• Title/Summary/Keyword: online policy

Search Result 935, Processing Time 0.038 seconds

Analyzing the Differences among Online Gaming Users' Gaming Addiction Prevention Behaviors based on Risk Perception and Self-efficacy : Testing RPA Framework on Korean College Students (온라인 게임 사용자의 위험지각과 자기효능감에 따른 게임 중독 예방행위 간 차이분석 : 국내 대학생을 대상으로 한 위험지각태도 프레임웍을 기반으로)

  • Choi, Byounggu;Wang, ChenWei;Lee, Jae-Nam
    • Journal of Information Technology Applications and Management
    • /
    • v.22 no.2
    • /
    • pp.19-41
    • /
    • 2015
  • Many studies have focused on the influences and outcomes of online game addiction. However, few studies have investigated how the online game addiction prevention behavior differs depending on online game user. In order to fill this gap, this study attempts to classify online game users based on risk perception attitude (RPA) framework. More specifically, this research tries to show online game user can be classified into four groups based on perceived risk of online game addiction and efficacy beliefs of online game addiction protection, and to identify how the groups differ in terms of motivation, information seeking, and behaviors for online game addiction prevention. For this purpose, analysis on survey data from 240 Korean college students who use online game reveals that the users can be classified into responsive, avoidance, proactive, indifference groups. Furthermore, there are differences between groups in terms of motivation, information seeking, and behaviors for online game addiction prevention. This study contributes to expand existing literature by providing tailored guidelines for implementation of online game addiction prevention strategies and policy.

An Empirical Study on the Effects of Regulation in Online Gaming Industry via Vector Autoregression Model (벡터자기회귀(VAR) 모형을 활용한 온라인 게임 규제 영향에 대한 실증적 연구: 웹보드 게임을 중심으로)

  • Moonkyoung Jang;Seongmin Jeon;Byungjoon Yoo
    • Information Systems Review
    • /
    • v.19 no.1
    • /
    • pp.123-145
    • /
    • 2017
  • This study empirically examines the effects of regulation on online gaming. Going beyond ad hoc heuristic approaches on individual behavior, we investigate the effects of regulation on dynamic changes of games or service providers. In particular, we propose three theoretical perspectives: social influence to investigate the regulation effect, the role of prior experience to determine the difference in the regulation effect size through users' prior experience, and network externalities to discover the difference in the regulation effect size according to the number of users on an online gaming platform. We use the vector autoregression methodology to model patterns of the co-movement of online games and to forecast game usage. We find that online gamers are heterogeneous. Therefore, policy makers should make suitable regulations for each heterogeneous group to effectively avoid generating gaming addicts without interrupting the economic growth of the online gaming industry.

Cost-Benefit Analysis of E-Government: Australia

  • Yoon, Joseph;Moon, Yong-Eun
    • Journal of Digital Convergence
    • /
    • v.3 no.2
    • /
    • pp.73-116
    • /
    • 2005
  • When people contact the government they can use a variety of channels. That is, they go in person to an office, use a telephone service, access information via the Internet, send a letter, or use a third party. Since the Australian Government first recognised the potential of online technology to improve service delivery in its 1997 Investing for Growth statement, it has articulated its policies and strategies for e-government in a number of papers. E-government involves government agencies delivering better programs and services online through the use of new information and communication technologies. The policy papers included Government Online-The Commonwealth's Strategy, launched in April 2000, and a new framework for e-government, Better Services. Better Government, launched in November 2002. Most recently, the Government released Australia's Strategic Framework for the Information Economy in July 2004. These papers outlined the broad directions and priorities for the future of e-government in Australia, and sought to maintain the momentum of agencies' actions under Government Online. One of its key objectives was for agencies to achieve greater efficiency in providing services and a return on their investments in ICT (Information and Communication Technology)-based service delivery. They also stated that investing in e-government should deliver tangible returns, whether they take the form of cost reductions, increased efficiency and productivity, or improved services to business and the broader community Implementation of the Government policy has led to considerable agency investment in ICT-based service delivery. However government policy also requires managers to ensure that program and service delivery is efficient and effective. Efficient and effective use of ICT has the potential to improve service delivery and to make financial savings. This paper outlines how people are using the channels to contact the government in Australia. It also examines the level of satisfaction they have with those services and their preferences and expectations. In addition, this paper aims at identifying the methods used by Australian Government to measure the efficiency and effectiveness of their delivery of services, and at assessing the adequacy of these methods.

