• 제목/요약/키워드: playfulness

검색결과 355건 처리시간 0.028초

Understanding the Mobile Internet Use

  • Jeon, Eun-Hee;Kim, Tae-Wan;Bae, Doo-Hwan;Oh, Jae-In
    • 한국데이타베이스학회:학술대회논문집
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    • 한국데이타베이스학회 2002년도 추계 컨퍼런스: 기업경쟁력 강화를 위한 디지털 컨텐츠 및 정보기술 컨퍼런스
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    • pp.3-21
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    • 2002
  • The purpose of this study is to demonstrate individual's mobile Internet acceptance by extending the technology acceptance model (TAM) to the field of the mobile Internet. This research utilized the structural equation model to examine the research model on the mobile Internet use. System quality and information quality as external variables were examined, and playfulness as an intrinsic factor was tested. The research model was successfully validated in the environment of extension model for the mobile internet.

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디지털콘텐츠 특성이 관계품질, 지속적인 이용에 미치는 영향에 관한 연구 (Study on the effects of digital contents traits on the relationship quality and continuous intention of using)

  • 성태경;홍상진;윤지은
    • 경영과정보연구
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    • 제26권
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    • pp.91-116
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    • 2008
  • This study demonstrates some major traits of digital contents as information, playfulness, individuality, as satisfaction and commitment, user behavior as use intention. To make an empirical analysis the study, it is hypothesized that traits of digital contents, relationship quality, and user behavior. The major finding of this study can be summarized as follows, traits of digital contents are positively affected by satisfaction in relationship quality and use intention. Theoretical implication of this study are as follows. First, users wanted to choice only needed information. Second, users recognized digital contents as a part of life. So, user's ability is very important in this environment. According to this, business related with or interested in digital contents must have developed digital contents in variety aspect. Users must have concerned using digital contents, also.

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헤도닉 정보기술의 수용에 관한 영향 요인 연구 (An Empirical Study on the Factors Influencing User Acceptance of Hedonic Information Technology)

  • 김종욱
    • Journal of Information Technology Applications and Management
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    • 제20권4호
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    • pp.111-125
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    • 2013
  • This study investigates how enjoyment (or playfulness) affects user acceptance of hedonic-oriented (or pleasure) information technology based on the technology acceptance model (TAM). A research model was made to examine the effect of enjoyment on the user acceptance of hedonic information technology. 186 responses were collected from university students who had experiences on Daum's Digital View which is a well-known example of digital signage technology. The result of the statistical analysis reveals that enjoyment also had a strong effect on the acceptance of hedonic information technology, in addition to perceived usefulness and perceived ease of use. However, perceived usefulness is reported to most strongly influence the adoption of Digital View. The effect of enjoyment on intention to use was also significant, but enjoyment shows a much low degree of influence than perceived usefulness on intention to use.

수산물 전자카탈로그 표준화를 위한 속성 분석 (Feature Analysis for Fisheries Electronic Catalog′s Standards)

  • 김진백
    • 수산경영론집
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    • 제33권1호
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    • pp.19-41
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    • 2002
  • Recently, the number of Internet shopping malls increases dramatically Internet shopping malls offer direct sales by electronic catalogs. As compared with to physical stores and paper catalogs, electronic catalogs differ in terms of the varieties and types of products offered, promotional efforts, service, interface, ordering and delivering, and so on. This paper analysed the features of electronic catalogs for fisheries by 45 variables. By descriptive statistics of electronic catalogs for fisheries, most electron)c catalogs had sufficient product related information. But promotion and transaction security related features were scarce. And some development technologies of electronic catalogs for fisheries were obsolete. By factor analysis, there were 9 factors of electronic catalogs for fisheries, that was, design of product pages, transaction information, playfulness, convenience of product selection, interface design, design of homepages, product information, learning capability, other electronic catalog related factor. Thus in standardizing electronic catalog for fisheries products, the above 9 factors should be reflected significantly.

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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)

  • 정남호;김용범
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2007년도 춘계학술대회
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    • pp.373-385
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    • 2007
  • 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.

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소셜네트워크서비스(SNS) 만족에 미치는 서비스 품질요인에 관한 연구 (A Study on Factors Affecting Social Network Service e-Service Quality)

  • 김덕희
    • 디지털융복합연구
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    • 제9권3호
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    • pp.225-233
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    • 2011
  • 본 연구는 소셜네트워크서비스(SNS) 의 만족에 어떠한 서비스 품질 요인이 영향을 주는지에 대해서 연구하였다. 웹 2.0의 확대로 커뮤니티에 대한 고객 수요가 확대되면서 나타난 개념인 SNS(Social Network Service) 시장이 급성장 하였다. 이에 대한 서비스 품절 요인을 측정하기 위하여 SNS 사용자를 대상으로 설문 연구를 진행하였다 연구결과 접속성, 충족성, 사용 용이성, 유희성 및 안정성 등 5개 요인 중 충족성, 사용 용이성 및 유희성은 서비스 만족에 영향을 주는 것으로 나타났지만 접속성과 안정성을 영향을 미치지 않는 것으로 나타났다.

