• Title/Summary/Keyword: perceived enjoyment

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Exploring the acceptance forsubscription-based online services

  • Jo, Dong Hyuk
    • Journal of Internet Computing and Services
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    • v.21 no.6
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    • pp.113-121
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    • 2020
  • The era of "ownership" has gone, and the era of "subscription" has come. While traditional manufacturing and service industries are struggling with the fall of earnings rates, subscription-based businesses are showing high growth rates. Although subscription-based online services (SOS) are rapidly growing in the retail market, few studies have investigated factors that affect the decision of consumers to use SOS. Therefore, this study aims to identify factors that enable predicting consumers'attitudes and intentions toward SOS and to empirically verify the factors. As a result of the study, usefulness, enjoyment, and cost advantages were shown to have positive effectson perceived value, and usefulness, technicality, and cost advantages were shown to have positive effects on attitudes. In addition, perceived value was shown to have positive effects on attitude, and perceived value and attitudes were shown to have positive effects on acceptance intentions. The fact that the strategic directivity for successful introduction and diffusion of SOS was presented by identifying the predictor variables for the acceptance of SOS through this study can be said to be the significance of this study.

The Effects of Confirmation and Perceived Benefits on Satisfaction and Continuous Usage Intention for University Online Class Systems (기대일치와 인지된 혜택이 대학의 온라인 수업의 만족도와 지속적 사용 의도에 미치는 영향)

  • Kim, Jongweon;Kim, Daekil
    • The Journal of Information Systems
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    • v.29 no.4
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    • pp.153-169
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    • 2020
  • Purpose Many students have concerned about the quality and operation of online courses with universities offering online courses to avoid the spread of COVID-19. To deepen our understanding of university online class systems, this research aims to assess students' satisfaction with online class systems and continuous usage intention on the basis of the perceived benefits and expectation confirmation theory. Design/methodology/approach This paper empirically analyzes the impact of each perceived benefit on user satisfaction and the intention to use it continuously by dividing the perceived benefits considered in existing literature into utilitarian benefits (convenience), emotional benefits (pleasure), and symbolic benefits (personal benefits). Moreover, the perceived expectations and performance have also been assessed with its impact on satisfaction and the intention to continue use. Data collected from 241 university students were empirically tested against a research model. Findings Analysis results showed that perceived advantages (comfort, enjoyment and personalized benefit) significantly affect user satisfaction and that perceived benefits have positive effects on the intention to continue use whereas the expected confirmation do not significantly influence on the intention to continue use.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

An Empirical Study on Consumer's Continuous Usage Intention of Smartphone Services in China (중국 스마트폰 서비스의 지속적 사용의도에 관한 실증연구)

  • Chen, Yan;Moon, Taesoo
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.95-117
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    • 2015
  • With the active smartphones user exceeding 500 million by the end of 2014, China has now become the largest smartphone market in the world. Smartphone companies provide variety of information through a range of applications, such as communications, entertainment, games, and so on. There were many studies conducted about the user acceptance and continuous intention of mobile service. However, it is still not quite clear what factors attract people to reuse smartphone in China. This paper examines the continuous intention of smartphone about Chinese customers. This study incorporates perceived enjoyment as a additional construct into a extended TAM model, by integrating a hedonic service of smartphone. We propose a research model that reflects the individual characteristics and usage contexts of smartphone, such as innovativeness, social influence, and service quality, and analyze the structural relationship between the main variables through empirical study. This study empirically investigated a research model and conducted a survey of smartphone service users in China. Our study proved that perceived enjoyment has a positive influence on continuous intention to use smartphone services. This paper provides the managers an insight that smartphone companies should take more consideration on how to provide more enjoyable service and attract customers to reuse their services.

