• 제목/요약/키워드: usage Intention

검색결과 710건 처리시간 0.023초

업무용도로 이용되는 모바일 인스턴트 메신저에서 인지된 보안성, 인지된 프라이버시, 인지된 즐거움, 인지된 상호작용성이 지속이용의도에 미치는 영향에 관한 연구 (On the Effect of Perceived Security, Perceived Privacy, Perceived Enjoyment, Perceived Interactivity on Continual Usage Intention through Perceived Usefulness in Mobile Instant Messenger for business)

  • 이지은;황찬규;권두순
    • 디지털산업정보학회논문지
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    • 제11권3호
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    • pp.159-177
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    • 2015
  • As smart phones become more common nowadays, mobile instant messengers such as kakao talk and line are used as essential communication tools exchanging information between individuals. Also, the mobile instant messengers extend their use to business area beyond communication between individuals. This study is on how factors of mobile instant messenger such as perceived security, perceived privacy, perceived enjoyment and perceived interactivity affect business continual usage intention through perceived usefulness. The proposed model is based on Expectation-Confirmation Theory of Oliver and Technology Acceptance Mode of Bhattacherjee. For an analysis, 159 survey responses were collected from the office workers in Seoul and nearby cities, having experiences of mobile instant messengers. To validate the proposed research model, PLS analysis is performed with the valid 154 questionnaires. The path analysis results are as follows. First, perceived security has a positive effect on expectation-confirmation. Second, perceived enjoyment has a positive effect on perceived usefulness. Third, perceived interactivity has a positive effect on both perceived usefulness and expectation-confirmation. Fourth, perceived usefulness has a positive usefulness on satisfaction and continual usage intention of mobile instant messenger. Last, expectation-confirmation has a positive effect on perceived usefulness, and satisfaction has a positive effect on continual usage intention of mobile instant messenger. Since the mobile instant messenger may bring a pressure of work and a violation of privacy, it is necessary that the company provide a guideline for use of the mobile instant messenger and establish the in-house mobile instant messenger system.

조리교육생의 약선 음식 이용 특성 및 교육 참여 의사 - 인구통계학적 특성을 중심으로 - (Current State of Usage and Education Participation Intention for Yaksun Food among Culinary Students - Focused on Demographic Characteristics -)

  • 송연미;조미나
    • 한국식품조리과학회지
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    • 제32권4호
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    • pp.503-516
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    • 2016
  • Purpose: The purpose of this study was to examine the current state of usage and education participation intention for Yaksun food according to demographic characteristics. Methods: The questionnaire for the survey was distributed to 300 students, who were enrolled in culinary education program at Seoul Institute of Technology and Education from September 5, 2014 to September 20, 2014, and 264 responses were used for analysis. Results: Awareness regarding Yaksun food was low, but the intention to participate in the Yaksun food class was high. The information searching route for Yaksun food was mainly television, radio or internet. Memil-jeonbyeong ssam was the most eaten menu item and Nokdu-Samgye tang was the most popular menu item. Among the different types of Yaksun food, vegetable dishes, steamed dishes, rice dishes and roasted dishes were preferred in this order. The most preferred educational institution for Yaksun food was the cultural center, and the most preferred educational period for Yaksun food was less than three months. The most important point in the Yaksun food class was practical application in real life. Also, the current state of usage for Yaksun food and the intent to participate in an education program for Yaksun food was statistically different according to demographic characteristics. With respect to the current state of usage for Yaksun food, the information searching route for Yaksun food was statistically different according to occupation, cooking career and lives and Yaksun cuisine type preference according to gender, occupation, income and households. Also, with respect to education program participation intention for Yaksun food, educational institution preference for Yaksun food was statistically different according to gender, age, occupation, cooking career, income and lives. Conclusion: Based on these results, this research concludes that for developing an educational program for Yaksun food, it is important to analyze the target customers' demographic characteristics and their needs. Furthermore, it shows that there is a need to develop various educational programs and menus for Yaksun food.

