• Title/Summary/Keyword: social internet activity

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Social Development and Self-Efficacy on Use of the Internet in Adolescence (인터넷 사용유형에 따른 청소년의 사회성과 자기효능감)

  • An, Sun-Jung;Choi, Bo-Ga
    • Korean Journal of Child Studies
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    • v.29 no.1
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    • pp.33-48
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    • 2008
  • This study analyzed social development and self-efficacy in use of internet in adolescents. Subjects were 510 7th, 8th, 10th, and 11th grade students in Daegu. Instruments were the modified Activities Questionnaire for Students (Heitner & Erica, 2(02), the Personality Inventory for Youth (Heitner & Erica, 2002) and the Self-Efficacy Scale (Song, 1998). Findings were that (1) male students use more synchronous (multi-game) but female students use more asynchronous (e-mail) and asocial (web-surfing) internet activity. (2) Synchronous social internet (multi-game) users were more social and more efficient than asynchronous (e-mail) and asocial (web-surfing) internet users.

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A Comparative Study of the Effects of Consumer Innovativeness, Self-esteem, and Need for Cognition on Online Activity before and after COVID-19

  • Myung Gwan Lee;Sang Hyeok Park;Seung Hee Oh
    • Journal of Information Technology Applications and Management
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    • v.30 no.5
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    • pp.121-139
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    • 2023
  • This study tried to identify factors affecting online activity before and after the COVID-19 pandemic. To this end, the effects of consumer innovativeness, self-esteem, and need for cognition on the activity of online media such as Internet and social media were investigated, and whether privacy concerns had a moderating effect. For this study, survey data from 2019(before the outbreak of COVID-19) to 2021(after the outbreak of COVID-19) of the 'Korea Media Panel Survey' surveyed by the Korea Information Society Development Institute was used for analysis. The research results that affect Internet activity are as follows. Before the outback of COVID-19, it was found that hedonic innovativeness and social innovativeness had a positive effect and cognitive innovativeness had a negative effect on increasing Internet activity. There was no moderating effect on privacy concerns. The period after the outbreak of COVID-19, need for cognition was found to have a positive effect on increasing social media activity. In addition, the moderating effect of privacy concerns was found in the relationship between need for cognition and Internet activity. There was no privacy concern effect before the outbreak of COVID-19, and the privacy concern effect appeared on functional innovation and need for cognition after the outbreak of COVID-19. This study aims to present various implications for companies to understand the characteristics of online consumers using the Internet and social media after the pandemic.

The Effects of Internet Utilization on the Life Satisfaction of the Elderly -The Mediating Effect of Social Activity- (노인의 인터넷활용이 생활만족도에 미치는 영향 -사회활동의 매개효과를 중심으로-)

  • Jeong, Kyu Hyoung;Yun, Ji Hee;Kim, Jong Sung
    • Korean Journal of Social Welfare Studies
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    • v.44 no.2
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    • pp.359-385
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    • 2013
  • The study looked into the effect of internet utilization (utilization frequency and utilization ability in internet) on the life satisfaction level for the elderly in depth. In order to verify the correlation of two variables, a mediating model structured by ego integrity was used which gave out the Seoul welfare panel data created by Seoul welfare foundation in 2010. The total sample size was a group of 1862 elders aged over 60. When it came to our research methods, structured equation analysis was applied to verify the mediating effect and theoretical background. The findings are as follows: First, elderly's utilization frequency in internet is not an influencing factor to life satisfaction and elderly's utilization ability in internet is an influencing factor to life satisfaction. Second, the level of social activity did function as partial mediator on relationship between elderly's utilization ability in internet and life satisfaction. This study indicates theoretical and practical interventions to promote elderly's utilization in internet.

A study of advertisement effect according to the context, news type, and advertisement type of social contribution activity article (사회공헌활동 기사 맥락과 뉴스형태 및 광고종류에 따른 광고효과)

  • Kim, Eun Hee;Yu, Seung Yeob
    • Journal of Digital Convergence
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    • v.10 no.9
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    • pp.253-262
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    • 2012
  • This study tries to find the differences in attitude towards advertisement and corporate image according to the context of article in web contents, banner advertisement exposure and news type. The findings of this study are as follows. First, interaction effect between the context of Internet article on social contribution activity and attitude towards advertisement was confirmed. When the context of Internet article was negative, the news type that provides a photo with the article was more effective for the attitude towards advertisement. It is estimated that when a photo is provided with an Internet article for social contribution activity, the level of crowdedness increases and accordingly the negative context of the Internet article is cancelled out. Second, interaction effect between news type and advertisement type of social contribution activity article and attitude towards advertisement was confirmed. In the news type that provides a photo with an Internet article, corporate advertisement was more effective for attitude towards advertisement than product advertisement. Third, interaction effect between the news type of social contribution activity and corporate image according to advertisement type was confirmed. In the news type that provides a photo with an Internet article, product advertisement was more effective for corporate image than corporate advertisement.

