• 제목/요약/키워드: playfulness

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유튜브 쇼츠(Youtube Shorts)의 스낵컬처(Snack Culture)현상 요인 분석: 사용자의 인지된 가치를 중심으로 (A Study on the Snack Culture Phenomenon in YouTube Shorts : Focused on Users' Perceived Value)

  • 홍원진;김승인
    • 산업진흥연구
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    • 제9권3호
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    • pp.193-203
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    • 2024
  • 본 연구는 스낵컬처 현상 안에서 사용자들이 유튜브 쇼츠를 사용하는 행태를 분석 및 정의하며 숏폼 콘텐츠의 주요 가치 요인을 분석하여 숏폼 영상의 제작 전략을 제안하는 데 목적을 두고 있다. 이를 위해 선행연구를 통해 유튜브 쇼츠 콘텐츠의 7가지 특성 요인(유희성, 시간 보내기, 정보제공, 사회적 실재감, 상호작용성, 현실도피, 간결성)과 육하원칙에 따라 사용자의 사용 행태를 분석할 기준을 도출하였고, 이를 기준으로 설문조사와 심층 인터뷰를 진행하였다. 실험 결과, 숏폼 콘텐츠에 있어서 사용자에게 주요한 가치는 유희성, 시간 보내기, 간결성, 상호작용성으로 나타났다. 사용 행태 분석 결과 첫 번째로 사용자들은 유튜브 쇼츠를 목적 없이 이용한다는 것을 발견하였다. 두 번째로 유튜브 쇼츠를 시청하며 연속적으로 10~20개의 콘텐츠를 선택적으로 시청한다는 점을 발견하였고, 세 번째로 편안한 시청환경에서 주로 유튜브 쇼츠를 사용한다는 점을 발견하였다. 본 연구를 통해 스낵컬처 현상 안에서 사용자들의 유튜브 쇼츠 소비 행태에 대한 이해를 높이고, 크리에이터 입장에서 숏폼 영상을 제작할 때 고려해야 할 요소들과 전략에 대한 실무적인 함의를 제공할 수 있을 것으로 기대한다.

방송과 통신 융합시스템의 수용 및 상대적 효능에 관한 연구: IPTV를 중심으로 (A Study on the Acceptance of Convergence System of Broadcasting, and Telecommunication, and Their Relative Efficiency Focusing on IPFV)

  • 염병용;이상호;김재범
    • Asia pacific journal of information systems
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    • 제19권3호
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    • pp.25-49
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    • 2009
  • Advances in technology have resulted in the emergence of new information systems. The convergence of IT and manufacturing sectors has blurred the boundaries among industries. Also, such convergence has become established as a paradigm to build a new area. Especially the convergence of broadcasting and telecommunication, notably in the case of IPTV (Internet Protocol Television), is among the most salient examples of its kind in recent years as a major case of disruptive technology innovation. Despite its much fanfare, such convergence, however, has not fulfilled the expectation; it has not produced positive economic effects while negatively affecting the growth of IPIV. Stakeholders in and around IPIV including telecommunication companies, broadcasting corporations, and government bodies wish to gain control of IPTV under their wings. IPTV has drifted in the midst of conflicts among the stakeholders in and around IPTV, particularly telecommunication and broadcasting organizations in a broad sense. Our empirical research intends to deal with how audiences accept IPTV and how firms provide IPTV services to utilize their resources. Three research questions in this paper include, first, whether Technology Acceptance Model (TAM) can sufficiently explain the acceptance of IPTV as an information system. The second question concerns with empirically testing the playful aspect of IPTV to increase its audience acceptance. Last, but not least, this paper deals with how firms can efficiently and effectively allocate their limited resources to increase IPTV viewers. To answer those three main questions of our study, we collect data from 197 current subscribers of high speed internet service and/or cable/satellite television. Empirical results show that 'perceived usefulness (PU) $\rightarrow$ Intention to use' and 'perceived ease of use (PEU) $\rightarrow$ Intention to use' are significant. Also, 'perceived ease of use' is significantly related to 'perceived usefulness.' Perceived ease of handling IPTV without much effort can positively influence the perceived value of IPTV. In this regard, engineers and designers of IPTV should pay more attention to the user-friendly interface of IPTV. In addition, 'perceived playfulness (PP)' of IPTV is positively related to 'intention to use'. Flow, fun and entertainment have recently gained greater attention in the research concerned with information systems. Such attention is due to the changing features of information systems in recent years that combine the functional and leisure attributes. These results give practical implications to the design of IPTV that reflects not just leisure but also functional elements. This paper also investigates the relationship between 'perceived ease of use (PEU)' and 'perceived playfulness (PP).' PEU is positively related to pp. Audiences without fear can be attracted more easily to the user-friendly IPTV, thereby perceiving the fun and entertainment with ease. Practical implications from this finding are that, to attract more interest and involvement from the audience, IPTV needs to be designed with similar or even more user friendly interface. Of the factors related to 'intention to use', 'perceived usefulness (PU)' and 'perceived ease of use (PEU)' have greater impacts than 'perceived playfulness (PP).' Between PU and PEU, their impacts on 'intention to use' are not significantly different statistically. Managerial implications of this finding are that firms in preparation for the launch of IPTV service should prioritize the functions and interface of IPTV. This empirical paper also provides further insight into the ways in which firms can strategically allocate their limited resources so as to appeal to viewers, both current and potential, of IPTV.

