• Title/Summary/Keyword: online community behavior

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Musical Identity Online: A "Netnographic" Perspective of Online Communities

  • Strubel, Jessica;Pookulangara, Sanjukta;Murray, Amber
    • International Journal of Costume and Fashion
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    • v.13 no.2
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    • pp.15-29
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    • 2013
  • Today's technology enables consumers to trade millions of dollars, conduct online banking, access entertainment, and do countless other activities at the click of a button. Online social networks (OSN) have become a cultural phenomenon that allows for individualistic consumerism. Consumers are increasingly utilizing OSN to share ideas, build communities, and contact fellow consumers who are similar to themselves. The relevance of online communities to the music is immense especially because musicians are now using social media to build global audiences. Not only is information about music and performance disseminated online, but musical commodities are sold and traded online. Online music communities allow consumers to elect and create new identities online through the purchase of subcultural commodities. Given the growing economic importance of online music communities it is important to get a holistic view of subcultural communities online. This study utilized content analysis of online music community websites using the Netnography methodology as developed by Kozinet for data collection to analyze consumers' purchasing and consumption behavior of subcultural commodities online as related to the formation of subcultural identities. Findings showed that subcultural items are predominantly purchased online, especially digital music, and there is a need for more custom craft items. The authors presented a new conceptual taxonomy of online subcultural consumer classifications based on online behavior patterns.

The Relationship of Interest and Flow of Study and Game in the Online Community (온라인 커뮤니티에서 공부와 게임의 재미와 플로우 관계)

  • Kwon, Soon-Jae
    • The Journal of Information Systems
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    • v.21 no.2
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    • pp.161-180
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    • 2012
  • One of them is online community which is popular among this modern society. However, it is not appropriate to suggest that online community is solely for personal usage or solely for work-related usage. The usage of online community goes beyond only one purpose. On the other hand, our daily activities whether personal or work-related activities are usually accompanied with preconception ideas whether it is a fun activity or not. However, even with this preconception, individuals are still enjoying themselves while doing activities that are considered as boring or mundane. Furthermore, individuals are really into the activities that they forgot about their surrounding and found themselves being in flow while conducting these activities. Unfortunately, there is little research done in South Korea addressing this emotion related factors. Because of that, more research concerning emotion related factors need to be conducted to better understand users behavior especially in online environment. With regards to that concern, this research studied two distinct everyday activities which are studying and playing games in online community. It is expected that when an individual feels more enjoyable and feels more comfortable, it will be more likely for them to be more satisfied. This satisfaction will lead them to being in a flow state. Hence, this study proposed three hypotheses. In order to investigate these three hypotheses, studies were conducted in two stages. The first stage was conducted in order to derive the implicit knowledge about fun from the participants. The second stage was done by an empirical study. It was conducted with two sample groups. The first group is the study group and the second group is the play games group. There were asked a set of questionnaires related to their enjoyment, comfort, satisfaction and flow while conducting the relevant activity. The results showed that both groups reached the state of flow regardless whether they belong to the study group or play games group. Therefore, the preconception idea about an activity does not promote or prevent individuals from feeling enjoyment, feeling comfortable and achieve satisfaction while conducting those activities.

A Comparison of Children's behavior patterns between in Real World and in On-line Game World - Focused on Users of the Online Game "Lineage" - (초등학생의 온라인게임 라이프스타일과 오프라인에서의 교우관계의 연관성 분석 - '리니지' 이용자를 중심으로 -)

  • Choe, Eun-Jeong;Chang, Geun-Young;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.9 no.3
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    • pp.387-396
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    • 2005
  • The purpose of this research was to find differences of children's behavioral pattern between players and non players of the online game "Lineage" in on-line and off line space. As a result, social behaviors of children who play online games were less active than who don't. Based on their motive and behavior pattern in online world, four behavior patterns in online world were identified; "Single-Oriented", "Community-Oriented", "Off-Real World" and "Discriminative." Off-Real World and Discriminative players were more sociable than Single-Oriented and Community-Oriented players. And Discriminative player has more self assertive attitude than others. This study may serve as a model to understand how players will respond to the various game features and how they adopt the virtual world for their interpersonal relationships.