The Impact of Social Network Service, Trust and Cognition on Customer Loyalty in Internet Shopping

  • Sun, Han-Gil
    • Journal of Information Management
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    • v.42 no.2
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    • pp.211-234
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    • 2011
  • The development of information technology improves the globalization of the world economy. This change was able to expand the cyber space, and the online community known as the cyber community is made within the existing offline community. From the cyber community's activity, the concept of social network services created, and recently developed social computing. Social computing is the current situation and the next step in the online community. Currently, most CIOs are using social computing for workplace empowerment. As online transactions become more active, the strategy to increase customer loyalty in Internet shopping is an effective tool to increase profit for the company, and as a method to maintain competitive. With the growth of electronic commerce, through insurance of customer loyalty on the Internet, a company can establish a long-term relationship with customers, so for this, it is important to have reliable relationship with customers. Also, through advertisement and commercial information, the cognition of Internet shopping looks can be effective in retaining customers. In this study, it explores how social computing and trust and cognition of Internet shopping are effective in maintaining customer loyalty. As the result of study, the trust and cognition of Internet shopping are significantly effective on customer loyalty, but the sense of social computing. Still, social computing has not matured enough to be as effective in retaining customer loyalty. However, it does indicate that social computing has significantly increased the trust and cognition in Internet shopping. In this study, as the concepts of the social network service and social computing are applied in Internet shopping, which are actively discussed by scholars, it is expected that the basis of the study could improve and present the idea of social shopping.

Design of Social Learning Platform for Collaborative Study (협력학습을 위한 소셜러닝 플랫폼의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.5
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    • pp.189-194
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    • 2013
  • Social learning is a new study model of future knowledge information society. In different existing study, it lay stress on individual activity and collaborative study with others. It is useful to apply social media services to build social learning platform for collaborative study. In my paper, after existing social media services and social platforms are investigated and analyzed, an effective social learning platform applyng social media services is presented. Also differences and superiority compared to other social platforms is presented through new social learning platform architecture and screen design.

The Research of Ability to Use Internet, Interpersonal Skill, and Social Activity among the 50's and 60's in Seoul: Latent Mean Analysis (서울지역 장·노년층의 인터넷활용능력, 대인관계능력, 사회활동에 관한 연구: 잠재평균분석을 활용한 집단비교)

  • Kim, Dong bae;Kim, Sang bum;Kim, Se jin
    • 한국노년학
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    • v.31 no.3
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    • pp.733-749
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    • 2011
  • The purpose of this research are as follows. The first is to investigate the mediating effect of interpersonal skill on the relationship between the ability to use Internet and social activity among the 50's and 60's. The second is to compare 60's latent mean of core variables with 50's ones in terms of information gap. The data was Seoul welfare panel data made by Seoul welfare foundation in 2008 and the total subject was 941(50's=644, 60's=297). When it comes to the research methods, structured equation analysis for verifying the mediating effect and latent mean analysis for comparing the two groups were practiced. The results of this research are as follows. First of all, interpersonal skill did function as partial mediator. Second, according to the latent mean analysis, the group of 50's showed a more higher level of the ability to use Internet. On the other hand, the group of 60's revealed a more active social participation. In conclusion, Information educational programs should focus on Internet communication skill for enhancing social activities of the elderly and consider the differentiations among the elder generations.

The Information Leisure Activity of the Aging Generation and the Analysis of Meaning (노년기 소비자의 정보화 여가활동 연구와 의미 분석)

  • Kim, Yeon-Jeong
    • Journal of Family Resource Management and Policy Review
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    • v.14 no.4
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    • pp.323-340
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    • 2010
  • Many social and environmental changes have emerged due to the increasing size of the aging generation. This study explored the current status of the information leisure activity of the aging generation (computer use activity, internet service participation, social community participation and blogging, UCC, etc.) and the need for serious games among elderly consumers. It analyzed the current status of serious game and information leisure span as determined by experts on elderly care at the aging welfare institute. The research methods involved applying content analysis and focus group interviews. The results were as follows: The elderly are willing to enjoy the internet and economics networks. In particular, economic investment, economic news, health, meetings, and communication are the main internet search categories. The results for serious games are less interesting than those for IT participation. The components of usefulness in terms of serious games, as identified by care experts, are simplicity, a user-friendly interface, efficacy, and certainty in using the game device. Care experts recognize that serious games represent a supplementary device to traditional physical and emotional therapy.

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Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.4
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.

A study on Regional Disparity of Youth Cultural Welfare (청소년문화복지 지역격차연구 - 충청지역을 중심으로 -)

  • Kim Minjung;Song Jumi
    • Journal of the Korean Home Economics Association
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    • v.42 no.11
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    • pp.61-84
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    • 2004
  • The purpose of this study is to present foundational data to promote the cultural welfare status of youth. The actual condition of the youth's cultural welfare was investigated by investigating the degree of youth's cultural welfare satisfaction and needs by regional groups. A total of 1486 questionnaires were used for the final data analysis. The analysis revealed the following results. 1. Actual conditions of adolescents cultural welfare. 1) Among various cultural activities, adolescents find leisure and social activity, artistic, mass media and video-media activities very boring and one-sided, Instead, they have greater interest in computer- and Internet-related activities, such as getting and sharing information and communication. 2) While adolescents living in urban areas benefit from well developed social infra-structure, those living in rural areas seldom take advantage of it. 3) The obstacles against cultural welfare of the youth can be categorized as: 'lack of money,' 'lack of time,' and 'lack of cultural facilities. ' In urban areas 'lack of time' becomes an issue, whereas in rural areas 'lack of money' and 'lack of cultual facilities' are important. 2. Degree of cultural welfare satisfaction of the youths. Youths generally appear either 'unsatisfied' or 'neutral' concerning their satisfaction degree about leisure and social activity parts, and art and play-activity paris. On the other hand, they appear 'neutral' concerning their satisfaction degree about computer- and Internet-related information and communication parts, and mass- and video-media activity parts. In addition, urban youths show a higher degree of satisfaction than rural youths. 3. What the youths need To improve their culture welfare status, they need a lot of supplements for cultural activity in the form of cultural infra-structure. Regarding the cultural infra-structure, rural youths need more than urban youths.