• Title/Summary/Keyword: online community design

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Understanding and Predicting Online Service Continuance: A Theoretical Integration of User Satisfaction and Technology Acceptance

  • Gang, Yeong-Sik;Lee, Hui-Seok
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2006.11a
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    • pp.453-466
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    • 2006
  • The increasing popularity of the Internet has led to the emergence of online service delivered by websites. Given large investments in these websites, it is important to retain existing customers in online service contexts. In order to understand how website information and system attributes may influence perceived usefulness of using the websites, customer satisfaction, and ultimate continuous usage behaviors, we develop a model to integrate user satisfaction with technology acceptance. Furthermore, this integration is sharpened through the synthesis with research on continuous usage of online service based on customer satisfaction. We then test the model using a sample of 236 respondents who have used one of the most popular Internet blog and community service in South Korea within the last three months. The analysis results suggest that website information and system attributes play key roles in forming continuous intention of the service and perceived playfulness serves as an important moderator toward customer satisfaction. Our model is more likely to help link website design and invesment decisions to the strategy for retaining existing customers in the context of online service.

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The Design and Implementation of Gamification for Online Mentoring : Focusing on the Case of 'Idea Community' in Creative Economy Town (온라인 멘토링을 위한 게이미피케이션의 설계와 구현 : 창조경제타운의 '아이디어 커뮤니티' 사례를 중심으로)

  • Chung, Do-Bum;Jang, Hye-Jeong;Lee, Kyuhong
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.39-50
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    • 2018
  • Today, gamification that appeal to people and provide fun by applying game thinking and elements in many non-game fields is becoming a big issue. This study analyzed the case of 'Idea Community' in Creative Economy Town that combines online mentoring and gamification. In order to foster and select ideas, we conducted the open simulated investment and mentoring. In this process, members are able to acquire experience points and raise the level when doing certain activities. Besides, members felt their sense of accomplishment by receiving internal/external rewards for their activities. The results will be an importance reference for the application of gamification in various fields.

A Study on the Composition and Characteristic of Coworking Space (코워킹 공간구성과 특성에 관한 연구)

  • Han, Hye-Sun
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.276-283
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    • 2013
  • Coworking space is the ideal concept of small companies, freelancers, startups, and entrepreneurs operating out of a shared office space while working independently of one another. The coworkers share the core values of coworking: collaboration, openness, accessibility, sustainability, and community. Little academic research has been completed on the composition of coworking spaces and the businesses that use them. The purpose of this study is to examine the organization and characteristic of coworking space based on domestic and international cases for providing basic data on the coworking space plan. This study examined existing academic literature, media, online sources to assess the environmental background of worldwide coworking space, the current status, conceptualization, and membership plan that can be appled coworking spaces. The case study for coworking space is limited to the space where there is web site that is showed floor plan. Coworking spaces are designed to be environmentally friendly, offering common area with many facilities to encouraging community and collaboration. For creating ideal coworking space, the concept of coworking space must be recognized as a community space for interaction and creativity between people and space. Based on the result of this study, the appropriate zoning, circulation and specific floor plan of coworking space is needed for the next research.

Consumer awareness about mask repurchase intention during coronavirus: The case of Chinese sample

  • Cui, Yu Hua
    • Journal of the Korea Fashion and Costume Design Association
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    • v.23 no.2
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    • pp.93-104
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    • 2021
  • The worldwide coronavirus pandemic has brought to light the importance of having a reliable supply of masks for each person. This study aims to understand the effect of personal awareness (including community, others', and safety awareness) on consumption conformity and the repurchase intention of masks. The research method used the SPSS 22.0 and AMOS 22.0 statistical systems to analyze descriptive statistics in terms of reliability, validity, structural equation modeling, and moderated regression analysis. A total of 272 Chinese participants were recruited via an online survey website (www.sojump.com) from May 1 to May 14, 2020. Findings indicated that mask users' awareness can be categorized into three distinct types: community, others', and safety awareness. The more community and safety awareness is perceived, the higher the level of consumption conformity. In contrast, others' has no statistical effect on consumption conformity or repurchase intention. The positive influence of consumption conformity on the repurchase intention of masks is also weaker than price perception. However, another moderating variable, mask quality, has no moderating effect. The results of this study can help mask manufacturers and distributors retain their customers, resulting in reasonable protective measures while maintaining market order. Theoretical and managerial implications for mask suppliers are also provided.

A Study of Factors Influencing Helpfulness of Game Reviews: Analyzing STEAM Game Review Data (게임 유용성 평가에 미치는 요인에 관한 연구: 스팀(STEAM) 게임 리뷰데이터 분석)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.33-44
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    • 2017
  • With the development of the Internet environment, various types of online reviews are being generated and exchanged among consumers to share their opinions. In line with this trend, companies are making efforts to analyze online reviews and use the results in various business activities such as marketing, sales, and product development. However, research on online review in industry related to 'Video Game' which is representative experience goods has not been performed enough. Therefore, this study analyzed STEAM community review data using machine learning techniques. We analyzed the factors affecting the opinion of other users' game review. We also propose managerial implications to incease user loyalty and usability.

