• Title/Summary/Keyword: willingness to reuse

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Consumers' purchase behavior and satisfaction in auction cite (인터넷 경매 이용 소비자의 구매, 소비자만족, 재이용의도 및 관련 변수)

  • Huh, Kyung-Ok
    • Korean Journal of Human Ecology
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    • v.14 no.4
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    • pp.561-575
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    • 2005
  • This paper searches Internet auction sites to study consumer willingness to reuse and consumer satisfaction, along with its frequency of usage and evaluation. This study also examines the differency in the frequency of usage, the number of products purchased, consumer satisfaction and willingness to reuse, and evaluation of the auction sites according to the characteristics of consumers' socio-economic factors and the auction site itself. Determinant variables is investigated in the level of consumer satisfaction. The results of this study are as below: First, consumers used auction sites frequently, especially when they were in their 20s, intended to purchase clothes, and thought the delivery time would be short. In addition, consumers were more likely to purchase products, with low income buy first pay later, and short deliberation. Second, consumers, unemployed and in their 50s, sell-purchase among consumers were less likely to have a willingness to reuse the auction site. However, consumers with an experience to buy clothes or products with a price between 50,000 and 100,000 won were more likely to have a willingness to reuse the site. Third, consumer satisfaction with auction sites were higher among those who were females; responsible as a consumer; full of experiences; and received the product within a short period of time. Lastly, the willingness to reuse auction sites was positively related to the following type of consumers: single, employed, and responsible as a consumer.

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Customer satisfaction on the nursing services;A relationship among the expectation and the perceived performance and the willingness of reuse of patients on the nursing services (간호서비스에 대한 고객만족에 관한 연구;환자의 기대와 성과지각 및 병원 재이용의사 간의 관계)

  • Jung, Won-Suk;Yoon, Sook-Hee
    • Journal of Korean Academy of Nursing Administration
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    • v.9 no.1
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    • pp.31-40
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    • 2003
  • Purposes : The purpose of this study is to analyze the correlation among Expectations, Performance-Perception, Willingness of reuse of hospital. Methods : The subjects of this study were 120 patients who were admitted in the hospitals over 1 week in Pusan. The data was collected by self-reporting questionnaires from Oct. 16th, to Nov. 5th, 2001. The data were analysed by SPSS/PC package using frequency, percentage, mean, standard deviation, Pearson's correlation coefficient. Results : The results were as follows; 1) The mean score of Expectation was 3 and over. The highest item was 'equal treatment' and the lowest was 'safety in transaction'. 2) The mean score of Performance-Perception was 4 and under. The highest item was 'nurse' attractive appearance' and the lowest was 'equal treatment', 'kindness and etiquette'. 3) The mean score of Willingness of reuse was 3.11. 4) There was a statistical significance of the difference between Expectations and Performance-Perception. The highest difference item was 'equal treatment', and then the lowest difference item was 'working environment arrangement/order'. 5) There were statistically significant positive correlation among Expectations, Performance-Perception, and Willingness of reuse. The highest correlation was 0.89 between Performance-Perception and Willingness of reuse. Conclusions : Nursing managers have to develop nurse training programs for improving of patient's performance perception on nursing service.

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A Study on the Validity and Benefit-Cost of Labeling System for Reuse Wreath (재사용화환 표시제도 도입 타당성 및 비용-편익에 대한 연구)

  • Heo, Seung-Wook;Yang, Sung-Bum
    • Korean Journal of Organic Agriculture
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    • v.28 no.3
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    • pp.335-346
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    • 2020
  • The objective of this study is to analyze the consumer perception of reusable wreath and present the considerations for introducing the labeling system, and to calculate the social benefits and costs of that. For this, We did an internet survey on the perceptions and willingness-to-pay for reuse wreath to 330 adults. As a result, only 56.1 percent of those who ordered wreath were found to check whether they actually arrived. 73.6% of the respondents had the willingness-to-purchase a reusable wreath if the price was reasonable, and 43.6% were in favor of labeling reused wreath as 'reused wreath'. The social benefits of introducing the reusable currency marking system are about 155,692 million won and the social cost about 43.52 million won. If reusable wreath are not recognized and purchased at the price of new one, economic and emotional losses of domestic horticulture farmers and consumers may occur. Therefore, related agencies will be able to expand sales of domestic flower producers and protect the economic and emotional benefits of consumers if they make efforts to establish and operate a reusable wreath labeling system.