농촌체험마을 소셜 미디어의 지속적 이용의도에 미치는 영향 (The Effects of Continued Usage Intention of Rural Tourism Social Media)

  • 문영주;이종호
    • 한국산학기술학회논문지
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    • 제12권11호
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    • pp.4812-4818
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    • 2011
  • 본 연구는 농촌 체험마을 소셜 미디어 이용경험이 있는 이용자를 중심으로 소셜 미디어의 이용 동기가 만족, 신뢰, 지속적 이용의도에 미치는 영향을 규명하고자 실시되었다. 연구분석을 위해 농촌체험마을의 소셜 미디어 이용경험이 있는 310명의 표본자료가 활용되었으며, 연구분석을 위해 PASW18, Lisrel 8.54와 같은 통계분석 도구가 활용되었다. 분석결과 첫째, 소셜 미디어의 이용 동기가 만족에 유의한 영향을 미치는 것으로 나타났다. 둘째, 만족이 신뢰와 지속적 이용의도에 유의한 영향을 미치는 것으로 분석되었다. 셋째, 신뢰가 지속적 이용의도에 유의한 영향을 미치는 것으로 분석되었다. 본 연구 결과를 토대로 소셜 미디어의 지속적 이용의도에 영향을 미칠 수 있는 결정요인들을 분석하여 농촌체험 이용고객의 재방문을 유도할 수 있는 전략적 시사점을 제시하였다.

증강현실 게임에서 연령에 따른 위험 인식 차이 연구 (A Study on the Risk Perception differences by Age on Augmented Reality Game)

  • 최지은;강주영;이환수
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권3호
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    • pp.401-410
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    • 2017
  • 증강현실 게임은 현실 공간에서 발생 가능한 물리적 위험성을 내포하고 있다는 점에서 기존의 게임과는 차이가 있다. 실제로 포켓몬 고 게임과 관련한 사고가 증가하고 있는 추세임에도 이러한 유형의 위험에 대한 학술적 논의는 부족한 상황이다. 따라서 본 연구에서는 증강현실 게임에서 나타나는 인지된 위험 유형에 대한 탐색과 함께 위험 인식 수준이 이용의도에 미치는 영향을 검증한다. 또한 일반적으로 게임 중독성향 및 감각추구 성향이 강하게 나타나는 청소년 그룹과 청장년층의 인식 수준 비교를 통해 연구 시사점을 도출한다. 연구 결과에 따르면 10대의 경우 경제적 위험 인식이 증가할수록 이용 의도가 감소하고 20대 이상의 경우 시간적 위험 인식이 높을수록 이용 의도가 낮아지는 것으로 나타났다. 물리적/신체적 위험의 경우 10대의 경우 이용 의도 감소에 유의미한 영향을 미치지 않는 것으로 나타났고 20대 이상의 경우 오히려 정의 관계가 있는 것으로 나타났다. 이러한 결과는 향후 증강현실 게임의 안전한 이용을 위해서 적절한 규제의 필요성을 시사한다.

소셜TV 혁신저항 결정요인과 이용의도의 관계 (Relationship between the determinant factors of social TV resistance to innovation and intention to use)

  • 박진우
    • 한국전자통신학회논문지
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    • 제11권8호
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    • pp.801-806
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    • 2016
  • 본 연구는 대학생들을 대상으로 소셜TV 혁신저항 결정요인과 이용의도의 관계를 살펴보았다. 주요 결과를 제시하면 다음과 같다. 첫째, 소셜TV 이용에 대한 적합성과 시험가능성, 관찰가능성은 혁신저항에 통계적으로 유의한 부적 영향을 미치는 것으로 나타난 반면에 복잡성은 혁신저항에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났다. 둘째, 소셜TV 이용에 대한 적합성, 복잡성, 시험가능성, 관찰가능성 중 관찰가능성만이 이용의도에 통계적으로 유의한 정적 영향을 미치는 것으로 나타났다. 셋째, 소셜TV에 대한 혁신저항은 이용의도에 통계적으로 유의한 부적 영향을 미치는 것으로 나타났다.

MIM서비스에서 지각된 네트워크외부성과 경험가치가 지속적 사용의도에 미치는 영향에 관한 연구 (A Study On The Effects Network Externalities and Experiential Value Perceived from MIMService on Continuous Intention)

  • 이룡;김광용
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.51-67
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    • 2013
  • Mobile Instant Messenser (MIM) Market With the market is enlarging and attracting more and more companies. With the market expanding and number of users increasing, the competition in this area will be fierce. In order to gain competitive advantage, it is important to develop a strategy to maximize user value and to grasp the continuous usage intention of users. However, there are currently not enough researches done in this field. Therefore, this paper to study the effects of network externalities and perceived experiential value on perceived usefulness, user satisfaction, and continuous usage intention. The research results showed that the perceived experiential value and vertical compatibility significantly affected user satisfaction, but the perceived network size did not. The perceived network size and vertical compatibility did not affect the perceived usefulness. Also, the economic value, which is a sub-factor of the perceived experiential value, did not affect the perceived usefulness, but the functional value and hedonic value did significantly. The perceived network size significantly affected continuance usage intention, but the perceived network compatibility did not.