스마트폰의 지각된 가치와 지속적 사용의도, 그리고 개인 혁신성의 조절효과 (An Empirical Study on Perceived Value and Continuous Intention to Use of Smart Phone, and the Moderating Effect of Personal Innovativeness)

  • 한준형;강성배;문태수
    • Asia pacific journal of information systems
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    • 제23권4호
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    • pp.53-84
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    • 2013
  • With rapid development of ICT (Information and Communications Technology), new services by the convergence of mobile network and application technology began to appear. Today, smart phone with new ICT convergence network capabilities is exceedingly popular and very useful as a new tool for the development of business opportunities. Previous studies based on Technology Acceptance Model (TAM) suggested critical factors, which should be considered for acquiring new customers and maintaining existing users in smart phone market. However, they had a limitation to focus on technology acceptance, not value based approach. Prior studies on customer's adoption of electronic utilities like smart phone product showed that the antecedents such as the perceived benefit and the perceived sacrifice could explain the causality between what is perceived and what is acquired over diverse contexts. So, this research conceptualizes perceived value as a trade-off between perceived benefit and perceived sacrifice, and we need to research the perceived value to grasp user's continuous intention to use of smart phone. The purpose of this study is to investigate the structured relationship between benefit (quality, usefulness, playfulness) and sacrifice (technicality, cost, security risk) of smart phone users, perceived value, and continuous intention to use. In addition, this study intends to analyze the differences between two subgroups of smart phone users by the degree of personal innovativeness. Personal innovativeness could help us to understand the moderating effect between how perceptions are formed and continuous intention to use smart phone. This study conducted survey through e-mail, direct mail, and interview with smart phone users. Empirical analysis based on 330 respondents was conducted in order to test the hypotheses. First, the result of hypotheses testing showed that perceived usefulness among three factors of perceived benefit has the highest positive impact on perceived value, and then followed by perceived playfulness and perceived quality. Second, the result of hypotheses testing showed that perceived cost among three factors of perceived sacrifice has significantly negative impact on perceived value, however, technicality and security risk have no significant impact on perceived value. Also, the result of hypotheses testing showed that perceived value has significant direct impact on continuous intention to use of smart phone. In this regard, marketing managers of smart phone company should pay more attention to improve task efficiency and performance of smart phone, including rate systems of smart phone. Additionally, to test the moderating effect of personal innovativeness, this research conducted multi-group analysis by the degree of personal innovativeness of smart phone users. In a group with high level of innovativeness, perceived usefulness has the highest positive influence on perceived value than other factors. Instead, the analysis for a group with low level of innovativeness showed that perceived playfulness was the highest positive factor to influence perceived value than others. This result of the group with high level of innovativeness explains that innovators and early adopters are able to cope with higher level of cost and risk, and they expect to develop more positive intentions toward higher performance through the use of an innovation. Also, hedonic behavior in the case of the group with low level of innovativeness aims to provide self-fulfilling value to the users, in contrast to utilitarian perspective, which aims to provide instrumental value to the users. However, with regard to perceived sacrifice, both groups in general showed negative impact on perceived value. Also, the group with high level of innovativeness had less overall negative impact on perceived value compared to the group with low level of innovativeness across all factors. In both group with high level of innovativeness and with low level of innovativeness, perceived cost has the highest negative influence on perceived value than other factors. Instead, the analysis for a group with high level of innovativeness showed that perceived technicality was the positive factor to influence perceived value than others. However, the analysis for a group with low level of innovativeness showed that perceived security risk was the second high negative factor to influence perceived value than others. Unlike previous studies, this study focuses on influencing factors on continuous intention to use of smart phone, rather than considering initial purchase and adoption of smart phone. First, perceived value, which was used to identify user's adoption behavior, has a mediating effect among perceived benefit, perceived sacrifice, and continuous intention to use smart phone. Second, perceived usefulness has the highest positive influence on perceived value, while perceived cost has significant negative influence on perceived value. Third, perceived value, like prior studies, has high level of positive influence on continuous intention to use smart phone. Fourth, in multi-group analysis by the degree of personal innovativeness of smart phone users, perceived usefulness, in a group with high level of innovativeness, has the highest positive influence on perceived value than other factors. Instead, perceived playfulness, in a group with low level of innovativeness, has the highest positive factor to influence perceived value than others. This result shows that early adopters intend to adopt smart phone as a tool to make their job useful, instead market followers intend to adopt smart phone as a tool to make their time enjoyable. In terms of marketing strategy for smart phone company, marketing managers should pay more attention to identify their customers' lifetime value by the phase of smart phone adoption, as well as to understand their behavior intention to accept the risk and uncertainty positively. The academic contribution of this study primarily is to employ the VAM (Value-based Adoption Model) as a conceptual foundation, compared to TAM (Technology Acceptance Model) used widely by previous studies. VAM is useful for understanding continuous intention to use smart phone in comparison with TAM as a new IT utility by individual adoption. Perceived value dominantly influences continuous intention to use smart phone. The results of this study justify our research model adoption on each antecedent of perceived value as a benefit and a sacrifice component. While TAM could be widely used in user acceptance of new technology, it has a limitation to explain the new IT adoption like smart phone, because of customer behavior intention to choose the value of the object. In terms of theoretical approach, this study provides theoretical contribution to the development, design, and marketing of smart phone. The practical contribution of this study is to suggest useful decision alternatives concerned to marketing strategy formulation for acquiring and retaining long-term customers related to smart phone business. Since potential customers are interested in both benefit and sacrifice when evaluating the value of smart phone, marketing managers in smart phone company has to put more effort into creating customer's value of low sacrifice and high benefit so that customers will continuously have higher adoption on smart phone. Especially, this study shows that innovators and early adopters with high level of innovativeness have higher adoption than market followers with low level of innovativeness, in terms of perceived usefulness and perceived cost. To formulate marketing strategy for smart phone diffusion, marketing managers have to pay more attention to identify not only their customers' benefit and sacrifice components but also their customers' lifetime value to adopt smart phone.