  • PDF

Thai Online Practitioners' Attitude Towards CAPTCHA

  • Tangmanee, Chatpong;Sujarit-Apirak, Paradorn
    • Journal of Information Technology Applications and Management
    • /
    • v.17 no.3
    • /
    • pp.43-56
    • /
    • 2010
  • Completely Automated Public Turing test to tell Computers and Humans Apart or CAPTCHA has received remarkable attention. Deciphering distorted texts is still a human task. The current CAPTCHA mainly requires users to read English alphabets. As such, Thai CAPTCHA may be the choice for Thai online practitioners. However, no published work has examined how Thai online practitioners perceive CAPTCHA. This study thus attempts to fill this void. Based on the 112 number of usable online questionnaire submission, Thai online practitioners are all aware of CAPTCHA. Also, nine out of ten samples identified correctly the prime benefits of CAPTCHA. Using exploratory factor analysis, their attitude towards CAPTCHA was classified into two dimensions. They perceived (1) drawback of general CAPTCHA and (2) feasibility of Thai CAPTCHA. In addition to extending our insight into application of CAPTCHA, policy-makers responsible for electronic commerce in Thailand could initiate plans in response to Thai online practitioners' perception.

  • PDF

Impact of Digital Divide on Online Political Participation: With Focus on the Gap of Operational Skills of Digital Device Users (온라인 정치참여에서 디지털 정보격차의 영향: 디지털 기기 이용자의 기기 운용 기술 격차를 중심으로)

  • Jang, Changki;Sung, WookJoon
    • Informatization Policy
    • /
    • v.27 no.1
    • /
    • pp.36-54
    • /
    • 2020
  • This study empirically analyzes the impact of digital divide between digital device usage motivation and operational skills on online political participation. The analysis was performed using the National Information Society Agency's 2018 digital divide survey data from September to December 2018 and applying the Heckman selection model to control the sample selection bias that may occur between internet users and non-users. The result shows the gap in motivation and device operational skills of individual citizens using digital devices has significant impact on online political participation. In socio-economic terms, it shows the age, education level and regional factors also have significant impact on online political participation, while gender and income levels do not. This study holds significance in that there are different patterns of digital divide between digital devices, identifying the motivation to use a digital device as an important factor for mobile device users, and the device operational skills, for personal computer users.

An Efficient Repository Model for Online Software Education

  • Lee, Won Joo;Baek, Yuncheol;Yang, Byung Seok
    • Journal of the Korea Society of Computer and Information
    • /
    • v.21 no.12
    • /
    • pp.219-226
    • /
    • 2016
  • In this paper, we propose an efficient repository model for online software education. The software education of app development consists of 7 stages: coding & debugging, submit, collaboration, review, validate, deployment, certification. Proposed repository model supports all 7 stages efficiently. In the coding & debugging stage, the students repeat coding and debugging of source. In the submit stage, the output of previous process such as source codes, project, and videos, are uploaded to repository server. In the collaboration stage, other students or experts can optimize or upgrade version of source code, project, and videos stored in the repository. In the review stage, mentors can review and send feedbacks to students. In the validate stage, the specialists validate the source code, project, and the videos. In the deployment stage, the verified source code, project, and videos are deployed. In the certification stage, the source code, project, and the videos are evaluated to issue the certificate.

