• 제목/요약/키워드: intention to continuously use

검색결과 108건 처리시간 0.025초

개인혁신성과 자기효능감이 모바일 배달 어플리케이션 서비스 이용의도에 미치는 영향 (Intention to Use Mobile Delivery Application Services, Depending on Personal Innovativeness and Self-Efficacy)

  • 박민희;권만우
    • 한국콘텐츠학회논문지
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    • 제17권5호
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    • pp.440-448
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    • 2017
  • 본 연구는 모바일 배달 어플리케이션 서비스에 대한 사용자의 개인적 특성이 이용의도에 미치는 영향요인을 확인하고 검증하였다. 이를 위해 기술수용모델(TAM)을 연구모형으로 채택하고, 모바일 배달 어플리케이션 사용자 300명을 대상으로 설문조사를 실시하였다. 연구결과, 먼저, 개인혁신성은 인지된 용이성과 인지된 유희성에, 자기효능감은 인지된 용이성에 긍정적인 영향을 미치는 것으로 나타났다. 다음으로, 인지된 용이성은 인지된 유용성과 인지된 유희성에 긍정적인 영향을 미치는 것으로 나타났으며, 인지된 유용성과 인지된 유희성은 이용의도에 긍정적인 영향을 미치는 것으로 나타났다. 마지막으로 개인혁신성과 자기효능감은 서비스 이용의도에 유의한 간접효과가 있음을 검증하였다. 본 연구는 향후 모바일 배달 앱 서비스 개발에 있어 사용자의 개인적 특성과 서비스에 대한 인식을 고려한다면, 사용자의 자발적이고 지속적인 사용을 유도할 수 있음을 시사한다.

차량호출 모빌리티 서비스 지속이용의도의 영향요인 및 조절요인 연구 (The Influencing Factors and Moderating Factors on Intention to Continuously Use Car-Hailing Mobility Service)

  • 이애리
    • 경영정보학연구
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    • 제23권4호
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    • pp.103-125
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    • 2021
  • 정보통신기술(ICT) 혁신과 함께 모빌리티(Mobility) 서비스가 빠르게 발전하고 있다. 최근 사용자의 수요에 맞는 온디맨드(On-demand)형 모빌리티 플랫폼 시장이 성장세에 있으며, 스마트폰을 활용하여 사용자들이 보다 편리하게 서비스를 호출하고 실시간으로 연결 상황을 확인하며 이용할 수 있는 환경이 제공되고 있다. 본 연구에서는 카카오 택시, UT 택시 등과 같은 차량호출 모빌리티 서비스를 중심으로 이에 대한 사용자의 인식과 경험 현황을 조사하고, 차량호출서비스의 지속사용의도에 대한 영향요인을 환경적/도구적 혜택과 드라이버/플랫폼에 대한 신뢰에 초점을 두고 분석하였다. 특히, 본 연구는 혁신성과 ICT 활용정도에 따라서 이들 영향력 관계가 달라질 수 있는지 분석하였다. 연구 결과, 인지된 혜택(환경적 혜택, 편리성 및 경제성의 도구적 혜택)과 드라이버에 대한 신뢰가 플랫폼에 대한 신뢰를 높이는데 유의한 영향을 미쳤고, 플랫폼에 대한 신뢰가 높으면 차량호출서비스의 지속사용의도가 증가하는 것으로 분석되었다. 또한 개인의 혁신성 정도에 따라 인지된 환경적 혜택과 경제성 혜택이 플랫폼 신뢰도에 미치는 영향력이 다르게 나타났고, ICT 활용정도에 따라서 편리성 및 경제성 혜택의 플랫폼 신뢰도에 대한 영향력이 다르게 나타났다. 본 연구 결과를 참조하여, 모빌리티 서비스 제공자들은 차량호출서비스에 대한 사용자들의 인식과 신뢰도의 현주소를 파악하고 개인의 특성에 맞는 서비스 홍보 전략을 구사할 수 있을 것이다.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.

정보기술 수용 후 주관적 지각 형성: 사용 경험에서 형성된 습관, 기대일치, 자기효능감의 역할 (What happens after IT adoption?: Role of habits, confirmation, and computer self-efficacy formed by the experiences of use)

