, people are a subject of operating digital system in traditional way, while people are an object on the internet of things. In other words, it is possible to work digital system with only networking from things to things. After all, it is reported that these advantages of the Internet of Things make possible to reduce social costs significantly in public sector. However, despite the strengths of the Internet of Things, there is a specific user acceptance of the technology factor for the Internet of Things rarely. It means that developing of the Internet of Things only focuses on the final purpose. If the focus on development meet this purpose, the user is ignored for the specific reason that using a technique. As a result of this, many users gradually decrease the continuous using of the Internet of Things. Thus, in this study, we need to find what critical factors should reflect to the Internet of Things in public sector. To find this result, there is no choice to use Technology Acceptance Model(TAM). Many researchers have proved that Technology Acceptance Model is valid through the four process in model introduction, confirmation, expansion and refinement from 1986 to 2003. The results of this study showed that the result explanatory power of Internet of Things in public sector is the most important factor affecting only perceived social usefulness and ease of use. Finally, it can be seen that the user has a positive attitude toward use, which has a positive effect on the intention to use continuously. The implications of this study are summarized as follows: When the public Internet of Things service is provided, it means that the user can easily understand the result, and when the person and the object communicate the result to each other, they should be able to communicate with each other. This means that a lot of user effort is needed to understand the outcome of the public Internet of Things being provided.

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Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

A Study of the Factors Influencing Adoption of Mobile VoIP: Applying the UTAUT Model (모바일 VoIP 수용에 영향을 미치는 요인 연구 : UTAUT 모형을 중심으로)

  • Kim, Su-Yeon;Lee, Sang Hoon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3238-3246
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    • 2013
  • The progress of Information Technology enables people can communicate each others using the Internet. As a smartphone proliferates, many free mobile VoIP(Voice over IP) application are developed and accepted by smartphone users. In this study we investigate the factors affecting the acceptance of mobile VoIP applications and the structural relationship among these factors. We review the related works and extract the related factors and build a research model describing the causal relationship among these factors. We conduct an empirical study - a survey and statistical analysis - to verify the research model. EFA(Exploratory Factor Analysis) is applied for variables in the survey and SEM(Structural Equation Model) is used to reveal the structural relationship among the factors. We can find that two factors - usefulness of mobile VoIP and social influence - positively affect usage intention and actual use. These findings imply that it is required to emphasize the benefits of mobile VoIP use and add S/W functionalities enhancing social influence.