A study on elderly people's satisfaction level with oral exercise program (입 체조 프로그램에 참가한 노인의 만족도에 관한 조사연구)

  • Hwang, Yoon-Sook;Cho, Eun-Pyol
    • Journal of Korean society of Dental Hygiene
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    • v.9 no.4
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    • pp.795-807
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    • 2009
  • Objectives : This study was to examine the satisfaction level of participants in a oral exercise program geared toward the improvement of oral function, their reuse intention of the program and their willingness of recommendation in an effort to facilitate the advancement of the program. Methods : The subjects in this study were 85 senior citizens who used senior welfare centers and nursing homes in Seoul. A oral exercise program was implemented 24 times from April to June 2009, twice a week, and the selected elderly people participated in the program 20 times or more. An interview survey was conducted by two trained dental hygienists, and the collected data were analyzed. Results : 1. As for satisfaction level with each part of the program, the elderly people investigated expressed the best satisfaction with the service supplier(a mean of 3.81), followed by the usefulness of the procedure of the program(3.77) and oral exercise(3.64). 2. The satisfaction level with oral exercise had a significant impact on their overall satisfaction with the program, reuse intention and willingness of recommendation, and the entire satisfaction level with the program was correlated to reuse intention and willingness of recommendation(p<0.001). 3. Out of the demographic characteristics, marital status and whether to live with their families or not made a significant difference to their satisfaction level with oral exercise(p<0.05). Conclusions : It took 20 minutes to get oral exercise, which consisted of warming-up, exercise for each part of oral and cooking-down, and they found it appropriate to spend that time and had no difficulties in repeating after the instructor.

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Influence of Smart Phone Food Delivery Apps' Service Quality on Emotional Response and App Reuse Intention - Focused on PAD Theory - (스마트 폰 배달 앱의 서비스품질이 감정반응과 앱 재이용의도에 미치는 영향 - PAD 이론을 중심으로 -)

  • Jeon, Hyeon-Mo;Kim, Min-Jung;Jeong, Hyun-Chul
    • Culinary science and hospitality research
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    • v.22 no.2
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    • pp.206-221
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    • 2016
  • This study presented the need to research into 'emotional response' and 'willingness to use apps', perceived by consumers using food delivery apps amidst the spread of smartphones and surge in use of food delivery apps. This study was also intended to present 'service quality' of food delivery apps, along with 'arousal' and 'pleasure' which represented the 2 types of emotional dimension of Pleasure-Arousal-Dominance(PAD), as variables that could strengthen the willingness to use food delivery apps and examine their roles. On the basis of results of such analysis, we intended to provide basic data necessary for development and operation of food delivery app contents. For subjects and spatial scope of this study, we selected domestic male and female residents nationwide who were aged 20 or older and had experience of using food delivery apps over the last 3 months. Among the subjects of this study, we surveyed foodservice consumers who had experienced of ordering food via food delivery apps such as Baedal Minjok, Yogiyo, and Baedaltong. Based on results of this study, it was found that design and sympathy related to food delivery app service quality had a positive effect on arousal while design and reliability had a positive effect on pleasure. Both informativity and mobility of food delivery app service quality were found to have a positive effect on the willingness to use apps. The pleasure from PAD had a positive effect on willingness to use apps, while arousal did not have any effect on willingness to use apps. The results of this study suggested that design and reliability, informativity, mobility were very important factors in inducing foodservice consumers to use food delivery apps continuously.