Modeling Fashion Brand Authenticity Toward Brand Usage Intention: Evidence from Indonesia

  • GINTING, Magdalena L.;SIHOMBING, Sabrina O.;ANTONIO, Ferdi;PRAMONO, Rudy
    • The Journal of Asian Finance, Economics and Business
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    • 제9권6호
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    • pp.381-387
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    • 2022
  • The growth of local fashion brands in Indonesia is interesting because of the speed with which new designs are made, many variants are created, and local brands are developed. However, when it comes to buying local fashion products, the brand isn't the sole consideration. As a result, the marketing effectiveness of local fashion brands needs to be examined more thoroughly. The purpose of this study was to understand more about brand authenticity and how it affects brand usage intentions. The unit of analysis in this study was Generation Z, who purchase from local fashion companies online. A quantitative research methodology was used. The data was analyzed using the PLS-SEM method to test the hypotheses with the dependent variables. The variables were the intention of using the brand, the quality of the brand relationship, and the authenticity of the brand. The results of this study indicated that brand authenticity had an effect on brand usage intent and brand relations quality mediates the positive effect of brand authenticity on brand usage intent.

인공지능이 적용된 온라인 구인정보 플랫폼의 품질 및 선호가 지속사용의도에 미치는 영향에 관한 탐색적 연구 (An Exploratory Study on Artificial Intelligence Quality, Preference and Continuous Usage Intention: A Case of Online Job Information Platform)

  • 안경민;이영찬
    • 디지털융복합연구
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    • 제17권7호
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    • pp.73-87
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    • 2019
  • 본 연구는 최근 빠르게 확산되는 인공지능의 지속적인수용에 관하여 탐색하고자 온라인 구인정보 플랫폼에 적용된 인공지능의 품질을 정의하고 인공지능의 선호, 지속사용의도 간의 구조적인 관계를 규명하였다. 인공지능 사용자를 대상으로 설문조사를 시행하였고 184개를 회수하였다. 실증분석결과 인공지능의 품질과 선호가 만족에 긍정적인 영향을 미치며, 인공지능의 만족이 지속사용의도에 통계적으로 유의한 수준에서 긍정적인 영향을 미치는 것으로 나타났다. 그러나 예상과는 달리 인공지능의 품질은 지속사용의도에 유의한 영향을 미치지 않는 것으로 나타났다. 이와 같은 결과는 향후 인공지능 기술을 제품이나 서비스에 적용하는데 있어 이론적, 실무적인 차원의 유용한 가이드라인을 제시할 수 있을 것으로 기대한다.

대학생들의 Ifland 이용 동기가 만족도 및 지속적 사용의도에 미치는 영향: 혁신성의 조절효과를 중심으로 (The effect of college students' motivation to use Ifland on satisfaction and continuous Use Intention: Moderating effect of innovation)

  • 주유존;천자이진;황하성
    • 인터넷정보학회논문지
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    • 제25권3호
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    • pp.93-100
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    • 2024
  • 본 연구는 메타버스 가상 커뮤니티 Ifland의 이용 동기가 만족도와 지속 사용의도에 미치는 영향과 혁신성의 조절효과를 실증적으로 검증하였다. 구체적으로 Ifland 이용자들을 대상으로 이용 동기를 확인하고, 만족도 및 지속 사용의도와의 관계를 분석하였다. 이를 위해 Ifland 이용 경험이 있는 362명의 대학생을 대상으로 설문조사를 실시하였다. 연구 결과, 첫째, Ifland의 이용 동기는 오락휴식, 정보추구, 사회적 상호작용, 자기표현 동기로 나타났으며, 이들 Ifland 이용 동기가 모두 사용 만족도에 유의미한 영향을 미치는 것으로 나타났다. 둘째, Ifland에 대한 만족도가 지속 사용의도에 영향을 미치는 것으로 나타났다. 셋째, 혁신성은 오락휴식 동기와 만족도의 관계에서 조절효과가 있는 것으로 나타났으며 만족도와 지속 사용의도 간에 조절역할을 하는 것으로 밝혀졌다.

Analysis on Continuous Usage Intention of Chinese Mobile Games from the Perspective of Experiential Marketing and Network Externality

  • Lei, Bo;Lee, Jungmann
    • Journal of Information Technology Applications and Management
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    • 제27권6호
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    • pp.197-224
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    • 2020
  • Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.