부모-자녀 놀이치료를 통한 부적응 유아의 대인관계 증진 사례 연구 (Small Group Filial Therapy Effectiveness on Improving Young Children's Interpersonal Relationships)

  • 정계숙;이은하
    • 아동학회지
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    • 제29권1호
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    • pp.63-86
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    • 2008
  • The study examined whether small group filial therapy for maladjusted young children and their mothers would improve children's interpersonal relationships. Two mother-child pairs participated in the program consisting 12 group parent education sessions by a therapist and 6 sessions of supervised play therapy. All 18 sessions ran 85-90 minutes once a week. Results showed positive changes on initiated interactions, co-play, emotional closeness and manifest joy in mother-child play interactions. Scores of playfulness rated by two trained observers during weekly group play time for the children showed improvement in terms of physical, social, and cognitive spontaneity, manifest joy and humor. Quality of children's interpersonal relationships in routine life of home and preschool was enhanced according to reports of mothers and preschool teachers.

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유아의 창의적 행동특성과 어머니의 지지적 양육행동간의 관계 (The Relationship between Young Children's Creative Behaviors and Mothers' Supportive Child-Rearing Behaviors)

  • 김수연;이영
    • 대한가정학회지
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    • 제43권2호
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    • pp.69-79
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    • 2005
  • The purpose of this study was to examine the creative behavior characteristics of 4-5 year olds and to investigate the relationship between these characteristics and the mothers' supportive child-rearing behaviors. The subjects were 125 pairs of young children and their mothers in Seoul and Gyeonggi-do. The major results of this study were as follows. First, young children were rated to show uniqueness, openness, sensitivity, playfulness, and perseverance as creative behavior characteristics by their teacher. There were no significant differences between creative behavior characteristics of boys and girls. Second, the more mother used supportive child-rearing behaviors, the higher their children's creative behavior characteristics were estimated.

소셜 커머스 지속 사용의도에 관한 연구 (A Study of the Continuous Use Intention of Social Commerce)

  • 홍태호;배련영;최수형;박지영
    • 한국정보시스템학회지:정보시스템연구
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    • 제21권2호
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    • pp.135-160
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    • 2012
  • In this paper, we identified the factors influencing on the continuous use intention of social commerce and analyzed the proposed model empirically using structural equation model, which was developed by considering hedonic and utilitarian shopping value, trust, satisfaction, familiarity, social influence, and perceived price. We collected data for this study by surveying the consumers who had an experience of purchasing through social commerce. An analysis of 212 respondents indicated that utilitarian and hedonic shopping value influenced on satisfaction as both of shopping value are significant statistically. Social commerce gives more attraction their consumers by reducing the price to half, whereas they are expected to present playfulness of shopping. Familiarity, social influence, and perceived price are influential factors in a purchase of social commerce sites. We discuss the implications of our findings for both theory and practice.