영재와 학력우수 아동의 행동특성에 대한 교사의 지각 (Teachers' Perception of Behavior Characteristics Between Gifted and High Achievers)

  • 이영주
    • 아동학회지
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    • 제26권4호
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    • pp.293-302
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    • 2005
  • This study investigated behavior characteristics for the gifted(N=210) and the high achievers(N=1l5). The participations in this study were 200 teachers who rated their 325 students' behavior characteristics in 25 public elementary schools in U.S.A rating of behavior characteristics in learning style, motivation, creativity, and leaderships by teachers indicated differences in keen observation, rapid insight into cause-effect relationship, a large storehouse of information, language fluency, absorption/task persistent, preference for own learning activities, concerns for moral/ethical issues, and a diversity of interests between groups. No differences in understanding of underlying principles, organization, curiosity, creativeness, motivation, initiating activities in areas of personal interest, directing group activities, and intellectual playfulness/imagination were found in addition to some differences between two groups.

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A Framework for Purchase Intentions Toward a Brand-New Smartphone Based on Self-Presentation and Aesthetics

  • Lee, Woong-Kyu
    • Asia pacific journal of information systems
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    • 제24권4호
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    • pp.515-529
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    • 2014
  • This study examines the effects of self-presentation and aesthetics on purchase intentions toward a brand-new smartphone through a research model that accounts for these intentions in a more comprehensive manner than traditional ICT frameworks. The constructs were selected based on the three-level processing theory: aesthetics at the visceral level, perceived usefulness and playfulness at the behavioural level, and self-presentation at the reflective level. The hypotheses were developed from self-presentation theory and the attractiveness stereotype which is one of theories in human-computer interactions (HCI). For the validation of hypotheses, the research model was empirically tested for the purchase intention of Apple's iPhone5 by university students in Korea.

Enhancing Fan Participation in Social Media Based Virtual Brand Communities: The Case of Like, Comment, and Share Activities

  • Liguo Lou;Joon Koh
    • Asia pacific journal of information systems
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    • 제27권1호
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    • pp.54-76
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    • 2017
  • The purpose of marketing via Facebook is to convince consumers to become fans of a brand. Facebook constructs virtual brand communities that enable brand fans to interact with these brands. This study investigates the antecedents and consequences of fan participation characterized by the breadth and depth of brand fans' like, comment, and share activities. An empirical analysis with 204 survey respondents reveals that expected benefits, such as brand information, social interaction ties, playfulness, and incentive, have positive effects on fan participation. Furthermore, fan participation increases fan's attitudinal loyalty, which then positively affects behavioral loyalty. Theoretical and practical implications of the findings as well as future research directions are also discussed.

유튜브 크리에이터의 특성이 콘텐츠관여도와 사용자태도에 그리고 사용자태도가 구독의도에 미치는 영향 - 콘텐츠관여도의 매개효과를 중심으로 - (The Effect of YouTube Creator's Characteristics on Content Involvement, user Attitude, and user Attitude on Subscription Intentions - Focusing on the Mediated Effect of Content Involvement -)

  • 은창익
    • 한국엔터테인먼트산업학회논문지
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    • 제15권4호
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    • pp.55-72
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    • 2021
  • 본 연구는 인터넷 미디어 및 1인 미디어 환경, 특히 어디서든 접속, 시청 가능한 모바일 미디어를 선도하는 1인 미디어 크리에이터들의 변별이 사용자 태도와 지속적인 구독의도에 미치는 영향을 연구하는 데 있다. 특히, 유튜브로 대변되는 1인 미디어 시장의 상황을 파악하고 미디어 시장을 구성하는 각 주체들 및 구성요소들 간의 관계성 그리고 생태를 탐색하고자 하였으며, 유튜브 크리에이터의 특성이 콘텐츠관여도와 사용자태도 간의 관계, 사용자태도와 구독의도 간의 관계, 그리고 콘텐츠관여도가 크리에이터특성과 사용자태도 간의 관계에서 매개효과를 갖는지를 파악하고자 연구를 진행하였다. 연구방법은, 먼저 이론적 정립을 위해 기 발표된 국내·외 학위 및 학술지 논문 등을 수집 고찰하여 정리하였고, 수립된 연구모형의 객관적 타당성 및 검증을 위해 현재 유튜브를 시청하는 성인남녀에게 설문을 진행한 후 최종 유효 표본을 통해 실증분석을 실시하였으며, 결과는 다음과 같다. 첫째 크리에이터의 특성과 콘텐츠관여도 간의 관계에서 유희성과 신뢰성은 유의하지 않은 것으로 나타났으나 전문성은 유의하게 나타났다. 둘째, 크리에이터의 특성과 사용자태도 간의 관계는 전문성은 유의하지 않은 것으로 나타났으나 유희성과 신뢰성은 유의한 것으로 나타났다. 셋째, 콘텐츠관여도와 사용자태도 간의 관계는 유의한 영향을, 넷째, 사용자태도와 구독의도 간의 관계도 유의한 것으로 나타났다. 또한 콘텐츠관여도의 매개효과를 검증한 결과, 콘텐츠관여도는 크리에이터의 특성(유희성, 신뢰성, 전문성)과 사용자태도 간의 관계를 완전매개하는 것으로 나타났다. 그리고 결론 부분에 이를 토대로 유추할 수 있는 시사점과 향후 추가 연구를 위한 제언 등을 제시하였다.