• 제목/요약/키워드: user motivation

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인스타그램에서 사회적 관계 형성을 위한 사진 공유에 영향을 미치는 요인에 관한 연구 (Factors Influencing Photo Sharing for Creating Social Relationships on Instagram)

  • 정남호;엄태휘;구철모
    • 지식경영연구
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    • 제17권4호
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    • pp.129-145
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    • 2016
  • Nowadays, owing to the diffusion of smartphones and the growth of social networking services (SNS), the number of people who share their life with other SNS users by posting photos is increasing. The number of Instagram users has been particularly increasing since Instagram started its service in 2010. Compared to other SNS such as Facebook and Twitter, Instagram runs its service by focusing solely on photos, which is a major differentiation factor compared with other existing SNS. Previous studies, however, do not examine SNS that focus on photo sharing adequately. Therefore, we establish a hypothesis relating to the motivations behind a user's photo sharing attitude and posting intention through Instagram. Moreover, this will be achieved by employing TRA(Theory of Reasoned Action) and focusing on intrinsic and extrinsic motivations. The analysis results show that intrinsic motivation influences a user's sharing attitude and subjective norms. Apart from this, Instagram's expressivity influences a user's photo sharing attitude and posting intention.

모바일 결제 서비스의 수용-저항 동기에 대한 실증연구: 다변인 판별분석을 중심으로 (An Empirical Study on the Acceptance-Resistance Motivation to Use A Mobile Payment Service : Applying Multivariate Discriminant Analysis)

  • 정지영;정하영;조현
    • 한국정보시스템학회지:정보시스템연구
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    • 제27권2호
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    • pp.115-134
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    • 2018
  • Purpose In recent years, mobile payment service users have been rapidly increasing. Previous researchers focused on the mobile usage situation such as the elements of mobile payment service, usage pattern, and user behaviors, and the research that is approached from the viewpoint of the user is still insufficient. The aim of this study is to suggest a acceptance-resistance motivation model of choosing a mobile payment service based on the Herzbergs Two-Factor Theory by investigating users' motivation and hygiene factors. Design/methodology/approach For the purpose, literature reviews on factors of choosing a mobile payment service were conducted and classified motivation and hygiene factors. Two hypotheses were set as follows: Hypothesis I is that motivation factors have a positive impact on the choice of mobile payment service, and Hypothesis II is that hygiene factors have a negative impact on the choice of mobile payment service. To test two hypotheses, this study conducted an online questionnaire survey and a multivariate discriminant analysis. Findings The result found that mobile payment service is more likely to be replaced with mobile by improving convenience, simplicity, and ease of use that affect the acceptance motivation of mobile payment service. This result supported the Hypothesis I but not Hypothesis II and contributed to provide implications for future mobile payment service development and marketing utilization.

우리 나라 일부 한.양방병원 이용행태와 민족도에 관한 요인분석 (Determinants utilization Behavior and Sttisfaction of oriental and Westerm medical Hospitals in Korea)

  • 박상태;이규식;이해종;김춘배;조경숙
    • 보건행정학회지
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    • 제10권2호
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    • pp.22-40
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    • 2000
  • The purpose of the study was to discuss amrketing strategy for oriental hospital, by making a comparative analysis of how hospital user satifaction was affected by hospi시 choice motivation between oriental hospital users and western hospital. The data usel in this study was the Korea Isititute of oriental medicine(1999)'s study on utilization of oriental medical care. And and interview was hold with outpatients who visited around march to April, 1999, at each an oriental hospital and a westen hospital in Seoul and in Wonju city, Kongwon province. The collected data were analyzed by SPSS program. The factor analysis of hospital choice motivation was made by figuring out facor's mean value, and T-test and ANOVA were employed to find out what difference was made by sociodmographic charcteristics to the factors. Also, the multiple regression analysis was carried out to examine what gave an impact on hospital user satisfaction. The findings of this study were as follows; First as a result of making a factor analysis against hospital choice motivation to find out what kind of differenc there was between oriental hospital user motivation and western hospital and person factors. Among them, the hospital charcteristics, preception, personal and person factors. Among them, the hospital charcteristics appered to have the biggest effect of hospital choice motivation. Second, as a result of making comparison between oriental oriental hospital user satisfaction and werterm hospital user satisfaction, there was a singificant between their satisfaction at treatment time, kindness and relative kiness aginst the pther hospital. The oriental level combining 6 items. The geneal satisfaction level combining 6itmes tured out to have reliability of chronbach $\alpha$=0.7126. As a result of examining how mech the general satifaction level depended on sociodemographic characteristics, ther was found be significantly affected by age, marital status, educational background or hospital type. Those who a spouse or a lower educational background or the oriental hospital users got better score. Third, the multiple regression analysis was made to find out what factors affected western and oriental hospital user satisfaction, As a result, the waiting time, experience of other medical facilities and hospital characteristic variable were identified as a key factor on which westerm hospital user satisfaction depended. In conclusion, the oriental hhspital user expressed more staisfaction than the weshren hospital users. Then the characteristic factor played a singificant role in user satisfaction, which included hospital facilities, kindness of herb doctor and employees, or hospital reputation of credibility. in order to raise hospital user datisfaction, it seemed necessary to pay more attention to hospital characteristic factor rather than to perception factor.

