• Title/Summary/Keyword: perceived enjoyment

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An Empirical Investigation of IT Adoption: Based on Movie Website (정보기술 수용에 관한 실증적 연구 : 영화관 웹사이트를 중심으로)

  • Kim, Jong-Weon;Jeong, Seok-Chan;Kim, Eun-Jung
    • The Journal of Information Systems
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    • v.16 no.4
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    • pp.157-176
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    • 2007
  • Most of the Information Systems(IS) literature has focused on utilitarian or hedonic Information Technology(IT) to explain and predict IT adoption and use. This study investigates the relationships among individuals' beliefs and intention to use of movie website, which has both utilitarian and hedonic characteristics simultaneously. As a theoretical background, this study adopts Technology Acceptance Model(TAM) and Motivation Theory, in which the former is well-known as a theory of IT adoption and use in IS field, and the latter is famous for a theory of individual's behavior in organizational behavior field. With 153 responses, five hypotheses are tested by using structured equation model. The results show that perceived ease of use positively influences perceived usefulness and perceived enjoyment, and that all individuals' beliefs have a positive impact on intention to use of movie web-site. Based upon the study results, movie website's managers and professionals can plan and conduct their courses of action effectively for users' continuous visits on their operating website.

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An Empirical Study on the Use of Intelligent Personal Secretary Service Based on Value-based Acceptance Model (가치 기반 수용모델에 기반한 지능형 개인비서 서비스 사용에 대한 실증 연구)

  • Kim, Sanghyun;Park, Hyunsun;Kim, Bora
    • Knowledge Management Research
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    • v.19 no.4
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    • pp.99-118
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    • 2018
  • Recently, individuals are interested in a variety of products and services based on artificial intelligence. Among those products and services, an intelligent personal assistants are attracting many attention from IT companies as a next generation platform. Thus, the main purpose of this study is to investigate effects of intelligent personal assistant's benefits on user's value formation and adoption behavior based on Value-based Adoption Model. In addition, the moderating effect of personal innovativeness is examined through empirical analysis. Based on the analysis with the data from actual users, the results show that usefulness, enjoyment, technicality and cost advantage have significant influences on perceived value and correspondingly have an effect on intention to adopt. Personal innovativeness is related to the relationship between perceived value and intention to adopt. These findings may provide important insights to the relevant field regarding the use and spread of intelligent personal assistants.

Factors That Influence Digital Contents Piracy (디지털 콘텐츠 저작권 침해의도에 관한 영향요인 연구)

  • Kim, Kyunghee;Kim, Tae Ung
    • The Journal of Korean Association of Computer Education
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    • v.16 no.1
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    • pp.63-71
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    • 2013
  • This investigates the major factors that impact digital contents piracy in a college environment, mainly because the violation of the copyright is known to occur most often in college environments. Using a theoretical model based on Theory of Reasoned Action, this study examines the causal relationships among the variables of the digital contents piracy behavior. Major research variables include intention to commit piracy, attitude, social influence, fear of legal consequences, enjoyment, perceived easiness, knowledge level, and facilitating conditions. Survey responses from 335 undergraduate and graduate students indicate that the attitude and social influence affect the intention to commit piracy, and that social influence, enjoyment and perceived easiness influence the attitude. But, contrary to our expectation, knowledge level has been found to have no impact on the attitude. Perceived easiness, fear of legal consequences and facilitating conditions have all been shown to affect social influence. As a conclusion, the academic and practical implications of these findings are discussed.

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A Study on the Factors Affecting the Intention to Use Artificial Intelligence Speakers of the People with Physical Disability (지체장애인의 인공지능 스피커 사용 의도에 영향을 미치는 요인에 관한 연구)

  • Park, Hyehyun;Lee, Sunmin
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.572-578
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    • 2021
  • The purpose of this study was to verify the impact of cognitive and emotional factors on artificial intelligence speakers on the intention of using artificial intelligence speakers. The method for this study was online surveys of people with physical disability. The recognition and necessity of artificial intelligence speakers were also identified, the perceived intimacy, joy, and intention to use them, and a multiple linear regression analysis was conducted to check the influence of each variable on the intention of the disabled to use artificial intelligence speakers. This study have shown that the perceived enjoyment of AI speakers in people with disabilities has shown a significant static effect on their intended use. However, the recognition and necessity of artificial intelligence speakers of the physically handicapped, as well as the perceived intimacy, do not have a statistically significant impact on the intention of using artificial intelligence speakers, according to the analysis. The results of this study suggest that it is necessary to strengthen the elements of enjoyment in order to improve the intention of the disabled to use artificial intelligence speakers, and it is meaningful in that it provides basic data to develop artificial intelligence products and customized services for people with disabilities.

Understanding User Acceptability Towards to Robo Taxi Based on Value Based Adoption Model (가치기반수용모델 기반의 로보택시 사용자 수용성 분석)

  • In su Kim;Jeong ah Jang;Junghwa Kim
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.1
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    • pp.291-310
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    • 2023
  • This study explores the factors which affect user acceptance for Robo Taxi, an electricity-based Autonomous Vehicles based on a Value based Adoption Model. The three main factors of benefit (usefulness and enjoyment), sacrifice (technicality and perceived fee level), and user experience about mobility services such as car sharing, taxi, and autonomous vehicles, were finally selected as independent variables as a influential factors on perceived values and adoption intention of Robo taxi. The study found that usefulness, enjoyment, and perceived fee had a significant effects on adoption intention, and some user experiences had a significant effect on benefit factors. This study has important implications for incorporating the Value-based Adoption Model results into the service design for the activation of Robo taxi, and furthermore, they can provide a theoretical basis for effective use of the research findings.