The values evident in strengthening community actions: health plus happiness plus projects in Gyeongsangnam-Do (주민주도형 건강증진전략이 수반하는 가치: 경상남도 건강플러스 행복플러스 사업을 중심으로)

  • Kim, Jang-Rak;Jeong, Baekgeun;Park, Ki-Soo;Kang, Yune-Sik
    • Korean Journal of Health Education and Promotion
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    • v.32 no.4
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    • pp.13-23
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    • 2015
  • Objectives: his study was performed to examine whether a community organization strategy had been driven by core values explicit in Ottawa Charter and to give some suggestions for using values in health promotion practice in Korea. Methods: We searched literature online with key words of 'values', 'health promotion', and/or 'Ottawa Charter', etc, and reviewed published papers on design, implementation, and evaluation of Health Plus Happiness Plus Projects in Gyeongsangnam-Do, a community organization strategy. Results: Evident core values since Ottawa Charter had been holistic definition of health, empowerment, community participation, addressing the impact of broader determinants of health, reducing social inequities and injustice, and intersectoral collaboration. A community organization strategy was good at realization of most values. Some ways for value-driven health promotion practice were suggested. Conclusions: More discussion and debate on values in health promotion are needed in Korea.

A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.

Style Analysis and Design Development of the First Birthday Partywear Based on Examples from Social Media (소셜 미디어에 나타난 돌 파티웨어 스타일 분석 및 디자인 개발)

  • Kim, Soyeon;Lee, Inseong
    • Journal of the Korea Fashion and Costume Design Association
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    • v.16 no.3
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    • pp.33-48
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    • 2014
  • Based on the advent and dissemination of new developments concerning information & telecommunications technology, web services have brought new paradigms into society, thus facilitating the birth and evolution of various service industries to society as a whole. This study is aimed at investigating the expansion of the first Birthday party culture and design examples of the first Birthday partywear appearing in social media, through an inquiry into the communication functions inherent in social media. Also, the development of the first Birthday partywear designs for women aged 20 to 30 years was accomplished by categorically analyzing design characteristics in preferred fashion styles uploaded and shared within online childcare communities. First, it can be concluded that due to the bidirectional flow of information between corporations and consumers occurring from the expansion of social media, the entire structure of the market is undergoing great changes. Next, the need for the supply of professionalized the first Birthday partywear can be proved by the influx of party planners and caterers into this new industry. Third, Through a categorical analysis of these 523 photos, elegance style was the most preferred while classic and romantic styles followed. Last of all, 5 pieces of partywear reflecting contemporary consumer lifestyles which focus on 'enjoying one's own life' were created under the concept of 'Romantic chic'. The created designs aim to present a style which follows the predominant trend of elegance, classic and romantic, whilst keeping sensitivity in moderation. In this context, this study has aimed to present fundamental research data in the field of online the first Birthday partywear, through the development of the first Birthday partywear design based on the first Birthday party consumer characteristics gleaned from various forms of social media.

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Design of P2P Secure Protocol Using Kerberos (Kerberos를 이용한 P2P 보안 프로토콜 설계)

  • 이규형;송영상;우찬일;신인철
    • Proceedings of the IEEK Conference
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    • 2002.06c
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    • pp.51-54
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    • 2002
  • P2P implies direct exchange between peers. If you have something I want, 1 go directly to you and obtain il. There is one of the most advantages of formation of community in P2P. For a specified purpose through P2P, the Peers who make temporary a group delivery a request efficient and safe. And the resources can be jointed common, cooperation and communication. When P2P is developed more, we can expect more formation of online community and development. But to be a safe of personal ID and password in internet, it should be possible to make a key-exchange. In the paper, it suggest P2P security system suitable to personal security that Kerberos be transformed. The user who make community in P2P, have Kerberos Server, and using Physical Address of Ethernet card in personal computer, authenticate users.

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Customer-perceived distributive peer justice climate, community identification, C2C interaction quality, and helping intention in MMORPG contexts (고객의 분배공정성분위기 지각과 커뮤니티동일시, 고객간상호작용인식, 도움행동의도의 관계에 대한 연구)

  • Hyun Sik Kim
    • Journal of Service Research and Studies
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    • v.14 no.2
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    • pp.158-177
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    • 2024
  • This paper proposes and tests a theoretical model of the relational link between a novel form of customer-perceived fairness for a reward design (distributive peer justice climate) and C2C helping intention via community identification and online C2C interaction (friend-, neighboring customer-, audience-interaction) qualities in a collective consumption context (MMORPG). To test hypotheses, we amassed survey data within a collective consumption context (massively multiplayer online role-playing games, MMORPGs). We used structural equation modeling in analyzing the survey data. The results reveal that user-perceived distributive peer justice climate for a reward design enhances their C2C helping intention via community identification and C2C interactions in MMORPG contexts. Collective consumption-type service managers should focus on promoting the user-perceived distributive peer justice climate for their reward system to enhance users' present C2C co-creation experience (community identification, C2C interaction) and future C2C co-creation behavior (helping intention). By adopting an intra-unit level distributive justice concept (customer-perceived distributive peer justice climate) to a reward design in a collective consumption context (MMORPGs), this study informed collective consumption-type service managers of the importance of its management.