• Title/Summary/Keyword: online systems

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Consumer Heterogeneity and Price Promotion Effectiveness in Subscription-based Online Platforms (소비자 특성에 따른 가격 촉진 효과에 대한 실증 연구: 플랫폼 구독 경제를 중심으로)

  • Changkeun Kim;Byungjoon Yoo;Jaehwan Lee
    • Information Systems Review
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    • v.22 no.3
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    • pp.143-156
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    • 2020
  • Price promotion is one of the most frequently marketing strategies with a long history. According to various studies, the effect of price promotion is controversial. Some studies have argued that price promotion has a positive effect, while others have found that it has no effect or rather has a negative effect. This study aims to examine the effect of price promotion in a subscription-based service. First, we check the effect of price promotion on the repurchase of the consumer. And we investigate how this effect varies depending on the characteristics of the consumer. Using the data from one of the music streaming service in South Korea, the effect of consumers' price promotion experience, demographic characteristics, and behavioral characteristics on their repurchase is analyzed through logistic regression analysis. As a result of the study, it is found that consumers' experience of price promotion has a positive effect on repurchase. In addition, the positive effect of price promotion is relatively greater in younger and female consumers. This study has implications in that it not only confirmed the positive effect of price promotion in a subscription-based environment but also empirically confirmed that the characteristics of consumers should be considered when performing price promotion.

A Study on the Influential Factor of the Formation of Psychological Ownership on Personal Information (개인정보 소유감을 형성하는 영향 요인에 관한 연구)

  • Minjung Park;Sangmi Chai
    • Information Systems Review
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    • v.20 no.3
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    • pp.33-49
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    • 2018
  • Since there are growing concerns regarding personal information, users have perceived the importance of it. It makes users try to manage and control personal information by their own intentions. Therefore, we assume users now have begun to perceive psychological ownership on personal information. A main objective of this study is to identitythe relationship between accountability, self-identity, self-efficacy and sense of belongingness and psychological ownership on personal information. We conduct an online-basedsurvey and establish a structural equation model for testing hypothesis. The results show that users' accountability, self-identity and sense of belongingness positively influence to psychological ownership on personal information. Additionally, users' perceived psychological ownership on personal information increase their concern for information privacy. This study suggests a new concept as 'perceived psychological ownership on personal information' to explain for intentions of their psychological possessions toward personal information. The findings of this study can provide a way for how firms have to require clients' personal information with increasing their satisfactions.

The Effects of Social Media on Traveler's Autobiographical Memory and Intention to Revisit Travel Destination (소셜 미디어가 관광객의 자서전적 기억과 관광지 재방문 의도에 미치는 영향)

  • Hyunae Lee;Namho Chung;Chulmo Koo
    • Information Systems Review
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    • v.18 no.3
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    • pp.51-71
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    • 2016
  • Tourism products are intangible goods. Given this nature, tourist experience should be recorded and visualized through media, such as pictures, videos, and souvenir. Online platforms played the role of media given the growth of information and communication technology. Tourists post their travels for real-time documentation of their experiences, but they also tend to reminisce about past experiences that they posted on social media. Social media is not only a channel of self-presentation or a means of communication with other people, but it also serves as an archive of electronic records to bring back memories. Given this finding, we investigated the impact of social media on the autobiographical memory (recollection and vividness) of tourists and their intention to revisit a certain destination. The results showed social media interface and the impact of display quality on the recollection and vivid memory. The predictor of memory recollection of tourists is intention to revisit a destination. Social media is considered an archive of travel memory that indulges people to reminisce. Theoretical and practical implications were provided based on these results.

Digital Transformation of Customer Knowledge in Open Innovation Project: Focusing on Knowledge Depth and Type Sought (개방형 혁신(Open Innovation) 프로젝트에서 소비자 지식의 디지털 트랜스포메이션 과정: 지식의 깊이와 참여 동기 변화의 관계를 중심으로)

  • Gyu-won Kim;Jung Lee
    • Information Systems Review
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    • v.21 no.4
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    • pp.197-220
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    • 2019
  • This study aims to identify consumer motivations of open innovation project participation from digital transformation perspective. By extending a traditional intrinsic/extrinsic motivation framework, we propose a three-dimensional perspective of the self-driven, firm-driven, and sociality-driven motivations. This reveals the significance of the social effects of open innovation projects as an example of digital transformation by categorizing the motivations based on the 'influencer' of the motivation building and by highlighting the importance of sociality as an influencer. As a result, self-efficacy is identified as a key motivation when the influencer exists internally. Economic incentive and firm reputation are identified when the influencer exists externally. Finally, competition, peer evaluation and social contributions are identified when the influencer exists socially. The role of knowledge type sought through innovation projects is further introduced to explain its moderating effects on motivations. The study is validated in two steps. First, we investigate four cases of open innovation projects and examine what motivations are highlighted in each context. Second, we collect survey data from 203 online game users and ask them on their motivations. The results confirm most of our hypotheses and highlight the significance of sociality in the knowledge-seeking process in open innovation projects. This study largely contributes to digital transformation literature by extending the view of motivation and examining the moderating role of knowledge involved in the projects.