Dynamic Growth of On-Line Shopping and its Implication on the Channel Policy: The Case of South Korea (온라인 쇼핑의 동태적 성장과 유통정책에 대한 함의)

  • Lee, Dong-Il;Suh, Yong-Gu
    • Journal of Distribution Research
    • /
    • v.15 no.5
    • /
    • pp.127-153
    • /
    • 2010
  • This study explores the locomotives of the growth in the Korean online shopping industry upon the theoretical basis based on the last 10 years' rapid changing environment. This attempt reveals the counter-arguments against preemtive effects based on the observation of reintermediation process in the online industry. We reviewed the NEBIC model proposed by Wheeler(2002) and propose the growth model, double helix framework based on the dynamic capability view. Furthermore the relevance of the proposed framework was validated with the review of last 10 years' sales and market share data in the online shopping industry. Meanwhile we found the limits of online market growth with the open market domination. So future of the online shopping retailers is depending on the development of the channel functions and merchandising on the basis of self-capability. Based on the tentative conclusion, we also suggest implications for the policy makers. Firstly policy facilitating the specialization of the power sellers incubased in the open market is necessary for the sustainable online market growth. And the establishment of the control tower is suggested to coordinate the consistency of the policies and regulations. And the device of the incentive is also proposed to strengthen the open markets' function to facilitate the small and medium online merchants.

  • PDF

Perception of Internet Information Quality and Trust in Government: Focusing on participation of young netizens in their twenties and thirties in public policy process (인터넷정보의 질에 대한 인식이 정부신뢰에 미치는 영향 - 20-30대 네티즌의 정책과정참여를 중심으로 -)

  • Kim, Ki Hyun;Park, Tong Hee
    • Informatization Policy
    • /
    • v.18 no.4
    • /
    • pp.59-84
    • /
    • 2011
  • In the 21st century, Internet information has a huge impact on citizens' participation in public policy process and trust in government. If the quality of Internet information is more positively perceived, the impact will be greater. In order to identify that causal relation, we construct the elements which make up the quality of Internet information and then analyze the impact of that quality on citizens' participation in public policy process and trust in government. First, positive perception about the quality of Internet information increases online participation and decreases offline participation in public policy process. Second, online participation activates offline participation significantly. Third, offline participation has a negative impact on trust in government. In sum, the quality of Internet information activates online participation, which, in turn, contributes a lot to an increase in offline participation and eventually weakens trust in government. On the other hand, the improved quality of Internet information weakens offline participation in public policy process and could contribute to the improvement of trust in government.

  • PDF

The Role of Website Characteristics on Impulse Buying (의류웹사이트 특성과 충동구매행동의 상관관계에 관한 연구)

  • Rhee, Young-Ju
    • Journal of the Korean Home Economics Association
    • /
    • v.45 no.6
    • /
    • pp.113-122
    • /
    • 2007
  • The purpose of this study was to examine the relationship between online apparel impulse buying behavior and apparel website characteristics. The data were collected using an online survey with a structured questionnaire. To recruit participants, online surveys were collected and a total of 236 college students were used in the study. The results of factor analysis showed that website characteristics consisted of two factors (i.e., promotion, product/policy information). The results of MANOVA and multiple regression showed that the impulse purchase group evaluated the website where they bought the last apparel item significantly better in promotion and product/policy information than the non-impulse purchase group. Based on the results, H1, H2, and H3 were supported. The evaluations of the characteristics of websites where impulse purchases and non-impulse purchases of apparel products were made were significantly different.

Quality of Life, Motivations and Effects of Online Game Playing among Adolescents (청소년의 삶의 질과 온라인 게임 이용동기 및 결과에 관한 연구)

  • Sung, Yun Sook
    • Korean Journal of Child Studies
    • /
    • v.24 no.2
    • /
    • pp.93-108
    • /
    • 2003
  • This study aimed at understanding motivations and effects of online game playing of adolescents related to quality of life. The field survey was administered to 836 $4^{th}-12^{th}$ grade students in their classrooms. Findings showed that the 5 critical motivations for playing online games were : attraction to the game characters, entertainment, avoidance, loneliness, and killing-time. Motivations differed by sex and grade in school. Quality of life was related to the motivations for online game playing and to the feelings of satisfaction obtained after playing online games. Implications of these findings were discussed from the perspective of policy for the information welfare of adolescents.

  • PDF