IS Continuance of Hedonic Information Systems (헤도닉 정보시스템의 지속적인 사용에 관한 연구: UCC를 중심으로)

  • Seo, Ho-Cheol;Ahn, Joong-Ho;Yang, Ji-Youn
    • Asia pacific journal of information systems
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    • v.17 no.3
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    • pp.25-53
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    • 2007
  • The Expectation Confirmation Model (ECM) of information systems investigates the continued information systems usage behavior. This paper expands the original post-adoption beliefs and searches the applications in the emerging hedonic information systems. Previous IS researches focused on the organizational environments. However as the information technology (especially internet) evolves, information systems have not only emerged for the organizations but also for the individual users, such as internet portals, internet communities, on-line games etc. These information systems so called Hedonic Information Systems aims to provide self-fulfilling value rather than instrumental value to the users. Researches in other disciplines, including marketing and consumer behavior research, illustrate that the hedonic and utilitarian perspective of goods and services have different influence on the consumer behavior. Goods and services used to be classified into either hedonic or utilitarian aspect but now they may belong to both aspects simultaneously. Moreover consumer's goals or tasks have both hedonic utilitarian aspects. When a consumer makes a decision to purchase or repurchase goods or services, he/she compares the hedonic and utilitarian perspectives of goods to find most suitable ones to satisfy their goals/tasks. Finally, consumer's behavior is determined by the trade-off between what the goods can provide to the consumers and in what extent the goods fulfill consumer's purchase behavior. Consumer also shows that the salience of hedonic perspective is relatively greater when consumer decides which of several items to give up (forfeiture choices) than the time when they decide which item to acquire (acquisition choices). Some researches in MIS discipline have found out that the information systems also have both hedonic and utilitarian perspectives. The decision process of whether to use information systems or not is similar to that of a consumer's decision of purchasing or repurchasing goods or services. However most of researches in MIS tend to focus on the extrinsic motivation variables which only cover the utilitarian perspective of information systems. It is only recent that researches start to investigate the intrinsic motivation variable - Perceived Enjoyment - for the hedonic perspective. Considering the consumer's purchasing decision process, users of information systems evaluate the systems through balancing between intrinsic (hedonic) and extrinsic (utilitarian) variables according to their main tasks or tendencies. This paper proposes a model that is based on the ECM of IS Continuance model modified from Expectation Confirmation Model to fit into the continued usage of information system. It first started from the decision process regarding hedonic and utilitarian perspectives in the consumer behavior literatures. The model deals with continued usage of information systems beyond the mere technology adoption as in most of the previous MIS researches. This research is particularly important to the hedonic information systems, because their business model depends on the frequent usages rather simple adoption at the beginning. Because the basic model only considered the extrinsic motivations (perceived usefulness) to explain the users' behavior and as the information systems can have both hedonic and utilitarian dimensions, it should consider both perspectives. Therefore, this newly proposed model considers intrinsic variable (perceived enjoyment) as well. Since the individual user can have a preference on either aspects that is between the hedonic and utilitarian perspective depending on his/her main tasks or goals, some variables (Hedonic Orientation and Utilitarian Orientation) meaning the extents of users' pursuing from the information system were additionally studied.

Consumer shopping orientation and perceived value according to the level of use of mobile fashion shopping (모바일 패션 쇼핑 이용정도에 따른 소비자의 쇼핑성향과 지각된 가치)

  • Chae, Jin Mie
    • The Research Journal of the Costume Culture
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    • v.24 no.1
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    • pp.79-92
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    • 2016
  • The purpose of this study is to investigate the differences in fashion shopping orientation and perceived value according to the level of use of mobile fashion shopping. Furthermore, the effect of fashion shopping orientation on perceived value was analyzed. To estimate the level of use of mobile fashion shopping, respondents were classified into four different groups in terms of their frequency of buying fashion products and the period for which they had bought fashion products. The survey was limited to adults aged 20-40 years who had purchased fashion products in a mobile shopping mall. The questionnaire was carried out from April 15, 2015 to April 22, 2015 and 430 sets of useful response data were analyzed using SPSS 17.0. The results of this study were as follows: First, fashion shopping orientation for mobile shopping consumers was divided into four factors as follows: convenience/economic shopping, ostentation/trend shopping, enjoyment shopping, and impulse shopping. Second, there was a significant difference in all the fashion shopping orientation factors except for convenience/economic shopping according to each classified group: short/few, long/few, short/many, and long/many. In addition, there was a significant difference in perceived value according to each group. Third, all the fashion shopping orientation factors except for impulse shopping had a significant influence on perceived value. Fourth, fashion shopping orientation factors had a slightly significant influence on the perceived value according to each group.

