• Title/Summary/Keyword: perceived enjoyment

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Structural Relationship among Presence, Enjoyment, Brand Attitude and Purchase Intention of Augmented Reality-Based Sports Brand Advertising (증강현실 스포츠브랜드 광고의 프레즌스, 즐거움, 브랜드태도와 구매의도의 구조적 관계)

  • Heo, Chul-Moo
    • Journal of Digital Contents Society
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    • v.19 no.3
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    • pp.461-470
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    • 2018
  • The purpose of this study was to examine the relationship among presence, enjoyment, brand attitude, and purchase intention of sports brand advertising based on augmented reality. The results are as follow. First, presence influenced positively on enjoyment perceived by sports brand advertising based on augmented reality. Second, presence influenced positively on brand attitude of sports brand advertising based on augmented reality. Third, enjoyment perceived by sports band advertising based on augmented reality influenced positively on brand attitude. Fourth, enjoyment perceived by sports brand advertising based on augmented reality influenced positively on purchase intention. Fifth, brand attitude influenced positively on purchase intention.

Traveling to the Hangang River via Metaverse: Interaction Effects between Avatar Self-Congruence and Digital Age Type

  • Zong-Yi Zhu;Sumi Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.21-30
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    • 2023
  • The aim of this study is to investigate how travelers' destination visit intentions are influenced by avatar self-congruence in the metaverse platform. We extended the impression management theory by considering both perceived enjoyment and social engagement, and illustrated the interaction effect based on users' digital age. To achieve this, we conducted an online survey with 302 users. The survey results revealed that avatar self-congruence significantly influenced users in terms of perceived enjoyment and social engagement, thereby affecting their destination visit intentions. This study also revealed a significant interaction effect between digital age type and avatar self-congruence on users' perceived enjoyment. The results of this study are expected to provide not only a theoretical reference for metaverse research and travel research but also managerial implications for destination management and metaverse applications.

The empirical study on e-learning quality and its relevant constructs (이러닝 품질과 관련 변인에 대한 실증연구)

  • Lee, Misook
    • Journal of Korean Society for Quality Management
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    • v.45 no.4
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    • pp.917-932
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    • 2017
  • Purpose: This study aims to identify the most important quality construct among system quality, information quality, and service quality, which are integrated as the second-order construct; perceived quality, and to investigate the relationship between perceived quality, learner satisfaction, learner enjoyment, switching cost, and learner loyalty. Method: Data were collected from learners who had taken e-learning course, and the analysis was conducted in two phases. The first phase described demographic characteristics using SPSS23.0; the second phase involved the second order CFA of perceived quality and the analysis of measurement model and structural model through AMOS 23.0. Results: (1) The explanatory power of system quality, information quality, and service quality appears to be almost equal; (2) Perceived quality positively influences only both learner satisfaction and switching cost; (3) Only learner satisfaction positively influences learner loyalty and switching cost negatively influences learner loyalty. Conclusion: Learner enjoyment does not play an important role in this study, which could be extrapolated in regard to the characteristics of sample. The respondents are over high school students, who emphasize on the acquisition of knowledge rather than enjoyment. Additionally, the result implies that respondents show low loyalty in the high switching cost.

Consumer Study on the Acceptance of VR Headsets based on the Extended TAM (확장된 기술수용모델을 활용한 VR기기 수용관련 소비자 연구)

  • Chen, Qian Qian;Park, Hyun Jung
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.117-126
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    • 2018
  • This study investigated the antecedents of VR(virtual reality) headsets acceptance and the causal relationships among self-efficacy, content diversity, the perceived usefulness, the perceived easy of use, the perceived playfulness and the adoption intention. We collected 238 survey responses and formed structural equation modeling with AMOS 23.0. The results of the analysis can be summarized as follows. The diversity of contents and self-efficacy had significant effects on perceived usefulness, perceived ease of use and perceived enjoyment, thus increasing the intention of acceptance. Perceived usefulness, perceived ease of use and perceived enjoyment had significant effects on the intention of acceptance. Perceived ease of use indirectly had an effect through increasing perceived enjoyment. The price did not affect the adoption intention and marketing communication increased the intention of acceptance. The results are expected to provide useful information to the companies related to VR.

An Empirical Effect of the Belief Variables on Recommendation Intention for Using Kiosk Service (키오스크 서비스의 추천의도에 영향을 미치는 신념변수에 관한 실증적 분석)

  • Lee, Eun Mi
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.113-121
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    • 2019
  • The purpose of this study is to identify belief variables of kiosk that affect satisfaction and recommendation intention by applying vertically extended technology acceptance model (TAM). As results of this study are as follows. Firstly, the perceived usefulness and perceived ease of use have an impact on satisfaction statistically. Second, the perceived usefulness and perceived enjoyment of the kiosk showed a positive(+) influence on the recommendation intention. Third, users who satisfied with kiosk service have strong recommendation intention to their friends, family and colleagues so on. These findings support that the usefulness and usability of the new information technology identified in the existing technology acceptance model is a key variable affecting user reactions (satisfaction and recommendation intention). Additionally, the perceived enjoyment is an important factor as new belief variable for explaining the formation of recommendation intention through satisfaction of kiosk service. The results of this study contribute to verifying the empirical model between the belief variables(perceived usefulness, perceived ease of use, perceived enjoyment) and the recommendation intention.