The Impact of Experience Value on Brand Image, Satisfaction, and Customer Loyalty in Context of Full-Service Restaurants: Moderating Effect of Gender

  • Lee, Sang-Mook
    • 한국조리학회지
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    • 제20권5호
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    • pp.93-100
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    • 2014
  • This study performed to identify the relationships among experiential value, brand image, satisfaction and customer loyalty in context of full-service restaurant, and to find the moderating effect of gender on the formulated model. SPSS 18.0 and AMOS 18.0 were employed to conduct frequency analysis, reliability analysis, exploratory and confirmatory factor analysis, and multigroup analysis to examine moderating effect. Results confirmed the validity and reliability and found significant relationships among the constructs. First, two factors of experiential value (e.g., aesthetic and economic value) have positive influence on brand image, satisfaction, and brand image was significant predictor of customer satisfaction. Second, satisfaction was significant antecedent of attitudinal loyalty and the attitudinal loyalty has influence on behavioral loyalty. In addition, current study identified moderating effect of gender between playfulness and brand image even though there was on significant relationship between both constructs. These results will be meaningful for developing marketing strategies and successful business especially for full-service restaurants.

Customer Coproduction and Customer Citizenship Behavior in e-Commerce

  • Lee, Ju-Min;Han, In-Goo
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.473-478
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    • 2007
  • As customers' participation in B2C e-commerce increases, customers are getting more involved in the delivery of services, which may even go beyond the completion of service transactions. To examine such proactive extra-role online customer behavior, we delve into organizational citizenship behavior framework, which has been recently extended to examine customer citizenship behavior (CCB) in the service market area. Although CCB is vital for online retailing success, MIS and e-commerce research efforts have generally focused on the customer's customer coproduction that are customer in-role behaviors. Moreover, although the effect of information created by anonymous strangers on other customers increase, interpersonal trust research have focused on only the relationship between a seller and a customer. Therefore, this study attempts to answer two research questions: What are motivational factors that affect CCB? How differently do the two kinds of interpersonal trusts (trust in online retailer and trust in customers) influence customers?

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유비쿼터스 환경에서 공간정보 활용에 따른 고객의 지각된 위험, 서비스 품질과 고객만족의 구조적 관계 연구 (A Study on the Causal Relationship of Perceived Risks, Service Quality and Customer Satisfaction in Ubiquitous Environment by Using Spatial Information)

  • 김용범;정남호
    • 대한안전경영과학회지
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    • 제10권3호
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    • pp.145-154
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    • 2008
  • The Location Based Services (LBS) comprise spatial information and mobile technology allow users to receive various services based on Global Positioning Systems (GPS). Although, spatial information based services are very useful, it has lots of possibility to damage privacy protection. But the contents of the legislation by government have problems conflicted between protection of a person's location information and invigoration LBS. Therefore, in this study suggest a causal model to deal with user satisfaction and factors affecting spatial information based services to customer perspective. The proposed research model is tested empirically with one hundred and forty one usable questionnaires and partial least square (PLS) method. Experimental results showed that the usefulness, playfulness, and service quality play a prominent role in influencing the spatial information services satisfaction compared to other factors. But, easy of use and perceived risk are not significant.

디저트카페의 소비경험이 만족과 소비자 행복에 미치는 영향 (Effects of Consumption Experience on Customer Satisfaction and Customer Happiness for Dessert Cafe)

  • 한지수;양동휘
    • 한국조리학회지
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    • 제23권5호
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    • pp.12-24
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    • 2017
  • The purpose of this study was to examine the effects of consumption experience on customer satisfaction and customer happiness for dessert cafe. The survey was conducted with those who have visited dessert cafes in Seoul and Kyonggi area, using a convenience sampling method. After a total of 200 responses was collected, 172 responses were included for the multiple regression analyses in order to test the hypotheses. The results are as follows. First, it was found that consumption experience did not have an effect on customer satisfaction for dessert cafes. Second, the consumption experience (diversity, symbolism, sociality, and playfulness) of dessert cafe significantly impacted customer happiness. As a conclusion, consumption experience at dessert cafes has increased customer happiness by improving the psychological gratification rather than cognitive satisfaction.