• Title/Summary/Keyword: online community factor

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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.

Everyday Life Information Behaviors of College Students on Online Communities: A Case Study of Everytime (온라인 커뮤니티 에브리타임을 통한 대학생의 일상정보 이용행태에 관한 연구)

  • Choe, Sinae;Oh, Sanghee
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.239-266
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    • 2021
  • This study aimed to analyze the usage behaviors of university students seeking and sharing everyday life information through an online community called Everytime. The study was designed based on everyday life information-seeking and activity theory models, and students from various universities were interviewed using a qualitative research method. Findings showed that Everytime users perceive Everytime as a valuable online community for pursuing and sharing everyday life information. It was primarily used to search for university life information, such as academic calendar, class, and graduation, and health, restaurants, and housing. In the case of the freshmen and sophomores who entered during the COVID-19 pandemic, their dependence on Everytime was high, and juniors and seniors who experienced university life before COVID-19 also responded that Everytime is one of the essential sources of information in university life. Although Everytime provides quick and valuable information, users mentioned the moral hazard as a major factor hindering the active use of Everytime. The results of this study are expected to be used as primary data for informatics research on the online community of college students and the development and operation of online communities for university students.

A Study of Needs and Behavior on a Virtual Community: Focused on College Student's Internet Cafe Activities (가상 커뮤니티 이용 욕구(needs)와 행위(behavior)에 관한 연구: 대학생들의 인터넷 카페 이용을 중심으로)

  • Ku, Gyo-Tae
    • Korean journal of communication and information
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    • v.30
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    • pp.7-33
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    • 2005
  • This study examined the type of needs involved in the activities of a virtual community and the impart of gender on online participants' needs and 'perceived control behavior'. In addition, the study tried to figure out how people behave on certain factors. The survey was conducted to 230 local students who have experienced online community activities. The study results showed there were three factors related to a virtual community, 'relational need', 'entertainment need', 'instrumental need'. There was, however, no significant effect between gender and the type of needs, and between gender and 'perceived behavior control'. The results also showed that 'entertainment need' is the most important factor to predict a virtual community participation. This might not Imply the improvement of information technologies helps us return to the communities in which Individuals have a close and affectionate relationship each other.

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A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.

Study on factors affecting the intention of knowledge sharing in the electronic network of practice for job examination (온라인 채용시험정보 커뮤니티 내에서 지식공유의도에 영향을 미치는 요인에 관한 연구)

  • Jeon, Hyeon-Gyu;Kim, Min-Yong
    • Knowledge Management Research
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    • v.14 no.2
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    • pp.71-88
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    • 2013
  • The aim of this study was to investigate why people voluntarily contribute knowledge to others, primarily strangers, in the electronic network of practice for job examination expected potential competing. This paper is organized as follows. First, we introduce the electronic network of practice which is the knowledge sharing community for job examination, and discuss the key issues for understanding knowledge sharing in these networks on the basis of individual motivations, relational capital, sense of community, and sense of rivalry to develop a research model for this study. To test the proposed research model, we adopted the survey method for data collection, and examined our hypotheses by applying the multiple regression analysis method to the collected data. Our unit of analysis was the individual. The findings of this study show that the intention of knowledge sharing is influenced by the reputation and the enjoy helping as the factors of individual motivations, by the reciprocity as the factor of relational capital, and by a sense of rivalry as a psychological factor. Lastly, contributions of this study and future research opportunities are also discussed.

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Development of Online Registration System for Clinical Research on Korea COPD Population (한국 만성폐쇄성폐질환 환자 대상 임상 연구를 위한 온라인 등록 시스템 구축)

  • Park, Jisook
    • Journal of Internet Computing and Services
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    • v.22 no.1
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    • pp.89-98
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    • 2021
  • Community-acquired pneumonia (CAP) is a major risk factor of mortality in chronic obstructive pulmonary disease (COPD). Streptococcus pneumoniae (colloquially known as pneumococcus) is one of important pathogens of CAP in patients with COPD. Preventive interventions for pneumonia include pneumococcal and influenza vaccinations. A prospective, cohort study has been performed to investigate the protective effects of pneumococcal and influenza vaccinations on the severity of community-acquired pneumonia requring hospital admission in patients with COPD. Seven university-affiliated hospitals in Korea have participated in the study. The aim of this study was to construct an online registration system for the multi-institutional researchers that facilitates efficient collection and management of COPD patient data. This study has presented three basic strategies-accurate data input, convenient data completion, and real-time data management-to supplement the demerits of existing offline clinical study. The proposed online registration system has already been applied to a multi-institutional clinical study and was acknowledged for its high performance.