Surveying for Potential Wastewater Resources Applicable to Agricultural Irrigation. (하수처리수의 농업용수 재이용 자원 기초조사)

  • Chun, Man-Bok;Kim, Jin-Taek;Chung, Kwang-Kun
    • Proceedings of the Korean Society of Agricultural Engineers Conference
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    • 2002.10a
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    • pp.89-92
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    • 2002
  • Among 172 wastewater treatment plants, eighty eight plats are found to be qualified for potential wastewater resources applicable to agricultural irrigation. The total effluent capacities are 4,042 thousand tonnes per day, which may be used to irrigated paddy fields of $156\;km^2$. Preliminary surveys have been made to inquire farmers and water managers about their preference for wastewater reuse. All of them expressed their willingness to accept the wastewater reuse. The surveyed water managers suggested microbiological treatments be made and exclusive prove for safety of wastewater irrigation be prerequisite to the practices. Further surveys with experts and water managers throughout the nation are needed before any conclusions are made.

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Improvement on Psychological Stability of the Elderly by Using Companion Robot (반려동물형 로봇을 이용한 고령자 심리 안정의 향상 방안)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.327-339
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    • 2018
  • This study is on the elderly people's use and experience of pet robots (companion robots). Applying companion robots for the elderly's daily lives can enhance their quality of life. Leisure is main activity of the elderly who are out of work. Therefore, the quality and diversity of leisure can affect the quality of their life. Companion Robots could provide them with more advanced and interesting experiences. Around the world, population aging becomes one of the most important trends in each country. The social and economic burden of aging is serious challenge on sustainability of the world, including S. Korea. The authors examine use of Companion Robots for elderly (from 50 years old to 90 years old). In this experiment, the authors study and measure many factors including system quality, interface quality, displeasure, enjoyment, willingness to reuse, perception on new technology. In regression analysis, intimacy(t=-2.006, p<.05) is significant factor on displeasure of Companion Robot. In another regression, displeasure of Companion Robot (independent variable) is significant factor on enjoyment(t=-3.327, p<.01) and willingness to reuse(t=-2.636, p<.01). Therefore, when elderly one feels less displeasure of Companion Robot, he/she feels more enjoyment and willingness to reuse. As a result, the elderly who don't familiar to new technology could improve quality of life and leisure activity by using companion robot.

A Study on the Influences of LOHAS Consciousness on LOHAS Cuticle Management (로하스 의식이 로하스 큐티클 관리에 미치는 영향)

  • Cho, Youn-Hee;Kim, Soon-Shim
    • Journal of the Korea Fashion and Costume Design Association
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    • v.14 no.2
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    • pp.215-227
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    • 2012
  • This study aims to analyze the influences of LOHAS cuticle management, which based on LOHAS consciousness among customers using nail art shops and removes only Cuticle layer without Eponychium, on the preference and expected value of service quality. Further, it tackles how above related variables have important bearing on reuse intention. A survey was conducted only with customers over the age of 20 in Seoul, Daejeon and Daegu areas in terms of LOHAS consciousness. For the collected 389 data, frequency analysis, t-test, ANOVA, correlation analysis and multiple regression analysis were carried out by using SPSS 18.0 Version statistical package. The results are as follows. First, according to the results, it shows high positive correlation between LOHAS cuticle management based on the consciousness of LOHAS, and LOHAS cuticle management preference, tendency and willingness to transfer toward it. Second. it is proven that LOHAS consciousness tend to be possessed in older age groups, married and a professional employee layers and this LOHAS motivated groups showed high LOHAS cuticle management preference, inclination and intention of a change in management. Lastly, the reuse intention is mostly affected by experience and preference of LOHAS cuticle management. There is negative correlation between reuse intention and experience in blooding and pain during care service. Higher interest in preference of LOHAS cuticle management has highly influenced positive link with the repurchase intention.

