• 제목/요약/키워드: usage experiences

검색결과 214건 처리시간 0.033초

다채널 이용 상황에서 신규 서비스채널의 수용에 관한 연구 (The Adoption of New Service-Deliverly Channel under the Multi-channel Usage)

  • 김현철;한장희;최지호
    • 한국유통학회지:유통연구
    • /
    • 제12권2호
    • /
    • pp.23-49
    • /
    • 2007
  • 본 연구는 혁신적인 서비스전달채널의 수용과정을 설명하는데 있어, 기존의 수용관련 연구에서 논의되어온 수용대상에 대한 지각된 속성을 혜택, 비용 및 위험 차원에서 구성요인을 통합하여 각 요인이 수용의도에 미치는 직 간접적 영향관계를 살펴보고, 또한 기존 연구에서 간과되어왔던 이미 이용 중에 있는 기존채널에 대한 이용경험 요인이 기존채널과의 관계에 대한 장기지향성 즉, 지속적 이용의도의 형성과정 및 신규 서비스전달채널의 수용의도에 미치는 영향과정을 모형화하고 실증적 검증을 시도하고 있다. 연구결과, 기존 연구에서 주로 수행되었던 신규 수용대상의 특성에 대한 지각뿐만 아니라 사회교환이론에 기반한 기존채널에 대한 만족도와 대안적 채널의 매력도 등 과정적 변수로서 태도요인의 고려를 통해 상호작용적인 관점에서 수용행동의 결정과정을 설명하는 것이 타당함을 보여주었다. 통합된 구성개념으로서 수용채널의 특성에 대한 지각은 수용채널에 대한 매력도에 유의한 영향관계를 미치는 것으로 나타났으며, 과정적 태도변수로서 기존채널에 대한 만족도와 신규채널에 대한 매력도는 수용행동에 긍정적인 영향을 미치는 것으로 나타났다. 이러한 실증결과를 바탕으로 다채널 이용 상황에서의 신규 서비스채널의 수용은 기존채널의 이용을 종결시키는 것이 아니기 때문에 신규채널의 수용을 기존 서비스채널의 이용경험과 대안의 매력도 등 다차원적 측면에서 고려하여야 할 것이고, 수용 후 확산에 대한 문제 또한 기존채널의 이용 연속선상에서 기존채널과 신규채널을 모두 고려해야 되는 등 통합적인 마케팅전략에 대한 관리적 시사점을 제시하였다.

  • PDF

청소년과 부모가 경험한 청소년의 이동전화 서비스 소비자문제와 관련요인 (Youth and Their Parents' Experiences of Young Consumers' Problem in Mobile Phone Service and Related Variables)

  • 양덕순;송인숙
    • 한국생활과학회지
    • /
    • 제19권2호
    • /
    • pp.325-341
    • /
    • 2010
  • A study on what kind of problems young consumers experience in buying and using mobile phone services with a comprehensive and consumers oriented perspective is needed. Through this acknowledgement, we investigated (i) the degree of consumer problems that young consumers experience in purchasing and using mobile phone services, and (ii) the related variables that affect experiences of this consumer problem. The parents of the teenagers were also included in the survey because they experience the same problems young consumers' experience in buying and using mobile phone services. Data were gathered through an internet survey (www.embrain.com) and a total of 699 samples from 350 parents and 349 youths using mobile phone services were analysed. The results are as follows. First, the teenagers and parents' experience level of young consumers' problems were generally high experiencing similar kinds of problems. Second, parents experienced more young consumers' problems than the teenagers in buying and using mobile phone services, especially in misuse and abuse of the phones. Third, among the teenagers, the monthly usage fee music or game usage, the number of changes in mobile phone service operators, the number of replacement mobile phones and the gender had a significant effect on consumers' problems of mobile phone services. Among the parents, the monthly usage fee, music or game usage, confirmation of the bill, and the gender of their child were significant consumer problems. Based on results of our survey the direction of consumer policy and education was suggested for teenagers and their parents.

소셜 지능로봇의 특성이 만족과 사용의도에 미치는 영향: 1인 가구 소셜 지능로봇 사용자를 중심으로 (The Effect of Characteristics of Social Intelligence Robots on Satisfaction and Intention to Use: Focused on User of Single Person Households)