Facebook Users' Behaviour and Motivation for Writing Reviews

  • Jeong, So Hee;Chung, Myoung Sug;Lee, Joo Yeoun
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.3
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    • pp.97-116
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    • 2018
  • Individuals depend considerably on gathering information from personal social networks rather than from commercial network channels or the mass media. Most academic journals that have examined this topic concentrate on online users' information-searching behaviours; however, this paper discusses online users' information-providing behaviour in the online community. The aim of this study is to investigate that online users' motivation to write reviews on Facebook and how the motivations affect users' information-providing behaviour. This study focusses on Facebook members' motivations that affect their review-writing behaviour. The fundamental theory for examining this topic is Vogt and Fesenmaier's (1998) 'information need'. This study modifies Vogt and Fesenmaier's (1998) theory for virtual communities through the development of each concept's measurement items, selecting the information need of four variables: functional, hedonic, innovation, and sign need. Among the four variables, sign need is the most important factor for Facebook users in the virtual environment. Through sign need, people indicate their status, personality form, and position, which significantly affects members' review-writing behaviour on Facebook.

Effect of SNS Sports Community participants' Perception of Sports Value on Perception of Fun and Sports Activities

  • Wei Zhong;Sunmun Park
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.416-426
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    • 2024
  • This study shows that, in a situation where the influence of the mobile Internet is increasing in all areas of modern society, SNS users' participation in sports has a significant impact on the development of the sports market and the public's exercise methods and sports awareness. Therefore, the purpose of this study is to determine the impact of awareness of sports values through SNS on participation in sports activities. In order to achieve this research purpose, the population of the study was adults who had experience participating in SNS sports communities. The sampling method used was convenience sampling, and a total of 300 people, 150 men and 150 women, were selected as research subjects through sharing the questionnaire link online and via email. The survey tool used was a questionnaire, and it was modified and supplemented for this study based on a questionnaire that had secured reliability and validity in previous studies. The statistical analysis used for data analysis was frequency analysis, exploratory factor analysis, reliability analysis, and multiple regression analysis using SPSS Windows 20.0 Version. The conclusions obtained in this study through data analysis according to these methods and procedures are as follows. First, SNS sports community participants' perception of sports value was found to partially affect their perception of fun. Second, SNS sports community participants' perception of sports value was found to partially affect sports activities. Third, SNS sports community participants' perception of the fun of sports partially influenced sports activities.

A Study of the Communications in On-line Communities: Focused on Self-construals (온라인 커뮤니티 내의 커뮤니케이션에 관한 연구: 자아성향(Self-construal)에 따른 관계 중심으로)

  • Kweon, Sang-Hee;Bang, Kyung-Hwa
    • Korean journal of communication and information
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    • v.36
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    • pp.423-462
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    • 2006
  • This thesis explores the relationship between self-construal and online communication pattern. The Internet has changed human-to human communication. This study was to analyze how the self-construal was appeared and what relationship self-construal had with several variables: the motivation of the on-line community member, the on-line community's character, the communication behavior, the level of relationship between on-line community members- in on-line communities. The data was collected through the on-line survey research(N=79) and off-line survey research(N=255). The results lead us to conclude that the self-construals in on-line communities reflect two factors, which is similar to the off-line community. Nevertheless, self-construals in on-line communities are more complicated. In addition, uniqueness of self-construals which is the tendency to express the self and think connection with others critical is the important factor in on-line communities' communication. It is also central that the impact of self-construals on communication behavior is significant. I think this study was a small touch to explore cyber communication applying to self-consturals. And I hope this small touch would spread out and help to understand human communication as well as cyber communication.

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Impact of Characteristics of Fashion On-line Community on the Community Commitment and Brand Loyalty (패션 온라인 커뮤니티 특성이 커뮤니티 몰입과 브랜드 충성도에 미치는 영향에 관한 연구)

  • Ko Eun-Ju;Kwon Joon-Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.4 s.152
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    • pp.644-654
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    • 2006
  • The purpose of this study is 1) to analyze the clothing purchasing behavior according to gender 2) to analyze the characteristics provided by the fashion on-line community, 3) to analyze the effects of the fashion on-line community characteristics to community commitment and brand loyalty. As for data collection, on-line survey was conducted for the fashion online community members in 'daum' portal site and total 404 volumes were used for the study analysis. Data were analyzed by descriptive statistics, $x^2-test$, factor analysis, regression analysis by utilizing the SPSS 10.0 program. The results of this study were as follow: First, it was found that characteristics of fashion on-line community are three factors of 'interactivity', 'information provision' and 'interest provision'. Second, as the analysis result of the effects of the fashion on-line community characteristics to the community commitment and brand loyalty, the more 'interactivity' and 'interest provision', the higher 'behavioral commitment' and at this time brand loyalty was high. The higher 'interactivity', 'interest provision' and 'information provision', the higher attitudinal commitment and brand loyalty. In addition, the more 'information provision' and 'interest provision' were, the more it positively influenced brand loyalty. It is considered that this study will help fashion enterprises establish an on-line community strategy to induce brand loyalty by analyzing the community utilization pattern of fashion on-line community members.