Determinants of Users' Perceived Value on Mobile Contents Service (모바일 콘텐츠 서비스에 대한 인지된 사용자 가치 결정요인에 관한 연구)

  • Park, Sang-Cheol;Kim, Jong-Uk
    • Journal of Information Technology Applications and Management
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    • v.15 no.4
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    • pp.221-245
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    • 2008
  • Recently, mobile internet technologies are enabling the possibility of radically new computing services which can share information and communicate with others on the move. In this situation, prior studies have attempted to identify of what factors make people use mobile internet. However, prior researches focused on investigating the factors affecting users' adoption to Mobile Internet. In order to offer beneficial materials to mobile internet companies, we investigated important factors to increase mobile users' value from the viewpoints of customer. In particular, this study was progressed how characteristics of mobile contents affect users' intrinsic attributes and how perceived users' network effects affect users' value in the mobile computing environments. To empirically test proposed hypotheses, we have analyzed 285 survey data gathering from mobile internet users and verified hypotheses by using SEM (structural equation modeling). Based on the results of this study, we found that content accessibility and content quality have significant impacts on users' intrinsic attributes such as perceived usefulness and perceived enjoyment. In addition, this study also revealed that perceived usefulness and perceived enjoyment were positively related to users' emotional value. Moreover, this study found that perceived users' network effects could affect users' monetary value by mediating expected benefits. Based on our findings, we can understand that this perspective can provide a deeper understanding of the mobile users' value adoption by bridging the gap between mobile internet studies and actual practice.

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Investigation of the Relationships Among Extrinsic Motivation, Intrinsic Motivation, and Attitude toward Online Community (내재적 동기와 외재적 동기가 온라인 커뮤니티에 미치는 영향)

  • Kim Jong-Weon;Kim Eun-Jung
    • Journal of Korea Society of Industrial Information Systems
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    • v.10 no.4
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    • pp.1-15
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    • 2005
  • This study investigates the relationships between extrinsic motivation (perceived usefulness), intrinsic motivation (perceived ease of use and perceived enjoyment), and attitude toward online community. With 252 valid responses, the research hypotheses are tested using by structured equation model. The results show that perceived ease of use affects perceived usefulness and perceived enjoyment, that perceived enjoyment has a positive impact on perceived usefulness and attitude toward online community, and that perceived usefulness positively influences attitude toward online community. The study can help IS managers and professionals plan their courses of action more effectively for users' continuous visits on online community.

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A Study of Factors Influencing the Intention to Use Smartphone (스마트폰 사용 의도에 영향을 미치는 요인 연구)

  • Lee, Moon-Bong
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.139-149
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    • 2011
  • Smartphone is a new information technology that converges PDA into a mobile phone. Based on the Technology Acceptance Model, this study examines factors influencing the intention to use smartphone. Independent variables of this research are composed of the subjective norm, innovativeness, perceived usefulness, perceived ease of use, perceived enjoyment, cost relevance. Questionnaires are collected from 289 students who are using a smartphone. The results are following: first, the subjective norm, innovativeness, perceived usefulness, the perceived enjoyment, and cost relevance have positive effect on the intention to use smartphone, but the perceived ease of use has not. Second, the perceived enjoyment is found to be the strongest predictor of the intention to use.

Use Intention of Mobile Mail:A Comparative Study Between Korea and Japan (모바일 메일의 사용의도:한국과 일본을 중심으로)

  • Lee, Myung-Moo;Kim, Yun-Ho
    • Journal of Information Technology Services
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    • v.9 no.3
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    • pp.25-43
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    • 2010
  • The speed and magnitude of mobile phone adoption is a recent worldwide phenomenon akin to those of the television in the middle of the 20th century and the Internet in the late 20th century. During the 2000s, mobile phone adoption was exploded and subscriptions reached 3 billion around the globe. Korea and Japan have been ahead of the rest of the world in introducing new handset and service capabilities. They were the first markets to launch 3G services and are currently the only markets to have achieved mainstream adoption of 3G with over one-third of customers in both markets subscribing to 3G services. The purpose of this article is to explore the cultural similarities and differences associated with mobile mail by presenting findings from a cross-cultural comparison of perceptions and uses of the technology. The results of the study are as follows:Of the characteristics that make up the mobile text-messaging service in Korea, a person's perceived ease of use and perceived enjoyment was found to have a positive effect on use attitude. Among the characteristics that make up a person's perceived ease of use, perceived enjoyment was found to have a positive effect on use intention. And use attitude was found to have positive effects on use intention. But, of the characteristics that make up the mobile text-messaging service in Japan, a person's perceived usefulness, perceived ease of use and perceived enjoyment were found to have a positive effect on use attitude. Among the characteristics that make up a person's perceived usefulness, perceived ease of use and perceived enjoyment were found to have a positive effect on use intention. And use attitude was found to have positive effects on use intention. This study contributes to telecommunications research by delineating the various stimuli to consider for successful technology acceptance in a global setting, which can account for differential impacts across regions. The findings of this study can assist telecommunications operators in formulating an effective region-specific strategy when launching a wireless data service in a particular environment.

Study on the Effect of Sociability, Ease of Use, Usefulness, Enjoyment on Acceptance Intention in e-Learning -A Perspective of the Extended Technology Acceptance Model- (이러닝에서 사회성, 사용용이성, 유용성, 즐거움이 수용의향에 미치는 영향 연구 -확장된 기술수용모델 관점-)

  • Lee, Jong-Man
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.417-425
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    • 2012
  • The purpose of this paper is to examine factors influencing e-Learning acceptance intention through extended Technology Acceptance Model(TAM) applying TAM, the motivation theory, and the social response theory. To do this, this paper proposes and analyzes a theoretical model consisting of factors such as perceived sociability, perceived ease of use, perceived usefulness, perceived enjoyment, and e-Learning acceptance intention. Our findings are revealed as following: First, perceived usefulness and perceived enjoyment have positive effects on e-Learning acceptance intention. Second, perceived ease of use has positive effects on determinants of e-Learning acceptance intention. Third, perceived sociability not only has direct influence on e-Learning acceptance intention but also has indirect influence carried by perceived usefulness.