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게이미피케이션을 이용한 공유 전동킥보드 서비스 UX 연구: 사용자 참여와 동기 부여 향상을 중심으로 (A Study on UX of Shared Electric Scooters Using Gamification: Focusing on User Engagement and Motivation)

  • 이자은;김동환
    • 한국콘텐츠학회논문지
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    • 제22권2호
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    • pp.173-186
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    • 2022
  • 본 연구의 목적은 공유 전동킥보드 사용자의 참여와 동기부여를 향상시키는데 게이미피케이션 전략이 영향을 미치는가를 파악하는 것이다. 첫 번째 연구문제인 기존 공유 전동킥보드 이용 행태와 맥락은 어떠한가를 파악하기 위해 실시한 설문조사를 통해 전동킥보드 사용자의 유형을 파악하고, 실험 연구를 위한 사용자 태스크와 시나리오를 도출할 수 있었다. 두 번째 연구문제는 게이미피케이션이 적용된 공유 전동킥보드 앱은 사용자의 참여를 높이고 동기부여를 형성하는데 도움이 되는가이다. 이를 위해 게이미피케이션 전략이 적용된 전동킥보드 앱을 설계하였고, 사용자 조사를 통해 게이미피케이션의 동기부여, 관계, 자기표현 전략이 결합되어 타 사용자를 배려해 사용하도록 유도하는 것으로 나타났다. 이에 따라 동기부여, 성취 및 보상, 보상가시화 전략 요소를 사용하면 사용자의 자발적인 행동이 촉진되는 것을 알 수 있었다. 또한, 사용자들은 관계, 성취 및 보상 전략을 통해 긍정적인 공유 전동킥보드 문화를 만들기 위해 게이미피케이션에 참여하였고, 이는 즉각적인 피드백으로 이어지며 편의성의 증가로 이어지는 것을 확인할 수 있었다. 결론적으로, 게이미피케이션이 적용된 공유 전동킥보드 서비스는 사용자의 자발적인 참여와 동기부여에 긍정적인 영향을 미치는 것을 확인할 수 있었고, 게이미피케이션 전략이 공유경제의 긍정적인 문화 형성에 도움이 되는 것을 확인하였다.

A Study on Motivation and Utilization of SNS for High School Students in Korea

  • Moon, Jae-Young
    • 한국컴퓨터정보학회논문지
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    • 제24권11호
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    • pp.271-276
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    • 2019
  • 본 연구는 우리나라의 고등학생들이 SNS를 사용시 중요시하는 요인이 무엇인지를 알아보기 위하여 사회적 동기, 기능적 동기, 유희적 동기, 심리적 동기가 SNS 이용만족도에 어떠한 영향을 주며 이러한 만족도는 가치관에 어떠한 영향을 주는지를 알아보고자 하였다. 그 결과 사회적 동기를 제외한 유희적 동기, 기능적 동기, 심리적 동기가 SNS 이용만족도에 어떠한 영향을 주며 이러한 만족도는 학생들의 가치관 형성에 긍정적인 영향을 주는 것으로 나타났다. 이러한 결과는 우리나라의 고교생들이 SNS를 사용하는 이유는 자신들이 필요로 하고 자신들이 즐거워하는 즉 개인적인 관점에서 SNS를 사용하는 것이지 사회적 현상 등과는 관계가 없다라고 할 수 있다. 하지만 사회적 동기는 기능적 동기, 유희적 동기에 긍정적인 영향을 주는 것으로 나타났다. 즉 사회적 동기인 여러가지 사회적 현상은 청소년들이 SNS를 사용하는 계기 및 주제를 제공한다고 할 수 있으며 기능적 동기는 유희적 동기와 심리적 동기에 긍정적인 영향을 주는 것으로 나타났다. 즉 SNS가 제공하는 여러 다양한 기능이 SNS를 선택하여 사용하는데 긍정적인 작용을 한다는 결과를 도출하였다.