The Effect of Online Word of Mouth on Movie Sales: Moderating Roles of Types of Social Media (온라인 구전이 영화매출에 미치는 영향: 소유미디어와 획득미디어의 조절효과를 중심으로)

  • Jung Won Lee;Cheol Park
    • Information Systems Review
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    • v.21 no.2
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    • pp.29-50
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    • 2019
  • Social media is divided into Owned Media, operated by companies according to information sources, and Earned Media, which third parties produce contents. Social media research developing the logic that brand-related content in social media increases awareness of potential customers and positively changes brand attitudes, resulting in increased sales and business performance. However, there are limitations in previous researches that can not fully explain the difference of media synergy effect according to the information source of social media. it is very important for the consumer to integrate media management because consumers are more likely to choose appropriate media information for the information needed at each decision making stage. The purpose of this study is to analyze the effect of eWOM of review site and social media (owned media and earned media) on movie sales. To do this, we collected 3,589 review data from films released in 2017. The results of the study showed that eWOM of review site, social media (owned media and earned media) had a positive effect on movie sales. However, it was found that the effect of moderating eWOM of review site was different between the owned media and the earend media.

Do Users Always Trust More when Blog Posts are Related to the Blog's Theme?: The Degree of Relevance and Its Effect on Message Credibility (블로그의 포스트가 블로그의 테마와 관련이 있을 때 항상 더 사용자의 신뢰를 받는가?: 관련성의 정도가 메시지 신뢰성에 미치는 영향)

  • Jiyeol Kim;Cheul Rhee
    • Information Systems Review
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    • v.20 no.2
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    • pp.163-188
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    • 2018
  • When people try to find restaurant information via search engine results, they look at posts not only from sites with solely restaurant reviews but also from sites with restaurant unrelated contents. This study aims to investigate whether relevance between post and blog type affects users' trust toward a review. This study also attempts to check if the above effects interact with age. We designed a restaurant review post for two different blogs: one featuring restaurant review and another that does not feature restaurant reviews. After our participants visited one restaurant review post, they answered our questionnaire. We conducted an online survey on 206 participants to test our research model. Results show that 1) the effect of relevance between post and blog type on message credibility, which is users' trust toward restaurant reviews, is not greater when posts are consistent with the theme of a blog. 2) Among users who are over 30 years old, relevance between post and blog type moderates the relationship between media skepticism, which is users' feeling of mistrust toward blog, and belief in expertise, that is, users' belief that the review post provides sufficient restaurant information. 3) Users' perceived value of the restaurant review post mediates the relationship between users' belief in the expertise in a post and users' intention to seek additional information.

Research on Usability of Mobile Food Delivery Application: Focusing on Korean Application and Chinese Application (모바일 배달 애플리케이션 사용성 평가 연구: 한국(배달의민족)과 중국(어러머)을 중심으로)

  • Yang Tian;Eunkyung Kweon;Sangmi Chai
    • Information Systems Review
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    • v.20 no.1
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    • pp.1-16
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    • 2018
  • The development and generalization of the Internet increased the popularity of food delivery service applications in Korea. The food delivery market based on online-to-offline service is growing rapidly. This study compares the usability of Korean food delivery service application between that of Chinese food delivery service application. This study suggests improvement points for Korean food delivery service applications. To conduct this study, we explore the status of various food delivery service applications and conduct interviews and surveys based on the honeycomb model developed by Peter Morville. This study obtained the following results. First, all restaurants participating in the Korean food delivery service must be able to accept order through the application. Second, the shopping cart function must be able to accept order of all restaurants simultaneously. Third, when users look for menu recommendation, their purchase history and shopping cart functions should appear at the first page of the website. Users should be able to perceive the improved usability of the website using those functions. Fourth, when the search window is fixed on the top of each page, users should be able to find the information they need. Fifth, the application must allow users to find the exact location of the delivery person and the estimated delivery time. Finally, the restaurants'address should be disclosed and fast delivery time should be confirmed to enhance users'trust on the application. This study contributes to academia and industry by suggesting useful insight into food delivery service applications and improving the point of food delivery service application in Korea.