  • 전규리;이채현;정성미;최정일
    • 품질경영학회지
    • /
    • 제52권1호
    • /
    • pp.95-113
    • /
    • 2024
  • Purpose: This study focused on the societal changes associated with the entry into an ultra-aged society and the increase in single-person households. The core objective of this research is to investigate how social intelligent robots can bring about positive changes in the lives of individuals in single-person households and how such changes influence user satisfaction and the intention to use these robots. Methods: The study employed a cross-sectional analysis using a structural equation model. A survey designed to assess the impact of social intelligent robots' characteristics, such as perceived encouragement, empathy, presence, appearance, and attachment, on user satisfaction and usage intentions was conducted. Data were collected from a total of 335 users and analyzed using the structural equation model. Results: In the characteristics of social intelligent robots for single-person households, it was found that empathy, presence, and attachment significantly influenced satisfaction, while perceived encouragement, empathy, and attachment significantly influenced usage intentions. The research results indicate differences between enhancing user satisfaction and increasing the intention to use social intelligent robots. The findings suggest the essential need for a user-centric approach in the design and development of social intelligent robots. Additionally, it was observed that emotional support plays a crucial role in users' experiences with social intelligent robots. Conclusion: This study verified the impact of social intelligent robots on satisfaction and usage intentions based on users' experiences. It examined the influence of linguistic, visual, and personal characteristics of robots on user experiences, providing insights into how technological and human aspects of social intelligent robots interact to shape user satisfaction and usage intentions. Consequently, the study confirmed that social intelligent robots can bring positive changes to human life, emphasizing the necessity for the advancement of robot technology in a human-centric direction.

아동의 인터넷 경험과 읽기 능력에 관한 연구 (The Interrelatedness of Children's Internet Experiences and Reading Abilities)

  • 권민균
    • 아동학회지
    • /
    • 제25권1호
    • /
    • pp.31-46
    • /
    • 2004
  • This study of 322 elementary school children examined the interrelatedness of internet preference, frequencies of internet activities, usage of children's popular internet sites, knowledge of internet sites, and children's reading abilities. Usage of children's popular internet sites and knowledge of internet sites are interrelated with decoding and comprehension. Age, knowledge of internet sites, and sex predicted children's reading abilities. The extent of exposure to various internet activities differentiated children's reading comprehension. Results show that processes of reading text information and multimedia materials through the internet involve not only the skills of reading traditional printed texts but also new reading strategies.

  • PDF

현대 소비자의 제품소비경험: 스마트폰 상표 간 비교를 중심으로 (Contemporary Consumers' Product Consumption Experiences: A Comparison between the Two Leading Brands of Smart Phone)

  • 오지은;김기옥
    • 대한가정학회지
    • /
    • 제50권1호
    • /
    • pp.141-154
    • /
    • 2012
  • The purpose of this study was to examine consumers' product experiences from the time when the consumer purchases a smart phone, through to the period of use, and to evaluate the product after a period of usage by comparing two groups of smart phone users of the two leading brands, Galaxy S and iPhone 4G. Product experiences were considered through the process of a consumer purchasing and using a product throughout the whole cycle of product consumption. Product experiences were compared between the two brand users according to their demographic backgrounds. The results indicated that iPhone 4G users were more likely to experience functional superiorities and emotional varieties than Galaxy S users. Especially, iPhone 4G users were more likely to experience enjoyment, aesthetics, enhanced self-images and good relationships with others through the smart phone than the Galaxy S users. Galaxy S users were more likely to identify a corporate's image as a superior feature, while iPhone 4G users were more likely to identify multi-functions and endless applications. This study implies that not only the product's functional superiorities but also the consumers' entire cycle of product experiences should be carefully examined and reflected in the development of successful new products in this competitive market.

랜덤 포레스트 모델을 활용한 국내 청소년 성경험 영향요인 분석 연구: 2019~2021년 청소년건강행태조사 데이터 (Factors Influencing Sexual Experiences in Adolescents Using a Random Forest Model: Secondary Data Analysis of the 2019~2021 Korea Youth Risk Behavior Web-based Survey Data)

  • 양윤석;권주원;양영란
    • 대한간호학회지
    • /
    • 제54권2호
    • /
    • pp.193-210
    • /
    • 2024
  • Purpose: The objective of this study was to develop a predictive model for the sexual experiences of adolescents using the random forest method and to identify the "variable importance." Methods: The study utilized data from the 2019 to 2021 Korea Youth Risk Behavior Web-based Survey, which included 86,595 man and 80,504 woman participants. The number of independent variables stood at 44. SPSS was used to conduct Rao-Scott χ2 tests and complex sample t-tests. Modeling was performed using the random forest algorithm in Python. Performance evaluation of each model included assessments of precision, recall, F1-score, receiver operating characteristics curve, and area under the curve calculations derived from the confusion matrix. Results: The prevalence of sexual experiences initially decreased during the COVID-19 pandemic, but later increased. "Variable importance" for predicting sexual experiences, ranked in the top six, included week and weekday sedentary time and internet usage time, followed by ease of cigarette purchase, age at first alcohol consumption, smoking initiation, breakfast consumption, and difficulty purchasing alcohol. Conclusion: Education and support programs for promoting adolescent sexual health, based on the top-ranking important variables, should be integrated with health behavior intervention programs addressing internet usage, smoking, and alcohol consumption. We recommend active utilization of the random forest analysis method to develop high-performance predictive models for effective disease prevention, treatment, and nursing care.