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A Study on the Preemptive Measure for Fake News Eradication Using Data Mining Algorithms : Focused on the M Online Community Postings (데이터 마이닝을 활용한 가짜뉴스의 선제적 대응을 위한 연구 : M 온라인 커뮤니티 게시물을 중심으로)

  • Lim, Munyeong;Park, Sungbum
    • Journal of Information Technology Services
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    • v.18 no.1
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    • pp.219-234
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    • 2019
  • Fake news threaten democratic elections and causes social conflicts, resulting in major damage. However, the concept of fake news is hard to define, as there is a saying, "News is not fake, fake is not news." Fake news, however, has irreversible characteristics that can not be recovered or reversed completely through post-punishment of economic and political benefits. It is also rapidly spreading in the early days. Therefore, it is very important to preemptively detect these types of articles and prevent their blind proliferation. The existing countermeasures are focused on reporting fake news, raising the level of punishment, and the media & academia to determine the authenticity of the news. Researchers are also trying to determine the authenticity by analyzing its contents. Apart from the contents of fake news, determining the behavioral characteristics of the promoters and its qualities can help identify the possibility of having fake news in advance. The online community has a fake news interception and response tradition through its long-standing community-based activities. As a result, I attempted to model the fake news by analyzing the affirmation-denial analysis and posting behavior by securing the web board crawl of the 'M community' bulletin board during the 2017 Korean presidential election period. Random forest algorithm deemed significant. The results of this research will help counteract fake news and focus on preemptive blocking through behavioral analysis rather than post-judgment after semantic analysis.

Issue Recognition and Communicative Behavior of Online Public on a Social Issue: An Application of the Situational Theory of Problem Solving on Nationwide Civil Boycott of Japanese Goods (문제해결 상황이론의 적용을 통한 온라인 공중의 사회적 쟁점인식과 커뮤니케이션 행위 분석: 한·일 관계악화에 따른 일본 불매운동 이슈를 중심으로)

  • Lee, Sangyoun;Rhee, Yunna
    • The Journal of the Korea Contents Association
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    • v.20 no.6
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    • pp.326-341
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    • 2020
  • Based on theoretical background of Situational Theory of Problem Solving(STOPS), we have examined the role of STOPS variables on a group of online public in their issue recognition and communicative behavior on Korea's nationwide civil boycott movement of Japanese goods. Results from 524 survey cases from a Korea's major online community show that two independent variables(Problem Recognition, Referent Criterion) revealed positive in their effect on mediating variable(Situational Motivation in Problem Solving). Situational Motivation also revealed positive in its effect on six dependent variables(Information Forefending, Information Permitting, Information Forwarding, Information Sharing, Information Seeking, Information Attending) of Communicative Behavior. Involvement Recognition and Constraint Recognition revealed positive without proper statistical significance. As a result, study on the case of online public in Korea supports STOPS theory as high-level of Problem Recognition and Referent Criterion effects on Communicative Behavior in positive way via Situational Motivation. Implications from the findings have discussed and proposed suggestions for government public relations and further studies.

An Exploratory Study for Identifying Success Factors in On-line Games: Analysis of Game players` Behavior (국내 온라인게임의 게이머 형태 분석을 통한 성공요인 연구)

  • Jung, Jai-Jin;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.10D no.6
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    • pp.1049-1058
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    • 2003
  • The last few years have been a boom time for the online gaming industry. Internet-based online games have made an increasingly popular form of entertainment. The gaming industry estimates that online gaming players reach over 26 million in 2002. The rapid development of online game-contents and related information technology shall increase the size of industry and have a profound impact on many ways of our living and sociaty. This paper develops the exploratory LISREL model for identifying the factors attecting the players' loyalty for some specific brand of online games. The concept of flow, word of mouth, feedback, challenge, social norms, and online community activities, etc, are all introduced into the model, as the independent variables affecting the loyalty directly and indirectly. Based on data collected from online questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between the loyalty, flow, word of mouth and other set of independent vareables. It is hoped that this result might provide the useful guidelines for developing the successful online game contents.

A Study on the Effects of Learners' Knowledge Sourcing Behavior on the Knowledge Utilization Outcomes in Social Learning Community (소셜 러닝 커뮤니티에서 학습자의 지식소싱 행위가 지식활용 성과에 미치는 영향)

  • Han, Sang-Woo
    • Journal of the Korean Society for information Management
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    • v.31 no.2
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    • pp.173-188
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    • 2014
  • This research aims to analyze empirically the effects of learners' knowledge sourcing behavior on the knowledge utilization outcomes in a social learning community. This kind of virtual community is of service to users who not only produce but also share a variety of valuable knowledge which is created based on relationships and interactions among learners. In order to conduct the study, a group of learners was made of 55 undergraduate students who were majoring in social science. The data was collected by online survey at the end of the term and multiple regression methods have been used for empirical analysis. The study shows that dyadic knowledge sourcing and published knowledge sourcing both have significant effects on knowledge reuse and knowledge adaptation. In addition, knowledge adaptation and knowledge innovation were affected by group knowledge sourcing. The research results help to select appropriate knowledge sourcing behavior depending on one's purpose of knowledge use.