실업계 고등학생의 인터넷 중독 수준과 가족체계유형에 따른 인터넷 사용동기 및 문제행동 (Internet Use Motivations and Problem Behaviors of Vocational High School Students according to Internet Addiction and Family System Type)

  • 신수정;장윤옥
    • 가정과삶의질연구
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    • 제25권5호
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    • pp.31-46
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    • 2007
  • The purpose of this study was to determine the differences in internet use motivations and problem behaviors among vocational high school students according to internet addiction and family system type. Five hundred vocational high school students from Daegu took part in the survey. The questionnaire survey consisted of an internet addiction self-assessment scale, a family system type scale, an internet use motivation scale, and a problem behavior scale. The data was analysed using MANOVA and Cronbach a, and the $Scheff\acute{e}$ test was used for post-hoc analysis. The major findings of this study were as follows: First, the study found significant differences in adolescent internet use motivation according to internet addiction. Adolescents in the high dangerous user group showed higher communicative, experiential, and addictive motivations than adolescents in potentially dangerous and normal user groups. Also, there were no significant differences in informative motivation according to internet addiction. Regardless of internet addiction, adolescents tend to use the internet to search for information and to solve problems. Second, there were significant differences in adolescents' problem behaviors according to internet addiction. More specifically, adolescents who were in the high dangerous user group displayed more problem behaviors toward their body, family, school, and society than adolescents in the potentially dangerous and the normal user groups. Third, an adolescent's family system type significantly influenced his/her internet use motivation. Adolescents from an extreme family showed higher communicative and addictive motivations than adolescents from middle and balanced families. Fourth, there were significant differences in the problem behaviors of adolescents according to family system types. Adolescents from an extreme family showed more problem behaviors toward their body, family, school, and society than adolescents from middle and balanced families.

소셜네트워크서비스의 기능적 속성과 개인의 심리적 동기요인이 사용자의 정보공유 의도에 미치는 영향 (The Effect of Social Network Service Functional Characteristics and Individual Psychological Motivation Factors on User's Intention of Information Sharing)

  • 김한범;김용희;장미호;최정일
    • 한국IT서비스학회지
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    • 제12권4호
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    • pp.145-164
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    • 2013
  • With the rapidly expanding social network service, the distribution of information shows that social networks have evolved into platforms of communication and new information sharing among users. Previous studies are focused on the motivational factors of information sharing through social networking service. However, in this study, we focus on the factors that affect intention to share information in terms of both user's psychological motivation and functional characteristics of social network service. This study shows that factors such as enjoyfulness, image, identity and communication positively affect the attitude and intention of information sharing.

당신은 왜 팟캐스트 서비스를 사용하는가? : UTAUT 모형 (Why Do You Use A Podcast Service? : A UTAUT Model)

  • 김형열;김태성
    • Journal of Information Technology Applications and Management
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    • 제23권2호
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    • pp.153-176
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    • 2016
  • This study investigated factors affecting the use intention of podcast service users based on the unified theory of acceptance and use of technology (UTAUT). Performance expectancy, effort expectancy, social influence, facilitating condition, hedonic motivation, innovativeness, and media credibility were used as independent variables in the model. The survey data from the users of the podcast portal 'podbbang' were analyzed with Smart PLS 2.0 to test the structural equation model. The results revealed that the podcast service user's effort expectancy, facilitating condition, hedonic motivation, and media credibility have a significant influence on use intention. However, the relationship between the podcast service user's performance expectancy, social influence, innovativeness, and use intention were not identified as significant.

Digital Signage User Satisfaction Model: The Dual Effect of Technological Complexity

  • Lee, Mi-ah;Lee, Sooyeon;Ko, Eunju
    • Asia Marketing Journal
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    • 제23권1호
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    • pp.5-27
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    • 2021
  • This paper seeks to suggest user satisfaction model of digital signage to see how new in-store technology can effectively lead to customers' shopping satisfaction in fashion retails. Authors in particular focus on technological complexity, which is expected to serve a subtle role in using digital signage. This study employed a scenario-based online survey. Interactive digital signage with virtual try-on and video-captures functions was used as stimuli. Data were collected from 320 respondents and 307 useable responses were analyzed to examine a proposed model. Research model compares dual paths of motivators: the extrinsic motivation route that leads from usefulness to shopping outcome satisfaction and intrinsic motivation route that leads from enjoyment to shopping process satisfaction. Technological complexity of digital signage indirectly and negatively influences shopping outcome and process satisfaction, mediated by usefulness and enjoyment, but directly and positively affects shopping process satisfaction. In omni-channel environments, the findings have implications for fashion retail managers in using digital signage to maximize customer satisfaction and to counterbalance the advantages and disadvantages of technological complexity.