The Effect of Leisure Activities on Leisure Satisfaction and Job Satisfaction - Targeting Airline Cabin Crew Members - (여가활동이 여가 만족과 직무 만족에 미치는 영향 -항공사 객실승무원을 대상으로-)

  • JiSoo Kim;MinSu Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.29 no.4
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    • pp.123-138
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    • 2024
  • This study aimed to examine the effects of leisure activities on leisure satisfaction and job satisfaction among airline cabin crew, as well as the mediating effect of leisure satisfaction. The context for this research was the sudden increase in air travel demand in 2022 following the COVID-19 economic recovery, which led to cabin crew members experiencing severe stress and fatigue due to excessive scheduling. To achieve this research objective, a self-administered online survey was conducted with 251 cabin crew members from domestic and international airlines, resulting in a total of 224 valid leisure satisfaction and job satisfaction, as well as the mediating effect of leisure satisfaction on the relationship between leisure activity types and job satisfaction. The hypothesis testing results revealed that all types of leisure activities, including family-oriented, friend-oriented, and work-related activities, had a significant positive effect on leisure satisfaction. Family-oriented and work-related leisure activities had a significant positive effect on job satisfaction, and leisure satisfaction had a significant positive effect on job satisfaction. Additionally, the mediation analysis confirmed that leisure satisfaction partially mediated the relationship between family-oriented and work-related leisure activities and job satisfaction, while it fully mediated the relationship between friend-oriented leisure activities and job satisfaction. Therefore, the study offers academic implications based on these findings and proposes strategies for utilizing various types of leisure activities to enhance leisure satisfaction and job satisfaction among airline cabin crew. It also suggests that future research should further validate these findings through methods such as the Delphi technique or Analytic Hierarchy Process (AHP) analysis to assess the importance and prioritization of these factors among relevant industry stakeholders.

A Study on Determinants of Showrooming in the Context of Omni-channel: Focusing on Mobile Technology and User Characteristics (옴니채널에서 쇼루밍의 결정요인 연구: 모바일 기술과 이용자 특성을 중심으로)

  • Juyeon Ham;Sujeong Choi
    • Information Systems Review
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    • v.26 no.1
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    • pp.385-407
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    • 2024
  • This study explains consumers' showrooming which refers to the activities of visiting offline stores to check products in person and obtaining information offline and online via mobile devices before making the final decision to buy. More specifically, this study verifies key determinants of showrooming based on two dimensions of the mobile technology and user characteristics. Furthermore, the study examines the relationship of showrooming and purchase intentions and the moderating effect of perceived risks on the relationship. The key findings are as follows: firstly, service connectivity and time convenience of the mobile technology characteristics are positively related to showroming. Secondly, as the user characteristics, need for touch and personal innovativeness increase showrooming while impulsiveness does not. Thirdly, showrooming contributes to the increase of purchase intentions. Finally, moderating effect of perceived risks has turned out to be insignificant. This study has implications by providing the understanding of key determinants of showrooming and further proving the positive relationship of showrooming and purchase intentions.

The Effects of Gamification of e-Learning Platforms on Engagement: Focusing on Moderating Effects of Interaction, Difficulty, and Length (e-러닝 플랫폼의 게임화가 인게이지먼트에 미치는 영향: 상호작용, 스터디 난이도, 스터디 길이의 조절효과를 중심으로)

  • Ohsung Kim;Jungwon Lee
    • Information Systems Review
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    • v.26 no.1
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    • pp.73-91
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    • 2024
  • Recently, e-learning platforms are rapidly growing by innovating the education industry by applying various IT technologies. Because student participation in the online environment is considered a prerequisite for learning, low participation rates are considered one of the most important issues determining the performance of e-learning platforms. Gamification has grown rapidly over the past decades and is highly valued for its applicability in education because it is expected to enhance learning motivation. However, despite the interest of researchers, previous studies have reported conflicting results on the effect of gamification on participation rates in the context of e-learning platforms, and have mainly studied structural gamification, but have not sufficiently addressed the effects of content gamification. In this context, this study aims to analyze the effect of content gamification on e-learning platform engagement and to explore the boundary conditions moderating this effect. For empirical analysis, 5,017 data registered from February 11, 2022 to May 31, 2022 were analyzed for the education platform entry (https://playentry.org). The propensity score matching method and Poisson multilevel regression model were applied as analysis methods. As a result of the analysis, content gamification had a statistically significant effect on engagement, and the interaction effects of interaction and content difficulty were statistically significant.