The Influence of Self-discrepancy in Virtual and Cross Worlds on Individuals' Activities in Online Communities (가상세계 및 공간간의 자기차이가 온라인 커뮤니티 활동에 미치는 영향에 관한 연구)

  • Lee, Ju-Min;Shin, Kyung-Shik;Suh, A-Young
    • The Journal of Society for e-Business Studies
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    • v.16 no.3
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    • pp.23-45
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    • 2011
  • People could possess different self-identity under virtual world from physical world because of anonymity of the virtual world and this difference could influence their behavior in the virtual world. Based on self-discrepancy theory, this research proposes that continuous use model in self-expression goal. We defined the difference bet ween actual self~identity and ideal self~identity in the virtual world as "self-discrepancy in virtual world", and the difference between actual self-identity in the physical world and actual self-identity in the virtual world as "cross-world self-discrepancy". Before testing hypothesis, we compare the actual self-identity in the online community with the actual self-identity in the physical world, and with ideal self-identity in the virtual world. We derived an index for two different types of self-identity in terms of Personal Self-identity and Social Self-identity through factor analysis. Our results show that online community members have a higher level of ideal self-identity than actual self-identity in online community, and they have better personal self-identity in online community than physical world while a lower level of social self-identity in online community than physical world. The results of the hypothesis testing analysis based on 300 respondents showed that "self-discrepancy in virtual world" negatively influenced perceived usefulness for self-expression while "cross-world self-discrepancy" positively influenced perceived usefulness for self-expression. The perceived usefulness for self-expression and ease of use positively influence both continuous use and knowledge contribution. Specially, the effect of perceived usefulness for self-expression on knowledge contribution is much bigger than the effect of ease of use. This study extends self-discrepancy theory to virtual worlds by suggesting various types of self-discrepancy and by applying the effect of self-discrepancies in online community. Also, this study extends technology acceptance model in the personal goal in terms of self-expression. This study hopes to offer practical insights by suggesting positive effect of self-discrepancy on behavior in the online community.

Public Trust in Community Pharmacists in South Korea: A Survey Study

  • Yoon, Sung Won;Han, Hye Sung;Park, Hae-Young;Sohn, Hyun Soon
    • Korean Journal of Clinical Pharmacy
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    • v.31 no.4
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    • pp.301-310
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    • 2021
  • Background: Trust is a key component for the good relationship between patients and healthcare professionals but trust for community pharmacists has not been studied much. Objectives: This study aimed to measure public trust in community pharmacists and to investigate variables that affect trust level in South Korea. Methods: A total of 25 questions, including 13-items for three dimensions of trust (pharmacists' behavior/attitude, technical competence, communication skills) and 1-item for overall trust were developed. The survey was conducted online and the data from 416 respondents were analyzed with a t-test, an ANOVA and a multiple linear regression analysis. Results: The average scores (mean ± standard deviation) for the three dimensions of trust in community pharmacists were 3.47±1.05 (out of 5 points) for pharmacists' behavior/attitude, 3.67 ± 0.99 for technical competence, and 3.66±0.99 for communication skills. The average of the 13 items incorporating all parameters was 3.56±1.02 and the overall trust level was 7.16±1.62 (out of 10 points). The total sum of the 13 items differed significantly by age group (p=0.02) and frequency of pharmacy visits (p=0.04). Each dimension had an independent impact on the trust level, and pharmacists' behavior/attitude had the greatest impact on trust levels. Conclusions: This study showed that pharmacists' behavior/attitude had the most significant impact on the trust level. However, the level of trust in pharmacists' behavior/attitude is not yet sufficiently satisfactory, and further improvements are required to increase trust in community pharmacists.

The Relationship between Parenting Stress and Health Promotion Behavior of Working Women: Mediating Effect of Supporting Resources (직장여성의 양육 스트레스와 건강증진행위의 관계: 지지자원의 매개효과)

  • Lee, Gwijin;Lee, Jinhwa;Lee, Bokim
    • Research in Community and Public Health Nursing
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    • v.32 no.4
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    • pp.529-539
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    • 2021
  • Purpose: The purpose of this study was to understand the parenting stress and health promotion behavior of working women, and to investigate the mediating effect of supporting resources. Supporting resources were set as social support of spouse and community, and institutional support of the organization to which the subject belongs based on previous studies and an ecological system theory. Methods: The participants were composed of 214 female workers residing in 17 cities and provinces nationwide and having at least one child aged 1~12 years old. Data were collected online from February 19 to February 28, 2021. The collected data were analyzed using the SPSS 20.0 program to understand the level and correlation of the general characteristics and major variables, and to test the mediating effect, after controlling the variables significantly from univariate analysis, step regression analysis was performed. Results: Among the supporting resources, the mediating effect of social support of spouse and community was statistically significant. Conclusion: These findings suggest that it is necessary to seek ways to increase the social support of working women's spouses and people around them in order to increase the health promotion behavior of working women.