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The influence of users' satisfaction with AWE on English learning achievement through self-efficacy: using PLS-SEM (영어 자동쓰기평가(AWE) 사용만족도가 자기효능감을 매개로 학업성취감에 미치는 영향: PLS-SEM 모델 분석)

  • Joo, Meeran
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.1-8
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    • 2021
  • The purpose of this study is to identify the influence of users' satisfaction with the Automatic Writing Evaluation(AWE) on learners' sense of learning achievement through self efficacy in English writing class. AWE is a tool that automatically provides feedback on writing outputs by AI technology. College students were asked to write essays for each topic and use AWE to get feedback on their drafts, and finally revise them referring to the feedback. A questionnaire survey was conducted for the data collection. The data was analyzed using SPSS, and smart PLS-SEM along with bootstrapping techniques, The results of the study reveal the followings: 1) the convenience and usefulness of AWE had a positive effect on the willingness to reuse it; 2) the satisfaction with AWE had a positive effect on self-efficacy; 3) self-efficacy had a positive effect on learning achievement in terms of emotional and linguistic aspects. With the development of the 4th industry and A.I. technology, it is recommended to introduce new materials or programs such as AWE in English education.

The Impacts of Social Support and Psychological Factors on Guild Members' Flow and Loyalty in MMORPG (MMORPG에서 길드 구성원들의 사회적 지지와 심리적 요인들이 플로우 및 충성도에 미치는 영향)