Continuous usage intention of social media as an online information distribution channels

  • YASA, Ni Nyoman Kerti;RAHMAYANTI, Putu Laksmita Dewi;WITARSANA, I Gusti Agung Gede;ANDIKA, Ary Wira;MUNA, Nilna;SUGIANINGRAT, Ida Ayu Putu Widani;Martaleni, Martaleni
    • Journal of Distribution Science
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    • v.19 no.5
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    • pp.49-60
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    • 2021
  • Purpose: This study aimed to explore the variables that may play a significant role in inducing Facebook users to use Facebook as online information distribution channels continuously. Research design, data, and methodology: The population of this study are all Facebook users who have actively used Facebook as a social media as online information distribution for at least one year. Purposive sampling technique was used in this study and 290 respondents were enrolled. The data was collected using a questionnaire and further analyzed with path analysis and SEM-PLS approach. Result: The results showed that perceived ease of use, perceived critical mass, perceived enjoyment, and perceived information intelligence have a positive and a significant effect towards perceived usefulness. Perceived usefulness also has a positive and significant effect on users' attitude, and users' attitude has a positive and significant effect on intentions to use Facebook continuously among its users. Conclusions: Hence, it is important for Facebook as an online information distribution channel to maintain its perceived usefulness in order to create a positive impact on its users' and induce Facebook users' to use social media continuously.

A Study on Factors Affecting the Use Intention of Virtual Reality(VR) Devices: Based on UTAUT and VAM Model

  • Li, Zhou-Yang;Yoon, Sung-Joon;Liu, Zi-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.35-43
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    • 2019
  • The purposes of this study is to derive the influence factors of Virtual Reality(VR) technologies acceptance based on the study of unified theory of acceptance and use of technology and value-based acceptance model to test the use and acceptance of VR devices. The survey methods were used for this study, and the data from a total of 400 consumers were used for the analysis. And the structural equation model was used to analyze the data. The results of the study are as follows: First, benefit components perceived enjoyment(EN) and sacrifice components personal innovative(PI) of VR devices were positively related to perceived values and use intention of VR devices, although the benefit components performance expectancy(PE) was positively related to perceived values(PV) but was not positively related to the use intention of VR devices. Second, sacrifice components perceived cost(PC) and anxiety(ANX) of VR devices were negatively related to perceived value(PV), but were not negatively related to the use intention of VR devices. Third, perceived values was not obvious related to the use intention(UI) of VR devices. The results of this study contribute to the literature as a new attempt to examining the effect on consumer use intention in VR technology areas.

The Hedonic Effects of Smartphone Vibrations in Mobile Gaming for Male Users

  • Choe, Pilsung;Liao, Chen;Schumacher, Dennis
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.363-370
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    • 2013
  • Objective: This study investigates the influences of vibrations on hedonic satisfaction based on four kinds of perceptions (perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration) when mobile gaming. Background: As mobile gaming is becoming more and more popular for smartphone users, they might want to have more hedonic satisfaction instead of focusing on traditional usability criteria such as efficiency, effectiveness, and satisfaction. Method: We conducted a human-factors experiment with 35 male subjects to evaluate hedonic satisfaction in the mobile game configured by 7 vibration types having different levels of intensity and length. Results: The results revealed that the use of vibration significantly increases the perceived ease of use, perceived usefulness, and cognitive concentration. In addition, the intensity of vibration makes differences of perceived usefulness and cognitive concentration. Conclusion: Vibration can be effectively used to improve hedonic satisfaction of smartphone users in mobile gaming when they are not allowed to turn the sound effects on. Application: This study helps game designers effectively provide vibration feedback of mobile games for smartphone users.

A Study on the Intention to Use AI Speakers: focusing on extended technology acceptance model (인공지능(AI)스피커 사용의도에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Kim, Bae Sung;Woo, Hyung Jin
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.1-10
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    • 2019
  • The purpose of this study is to investigate the influence of exogenous variables on the intention to use AI speaker. An online survey was administrated to 305 AI speaker users in order to examine the effect of the personal characteristics (self-efficacy, innovativeness, suitability, and enjoyment) and social impact (social conformity and social image) on perceived usefulness and easiness. The results indicate that (1) self-efficacy and social conformity have positively effect on perceived easiness; (2) suitability and social image have positively effect on perceived usefulness whereas innovativeness has negatively effect on perceived usefulness; (3) perceived usefulness and perceived easiness have significant effect on the intention to use AI speaker.