  • 김용영;오상조;안중호;장정주
    • Asia pacific journal of information systems
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    • 제18권1호
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    • pp.25-51
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    • 2008
  • Researchers have been continuously interested in the adoption of information technology (IT) since it is of great importance to the information systems success and it is also an important stage to the success. Adoption alone, however, does not ensure information systems success because it does not necessarily lead to achieving organizational or individual objectives. When an organization or an individual decide to adopt certain information technologies, they have objectives to accomplish by using those technologies. Adoption itself is not the ultimate goal. The period after adoption is when users continue to use IT and intended objectives can be accomplished. Therefore, continued IT use in the post-adoption period accounts more for the accomplishment of the objectives and thus information systems success. Previous studies also suggest that continued IT use in the post-adoption period is one of the important factors to improve long-term productivity. Despite the importance there are few empirical studies focusing on the user behavior of continued IT use in the post-adoption period. User behavior in the post-adoption period is different from that in the pre-adoption period. According to the technology acceptance model, which explains well about the IT adoption, users decide to adopt IT assessing the usefulness and the ease of use. After adoption, users are exposed to new experiences and they shape new beliefs different from the thoughts they had before. Users come to make decisions based on their experiences of IT use whether they will continue to use it or not. Most theories about the user behaviors in the pre-adoption period are limited in describing them after adoption since they do not consider user's experiences of using the adopted IT and the beliefs formed by those experiences. Therefore, in this study, we explore user's experiences and beliefs in the post-adoption period and examine how they affect user's intention to continue to use IT. Through deep literature reviews on the construction of subjective beliefs by experiences, we draw three meaningful constructs which theoretically have great impacts on the continued use of IT: perceived habit, confirmation, and computer self-efficacy. Then, we examine the role of the subjective beliefs on the cognitive/affective attitudes and intention to continue to use that IT. We set up a research model and conducted survey research. Since IT use implies interactions among a user, IT, and a task, we carefully selected the sample of users using same/similar IT to perform same/similar tasks, to exclude unwanted influences of other factors than subjective beliefs on the IT use. We also considered that the sample of users were able to make decisions to continue to use IT volitionally or at least quasi-volitionally. For each construct, we used measurement items recognized for reliability and widely used in the previous research. We slightly modified some items proper to the research context and a pilot test was carried out for forty users of a portal service in a university. We performed a full-scale survey after verifying the reliability of the measurement. The results show that the intention to continue to use IT is strongly influenced by cognitive/affective attitudes, perceived habits, and computer self-efficacy. Confirmation affects the intention to continue indirectly through cognitive/affective attitudes. All the constructs representing the subjective beliefs built by the experiences of IT use have direct and/or indirect impacts on the intention of users. The results also show that the attitudes in the post-adoption period are formed, at least partly, by the experiences of IT use and newly shaped beliefs after adoption. The findings suggest that subjective beliefs built by the experiences have deep impacts on the continued use. The results of the study signify that while experiencing IT in the post-adoption period users form new beliefs, attitudes, and intentions which may be different from those of the pre-adoption period. The results of this study partly demonstrate that the beliefs shaped by the behaviors, those are the experiences of IT use, influence users' attitudes and intention. The results also suggest that behaviors (experiences) also change attitudes while attitudes shape behaviors. If we combine the findings of this study with the results of the previous research on IT adoption, we can propose a cycle of IT adoption and use where behavior shapes attitude, the attitude forms new behavior, and that behavior shapes new attitude. Different from the previous research, the study focused on the user experience after IT adoption and empirically demonstrated the strong influence of the subjective beliefs formed in the post-adoption period on the continued use. This partly confirms the differences between attitudes in the pre-adoption and in the post-adoption period. Users continuously change their attitudes and intentions while experiencing (using) IT. Therefore, to make users adopt IT and to make them use IT after adoption is a different problem. To encourage users to use IT after adoption, experiential variables such as perceived habit, confirmation, and computer self-efficacy should be managed properly.

버스정보안내기 이용요인 및 활성화 방안에 관한 실증연구 : 부산광역시를 중심으로 (An Empirical Study on the Factors to Affect a BIS Use and Its Vitalization Plan : Busan Metropolitan City)

  • 김순자;홍순구;차윤숙;김종원
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.1-14
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    • 2013
  • The government has implemented operating the bus information terminal (hereinafter, 'BIT') to use by building it at a major bus station to solve the problem of traffic congestion. Busan Metropolitan City has been continuously expanding the installation of 'BIT' since 2003. However, there are few research on the factor to use and satisfaction survey on 'BIT' from the perspective of the users. This study, in an effort to inquire into the 'BIT' utilization factor and its vitalization plan, conducted a face to face survey of 172 citizens who had the experience in the 'BIT'. The result of the data analysis showed that usability, convenience, and availability were the critical factors for a BIT use. In addition, the general intention to use 'BIT' was found to be very high as much as 90.7%. The contributions of this study are as follows. The academic contributions is that it proved the relationship between usability, convenience and the intention to use suggested by the information technology acceptance model is supported even in case of 'BIT.' For the practitioners this study provides ground data for a local government to make a plan of a BIT extension.

SNS 품질 특성이 사용자 만족도와 지속적 사용의도에 영향을 미치는 요인에 관한 연구 (Factors Affecting the Quality of Social Network Service on User Satisfaction and Continuance Usage Intention)

  • 김병곤;윤일기
    • Journal of Information Technology Applications and Management
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    • 제21권1호
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    • pp.35-51
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    • 2014
  • The popularity of Social Network Service (SNS) providing web sites has increased continuously by using a variety of mobile devices. The study results show that security of SNS, efficiency of SNS, safety, empathy of SNS quality, easy of use of SNS, assurance of SNS, service variety of SNS are having positive impact to some degree on the user satisfaction. Further, the user satisfaction of SNS users have a positive impact on the continuance usage intention of SNS users. This results show that various SNS qualities are necessary to actively explore and obtain further information that users intend to find, while they are insufficient in function to provide the information other users require or exchange information with other users through the SNS.