Role of Fashion Leadership Influencing the Effect of the Environmental Benefits of Second-hand Clothing on Continuance Usage Intention

  • Kim, Hyunsook;Kim, Yongju
    • 한국의류산업학회지
    • /
    • 제22권5호
    • /
    • pp.584-594
    • /
    • 2020
  • Growth in the second-hand clothing (SHC) market has become noteworthy, especially for millennial consumers in Korea. This study identifies the moderating role of fashion leadership influencing the relationship between the perceived environmental benefits of SHC and continuance usage intention for millennial consumers. The hypotheses were statistically tested using online survey data, and the respondents were Korean female millennials aged between 25 and 39 years who had online shopping experiences of SHC within 3 months. Furthermore, 263 responses were analyzed by confirmatory factor, hierarchical regression, and conditional process analyses using SPSS, AMOS, and PROCESS v3.3. Results validated that the perceived environmental benefits of SHC and fashion leadership have positive effects on continuance usage intention of purchased second-hand items. Fashion leadership also moderates the relationship between the environmental benefits of SHC and continuance usage intention, showing that as the level of fashion leadership increases, the environmental benefits have more positive effects on continuance usage intention. Theoretical and practical implications were also discussed. This study will help bridge theoretical and practical gaps between purchasing and using SHC by focusing on the interaction effect of fashion leadership and its perceived environmental benefits.

모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구 (A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games)

  • 한광현;김태웅
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 2005년도 추계학술대회 및 정기총회
    • /
    • pp.133-164
    • /
    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will build upon the developing capabilities of mobile phones and networks in order to bring new styles, concepts and experiences of game play to the users. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

  • PDF

계획된 행동이론을 적용한 명품 복제품의 사용과 재구매 행동에 관한 연구 (Consumption of Counterfeit Luxury Fashion Products Based on the Theory of Planned Behavior)

  • 장재임;추호정
    • 한국의류학회지
    • /
    • 제39권3호
    • /
    • pp.433-445
    • /
    • 2015
  • This study examines factors that influence consumer behavior regarding the usage intentions and repurchasing behavior of counterfeits. Based on the Theory of Planned Behavior by Ajzen (1991), this study looks at the impact of attitude, subjective norm, perceived behavioral control, as well as the moral norm of consumers about intentions to use and repurchase counterfeits. An online survey was conducted on males and females over the age of 20 with previous experiences of purchasing counterfeits; subsequently, 209 responses were collected and analyzed. The covariance structure model was used to analyze the data in order to measure the factors that influence the usage of counterfeits and repurchasing behavior. The results show that attitude, subjective norm, and perceived behavioral control have significantly positive effects on usage intentions, while moral norm has a significantly negative effect on usage intentions. Usage intentions also have a significantly positive effect on repurchasing behavior and confirmed that usage intentions functions as the mediator. The variables that influence usage intentions are attitude, perceived behavioral control, moral norm, and subjective norm, in descending order. Consumer attitudes towards counterfeits is a major factor that influences usage intentions. Therefore, ethical problems should be emphasized to encourage a negative attitude towards counterfeits. This study identifies an important aspect to show that usage intentions toward counterfeits, and not purchasing intentions, influences repurchasing behavior. Findings are significant in that they reveal the role of the moral norm variable added to the TPB model.

Students' Use of Notebook Computers in the College Classroom: Benefits and Pitfalls

  • JEONG, Soojeong;SHIN, Won Sug;PARK, Innwoo
    • Educational Technology International
    • /
    • 제16권1호
    • /
    • pp.31-57
    • /
    • 2015
  • This study aims to understand the overall experiences of students who use notebook computers in class by using a qualitative approach. Interview data were collected from 23 Korean college students at a Korean university, who use notebook computers in their classes; the data were analyzed through the constant comparison method. The results from this study can be categorized into two themes: the positive and negative effects of using a notebook computer in class, and different perspectives on the effects of using a notebook computer in class. The positive effects of notebook computer usage were specified as production of lecture notes, performing searches for information, management of learning materials, and effective time management. However, behaviors such as perusing other works not associated with the class were indicated as negative effects. The participants had different perceptions about the effect of notebook computer usage in increasing academic performance, although they were satisfied in their experience with notebook computers in general. These results imply that appropriate methods of technology usage are needed and that the support of an instructor is essential to achieve fully beneficial use of notebook computers in class.