창의적인 UCC 제작에 영향을 미치는 동기 및 보상 체계에 대한 연구: 몰입에 매개 효과를 중심으로 (An Empirical Study on Motivation Factors and Reward Structure for User's Createve Contents Generation: Focusing on the Mediating Effect of Commitment)

  • 김진우;양승화;임성택;이인성
    • Asia pacific journal of information systems
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    • 제20권1호
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    • pp.141-170
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    • 2010
  • User created content (UCC) is created and shared by common users on line. From the user's perspective, the increase of UCCs has led to an expansion of alternative means of communications, while from the business perspective UCCs have formed an environment in which an abundant amount of new contents can be produced. Despite outward quantitative growth, however, many aspects of UCCs do not meet the expectations of general users in terms of quality, and this can be observed through pirated contents and user-copied contents. The purpose of this research is to investigate effective methods for fostering production of creative user-generated content. This study proposes two core elements, namely, reward and motivation, which are believed to enhance content creativity as well as the mediating factor and users' committement, which will be effective for bridging the increasing motivation and content creativity. Based on this perspective, this research takes an in-depth look at issues related to constructing the dimensions of reward and motivation in UCC services for creative content product, which are identified in three phases. First, three dimensions of rewards have been proposed: task dimension, social dimension, and organizational dimention. The task dimension rewards are related to the inherent characteristics of a task such as writing blog articles and pasting photos. Four concrete ways of providing task-related rewards in UCC environments are suggested in this study, which include skill variety, task significance, task identity, and autonomy. The social dimensioni rewards are related to the connected relationships among users. The organizational dimension consists of monetary payoff and recognition from others. Second, the two types of motivations are suggested to be affected by the diverse rewards schemes: intrinsic motivation and extrinsic motivation. Intrinsic motivation occurs when people create new UCC contents for its' own sake, whereas extrinsic motivation occurs when people create new contents for other purposes such as fame and money. Third, commitments are suggested to work as important mediating variables between motivation and content creativity. We believe commitments are especially important in online environments because they have been found to exert stronger impacts on the Internet users than other relevant factors do. Two types of commitments are suggested in this study: emotional commitment and continuity commitment. Finally, content creativity is proposed as the final dependent variable in this study. We provide a systematic method to measure the creativity of UCC content based on the prior studies in creativity measurement. The method includes expert evaluation of blog pages posted by the Internet users. In order to test the theoretical model of our study, 133 active blog users were recruited to participate in a group discussion as well as a survey. They were asked to fill out a questionnaire on their commitment, motivation and rewards of creating UCC contents. At the same time, their creativity was measured by independent experts using Torrance Tests of Creative Thinking. Finally, two independent users visited the study participants' blog pages and evaluated their content creativity using the Creative Products Semantic Scale. All the data were compiled and analyzed through structural equation modeling. We first conducted a confirmatory factor analysis to validate the measurement model of our research. It was found that measures used in our study satisfied the requirement of reliability, convergent validity as well as discriminant validity. Given the fact that our measurement model is valid and reliable, we proceeded to conduct a structural model analysis. The results indicated that all the variables in our model had higher than necessary explanatory powers in terms of R-square values. The study results identified several important reward shemes. First of all, skill variety, task importance, task identity, and automony were all found to have significant influences on the intrinsic motivation of creating UCC contents. Also, the relationship with other users was found to have strong influences upon both intrinsic and extrinsic motivation. Finally, the opportunity to get recognition for their UCC work was found to have a significant impact on the extrinsic motivation of UCC users. However, different from our expectation, monetary compensation was found not to have a significant impact on the extrinsic motivation. It was also found that commitment was an important mediating factor in UCC environment between motivation and content creativity. A more fully mediating model was found to have the highest explanation power compared to no-mediation or partially mediated models. This paper ends with implications of the study results. First, from the theoretical perspective this study proposes and empirically validates the commitment as an important mediating factor between motivation and content creativity. This result reflects the characteristics of online environment in which the UCC creation activities occur voluntarily. Second, from the practical perspective this study proposes several concrete reward factors that are germane to the UCC environment, and their effectiveness to the content creativity is estimated. In addition to the quantitive results of relative importance of the reward factrs, this study also proposes concrete ways to provide the rewards in the UCC environment based on the FGI data that are collected after our participants finish asnwering survey questions. Finally, from the methodological perspective, this study suggests and implements a way to measure the UCC content creativity independently from the content generators' creativity, which can be used later by future research on UCC creativity. In sum, this study proposes and validates important reward features and their relations to the motivation, commitment, and the content creativity in UCC environment, which is believed to be one of the most important factors for the success of UCC and Web 2.0. As such, this study can provide significant theoretical as well as practical bases for fostering creativity in UCC contents.