  • Kang, Ju-Seon;Ko, Yoon-Jung;Ko, Il-Sang
    • Asia pacific journal of information systems
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    • v.19 no.3
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    • pp.69-98
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    • 2009
  • We investigated what factors motivate gamers to participate in a guild and why they continue to be engaged as members of the guild. We find that, based on the result of focus group interviews with MMORPG gamers, social support and self-esteem factors play important roles. Considering both prior research and the focus group interviews we have conducted, we define social support and character control as independent variables. Character identity, guild identity, and self-esteem are proposed as mediating variables while guild flow and game loyalty as dependent variables. Accordingly, we develop the research model and hypotheses, and verify them empirically. Based on our experiences of playing the WoW game, we proposed a research model and conducted focus-group interviews (FGIs). FGIs involve formulating a hypothesis and then collecting some relevant data. FGIs were conducted face-to-face with students of C University in Korea. We formulated structured interview schedules, and the questions were based on our research variables and personal experiences. The questions for the interviews encompassed the following areas: (a) the demographic characteristics of the focus group; (b) the number of years for which respondents had played online games; (c) the motive for starting a game; (d) the number of game-characters assumed by each gamer; (e) the type of game played; and (f) other issues such as the reasons for involvement in the play, the willingness to reuse the game in case new versions were released, etc. On average, it took two hours to interview each of three groups. A primary set of FGIs was conducted with three groups on the premise that there would be some differences caused by character race (Horde vs. Alliance) or by playable server (Normal vs. Combat). With respect to the manner of playing, we found that guild members shared information, felt a sense of belonging, and played computer games for quite a long time through the guild; however, they did not undergo these experiences when playing alone. Gamers who belonged to a specific guild helped other players without expecting compensation for that, freely shared information about the game, gave away items for free, and more generous with other members who made mistakes. The guild members were aware of the existence other members and experienced a sense of belonging through interactions with, and evaluations from, other players. It was clear that social support was shown within the guild and that it played an important role as a major research variable. Based on the results of the first FGIs, a second set of in-depth FGIs was carried out with a focus on the psychology of the individual within the guild and the social community of the guild. The second set of FGIs also focused on the guild's offline meetings. Gamers, over all, recognize the necessity of joining a community, not only off-line but also online world of the guild. They admit that the guild is important for them to easily and conveniently enjoy playing online computer games. The active behavior and positive attitudes of existing guild members can motivate new members of the guild to adapt themselves to the guild environment. They then adopt the same behaviors and attitudes of established guild members. In this manner, the new members of the guild strengthen the bonds with other gamers while feeling a sense of belonging, and developing social identity, thereby. It was discovered that the interaction among guild members and the social support encouraged new gamers to quickly develop a sense of social identity and increase their self-esteem. The guild seemed to play the role of socializing gamers. Sometimes, even in the real world, the guild members helped one another; therefore, the features of the guild also spilled over to the offline environment. We intend to use self-esteem, which was found through the second set of FGIs, as an important research variable. To collect data, an online survey was designed with a questionnaire to be completed by WoW gamers, who belong to a guild. The survey was registered on the best three domestic game-sites: 'WoW playforum,' 'WoW gamemeca,' and 'Wow invent.' The selected items to be measured in the questionnaire were decided based on prior research and data from FGIs. To verify the content of the questionnaire, we carried out a pilot test with the same participants to point out ambiguous questions as a way to ensure maximum accuracy of the survey result. A total of 244 responses were analyzed from the 250 completed questionnaires. The SEM analysis was used to test goodness-of-fit of the model. As a result, we found important results as follows: First, according to the statistics, social support had statistically significant impacts on character control, character identity, guild identity and self-esteem. Second, character control had significant effects on character identity, guild identity and self-esteem. Third, character identity shows its clear impact on self-esteem and game loyalty. Fourth, guild identity affected self-esteem, guild flow and game loyalty. Fifth, self-esteem had a positive influence on the guild flow. These days, the number of virtual community is rising along with its significance largely because of the nature of the online games. Accordingly, this study is designed to clarify the psychological relationship between gamers within the guild that has been generally established by gamers to play online games together. This study focuses on the relationships in which social support influences guild flow or game loyalty through character control, character identity, guild identity, and self-esteem, which are present within a guild in the MMORPG game environment. The study results are as follows. First, the effects of social support on character control, character identity, guild identity and self-esteem are proven to be statistically significant. It was found that character control improves character identity, guild identity and self-esteem. Among the seven variables, social support, which is derived from FGIs, plays an important role in this study. With the active support of other guild members, gamers can improve their ability to develop good characters and to control them. Second, character identity has a positive effect on self-esteem and game loyalty, while guild identity has a significant effect on self-esteem, guild flow and game loyalty. Self-esteem affects guild flow. It was found that the higher the character and guild identities become, the greater the self-esteem is established. Contrary to the findings of prior research, our study results indicate that the relationship between character identity and guild flow is not significant. Rather, it was found that character identity directly affects game players' loyalty. Even though the character identity had no direct effect on increasing guild flow, it has indirectly affected guild flow through self-esteem. The significant relationship between self-esteem and guild flow indicates that gamers achieve flow, i.e., a feeling of pleasure and excitement through social support. Several important implications of this study should be noted. First, both qualitative and quantitative methods were used to conduct this study. Through FGIs, it was observed that both social support and self-esteem are important variables. Second, because guilds had been rarely studied, this research is expected to play an important role in the online community. Third, according to the result, six hypotheses (H1, H5, H6, H7, H8, and H11) setup based on FGIs, were statistically significant; thus, we can suggest the corresponding relationships among the variables as a guideline for follow-up research. Our research is significant as it has following implications: first, the social support of the guild members is important when establishing character control, character identity, guildidentity and self-esteem. It is also a major variable that affects guild flow and game loyalty. Second, character control when improved by social support shows notable influence on the development of character identity, guild identity and self-esteem. Third, character identity and guild identity are major factors to help establish gamers' own self-esteem. Fourth, character identity affects guild flow through self-esteem and game loyalty. The gamers usually express themselves through characters; the higher character identity is, the more loyalty a gamer has. Fifth, guild identity, established within the guild, has clear effects on self-esteem, guild flow and game loyalty. Sixth, qualitative and quantitative methods are employed to conduct this study. Based on the results of focus group interviews and SEM analysis, we find that the social support by guild members and psychological factors are significant in strengthening the flow of guild and loyalty to the game. As such, game developers should provide some extra functions for guild community, through which gamers can play online games in collaboration with one another. Also, we suggest that positive self-esteem which is built up through social support can help gamers achieve higher level of flow and satisfaction, which will consequently contribute to minimizing the possibility for the players to develop negative attitude toward the guild they belong to.