A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

Building Trust in Smartphone Environment -Focused on the Undergraduate Students in Busan- (스마트폰 환경에서의 신뢰 구축 형성 -부산지역 대학생을 중심으로-)

  • Choi, Yoo-Jung;Cho, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.352-362
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    • 2012
  • Recently, the number of smartphone user is increasing fast, and many companies provide various mobile applications. However, not all applications remain at the smartphones, they could be deleted easily if users don't trust them. Therefore in this study, we try to develop the model of building trust to use the smartphone applications and examines the influences of ease of use, usefulness, enjoyment on user satisfaction and trust. For this study the 221 sets of data collected, who use the smartphones, were tested against the model using PLS 2.0. The results of this study are as follows. First, perceived ease of use had an effect on usefulness and enjoyment. Second, usefulness and enjoyment had an effect on user satisfaction and trust. We can derive the factors which affect building trust in smartphone applications through this study, and provide a guideline to mobile application vendors and providers.

A study on the factors influencing switching behavior to and satisfaction with home shopping mobile apps (홈쇼핑 모바일앱 전환 및 만족도 영향 요인 연구)

  • Lee, Bomi;Kim, Mi Sook
    • The Research Journal of the Costume Culture
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    • v.24 no.5
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    • pp.544-560
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    • 2016
  • This study aimed to investigate the influence of consumers' innovativeness, perceived benefits of home shopping mobile apps, and satisfaction with telephone orders on switching to and satisfaction with such apps (for those who have used these apps). This study also investigated the influence of the aforementioned factors on the intention to switch to home shopping mobile apps (for those who have not used these apps). Data were collected from 546 customers ranging in age from 18 to 59 with experience purchasing fashion goods from home shopping networks, and 502 of the questionnaires were used in the statistical analyses. Structure equation models were employed using AMOS 23.0. The results were as follows: for consumers experienced with home shopping mobile apps, their innovativeness and perceived benefits of such apps (convenience, usefulness) influenced their switching behavior. Additionally, consumers' innovativeness and perceived benefits of these apps (usefulness, accessibility, interactiveness) affected their satisfaction with the apps. For those not experienced with home shopping mobile apps, consumers' innovativeness and perceived benefits of the apps (interactiveness, security, enjoyment) influenced their intention to switch to these apps. These results indicate that different strategies should be developed for home shopping consumers experienced and inexperienced with these apps for the improvement of app satisfaction.

The Influence of Group Characteristics on Effectiveness of Online Game : Focuses on MMOG (집단특성이 온라인 게임의 유효성에 미치는 영향 : MMOG를 중심으로)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • The Journal of Information Systems
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    • v.20 no.2
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    • pp.81-107
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    • 2011
  • Group features such as group cohesion and consistency on appropriation(COA), which have been constructed through social interactions, should be noted for characterizing online game, especially, clan based massively multi-players online game (MMOG). This study attempted to identify the relationship between group characteristics and users' effectiveness of MMOG considering group experience. For this purpose, a research model was suggested: group cohesion and COA are variables for explaining group features, perceived use control is a variable for individual competency of playing MMOG, and perceived winning and perceived enjoyment are dependent variables. Moreover, group experience was included as a moderating variables for two relationships, group cohesion-preceived winning and COA-perceived winning. For the validation of this research model, 100 users for Sudden Attack which is one of very well known MMOG games were surveyed by questionnaires. Before survey, they were grouped into 10 teams and were played over ten times by team for perceiving group consciousness. In result, most hypotheses were statistically supported except the relationship between group cohesion and perceived winning.

An Empirical Analysis of the Relationships among Perceived Feedback, Motivation, and Use for Contribution in Knowledge Management Systems (지식관리시스템에서 지각된 피드백, 동기, 지식기여 간의 관계에 대한 실증분석)

  • Kang, Hee-Taek;Oh, Han-Mo
    • Journal of the Korean Operations Research and Management Science Society
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    • v.37 no.1
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    • pp.73-88
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    • 2012
  • This study examines the role of perceived feedback and motivations on the use for contribution in Knowledge Management Systems (KMS). An individual expects responses from others when he or she posts the knowledge or questions of soliciting knowledge in KMS. If an individual posts a message and there are many responses, motivation to use KMS will develop. Prior research has considered feedback a potential factor that would affect an individual's motivation, such as self-efficacy, but there is few prior works that have tested empirically on how feedback can influence an individual's motivations as well as the use for contribution in KMS. Perceived feedback can be categorized into feedback on posted knowledge and feedback on knowledge request postings. The results of the study show that motivations such as organizational reward, knowledge self-efficacy, and enjoyment of helping, except for social reward, are associated with the use for contribution. Our results also show that among perceived feedback, feedback on posted knowledge affects motivation and use for contribution while feedback on knowledge request postings directly influences the use for contribution.