병원 및 개인의 특성에 따른 전자상거래 시스템 만족도의 차이 (Differences of e-commerce system satisfaction by hospital and health care managers' characteristics)

  • 박재성;김혜숙
    • 보건의료산업학회지
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    • 제3권1호
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    • pp.59-65
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    • 2009
  • This study was trying to find the differences of the levels of e-commerce system satisfaction and a relationship between system satisfactions and behavioral intention to use e-commerce system continuously. Based on the previous studies, we identified the factors of system satisfaction that were consist of system readiness, accuracy, content, ease of use, timeliness and IT Support. The system satisfaction levels of martial status and the training status of hospitals had significant differences. In martial status, un-married managers had higher levels of ease of use and timeliness than the married. In this result, we might consider an age effect for younger persons are more likely to use IT and have more satisfaction perceptions. Rather than training hospitals, non-training hospitals had higher level of ease of use and IT support, which could be interpreted as e-commerce systems of training hospitals might not match their own managerial purposes and need an improvement of their system functionalities. This study also identified that the factors of system satisfaction has a relationship with behavioral intentions. Except accuracy and IT support of all six system satisfaction factors, four factors were significantly correlated with system usage intentions in their e - commerce works.

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금융업의 인공지능(AI) RPA 지속사용의도에 관한 연구 (A Study on the Continues Use Intention of Artificial Intelligence RPA in the Financial Industry )

  • 서경록;박현숙
    • 산업진흥연구
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    • 제8권1호
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    • pp.55-68
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    • 2023
  • 본 연구는 금융업 종사자들을 대상으로 금융업에서 이용되는 RPA 프로그램을 지속적으로 사용하고자 하는 의향에 영향을 주는 요인을 알아보기 위함이며, 특히 수용의지와 수용 갈등의 인식이 업무와 정보 기술간의 관계에서 개인의 특성적인 면을 고려해서 파악하고자 함에 그 연구의 목적이 있다. 연구결과, 현재 가장 많이 활용되는 단순 업무 자동화기반의 RPA 보다는 인공지능이 포함된 지능형 프로세스 자동화기반의 RPA시스템을 통하여 디지털화된 기업 전환에 더욱 강화되어야 됨을 확인할 수 있다. 일반적으로 신기술수용을 위해서는 인지부조화의 현상이 두드러지게 나타나지만 금융업에서의 RPA 수용과 지속사용에 대해서는 인지부조화의 현상은 나타나지 않았으며, 보다 전문화된 반복 업무의 자동화에 대해서 상당히 긍정적인 사용자의 인식이 두드러짐을 알 수 있다. 향후 금융업에서 반복 업무에 대한 기술의 적합도가 높아서 보다 노동 조직의 변화가 가속화 될 것으로 사료된다.

모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로 (The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital)

  • 채성욱;강윤정
    • 한국정보시스템학회지:정보시스템연구
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    • 제25권1호
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

VR 특성이 이용자 만족과 지속이용의도에 미치는 영향에 관한 연구 -VR 프레즌스, 이용자 특성, VR 멀미를 중심으로- (Study on the Influence of VR Characteristics on User Satisfaction and Intention to Use Continuously -Focusing on VR Presence, User Characteristics, and VR Sickness-)

  • 장형준;김광호
    • 한국콘텐츠학회논문지
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    • 제18권5호
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    • pp.420-431
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    • 2018
  • 본 연구는 가상현실(VR)을 주제로 이용자 관점에서 프레즌스를 기반으로 만족과 지속 이용 의도에 관한 주제로 접근하였다. 설문조사 기관을 통해 의뢰한 569명의 남녀 이용자들이 느끼는 만족과 이를 매개로 한 지속 이용 의도에 대한 연구를 진행하였다. 연구 내용에서는 독립변수인 VR 프레즌스의 구성 요인을 사실감이나 몰입감, 상호작용으로 설정 하였다. 이용자 특성은 개인의 혁신적 성향이나 몰입의 정도, VR 이용 경험으로 설정 하였다. VR 프레즌스와 이용자 특성 그리고 어지러움이나 시각적 피로도로 대표되는 VR 멀미가 콘텐츠 만족과 시스템 만족에 미치는 관계와 지속 이용 의도에 대해 연구 문제와 모델을 제시하였다. 구조방정식(SEM) 모델을 적용한 연구 문제의 해석으로는 8개의 가설이 모두 채택되었다. 결론에서 VR 콘텐츠의 만족을 높이는 요인과 지속적 이용 의도에 가장 큰 영향력으로 작용하는 콘텐츠 만족이 본 연구가 제시하는 핵심 시사점으로 나타났다.