• 제목/요약/키워드: willingness to reuse

검색결과 10건 처리시간 0.022초

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

  • 허경옥
    • 한국생활과학회지
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    • 제14권4호
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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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간호서비스에 대한 고객만족에 관한 연구;환자의 기대와 성과지각 및 병원 재이용의사 간의 관계 (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)

  • 정원숙;윤숙희
    • 간호행정학회지
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    • 제9권1호
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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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재사용화환 표시제도 도입 타당성 및 비용-편익에 대한 연구 (A Study on the Validity and Benefit-Cost of Labeling System for Reuse Wreath)

  • 허승욱;양성범
    • 한국유기농업학회지
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    • 제28권3호
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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.

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

  • 황윤숙;조은별
    • 한국치위생학회지
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    • 제9권4호
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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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스마트 폰 배달 앱의 서비스품질이 감정반응과 앱 재이용의도에 미치는 영향 - PAD 이론을 중심으로 - (Influence of Smart Phone Food Delivery Apps' Service Quality on Emotional Response and App Reuse Intention - Focused on PAD Theory -)

  • 전현모;김민정;정현철
    • 한국조리학회지
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    • 제22권2호
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    • pp.206-221
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    • 2016
  • 스마트 폰 확산과 배달 앱의 이용 증가로 인해 배달 앱 이용 시 소비자가 지각하는 감정반응과 앱 이용의도에 관한 연구의 필요성을 제시하였다. 따라서 본 연구에서는 배달 앱에 대한 이용의도를 높일 수 있는 변수로 배달 앱의 서비스품질과 PAD의 2가지 감정차원, 각성과 즐거움을 제시하여 그 역할을 규명하고자 하였다. 이러한 분석결과를 토대로 배달 앱 콘텐츠 개발과 운영에 필요한 기초적인 자료를 제공하고자 하였다. 연구의 조사대상과 공간적 범위는 최근 3개월이내 배달 앱을 이용한 경험이 있는 전국의 20세 이상 남녀 내국인 거주자로 정하였으며, 조사대상자 중에서 배달의 민족, 요기요, 배달통을 통해 음식을 주문한 경험이 있는 외식소비자들을 대상으로 설문조사를 하였다. 연구결과, 배달 앱 서비스품질의 디자인과 공감성은 각성에 긍정적인 영향을 미치며, 디자인과 신뢰성은 즐거움에 긍정적 영향을 미치는 것으로 나타났다. 배달 앱 서비스품질의 정보성과 이동성은 앱 이용의도에 긍정적인 영향을 미치는 것으로 나타났다. PAD의 즐거움은 앱 이용의도에 긍정적인 영향을 미치나, 각성은 아무 영향력이 없는 것으로 나타났다. 외식소비자들이 배달 앱을 지속적으로 이용하도록 유도하기 위해서는 디자인과 신뢰성, 정보성, 이동성이 매우 중요한 요인임을 제시하였다.

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

  • 천만복;김진택;정광근
    • 한국농공학회:학술대회논문집
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    • 한국농공학회 2002년도 학술발표회 발표논문집
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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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반려동물형 로봇을 이용한 고령자 심리 안정의 향상 방안 (Improvement on Psychological Stability of the Elderly by Using Companion Robot)

  • 이종식;이강년
    • 한국지식정보기술학회논문지
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    • 제13권3호
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    • pp.327-339
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    • 2018
  • 본 연구는 고령자의 반려동물형 로봇의 이용과 사용자 경험에 대한 것이다. 반려동물형 로봇을 고령자의 일상에 활용하는 것은 고령자의 삶의 질을 높일 수 있다. 여가는 은퇴한 고령자의 주된 활동이다. 그러므로, 여가의 다양성과 질은 그들의 삶의 질에 영향을 줄 수 있다. 반려동물형 로봇은 고령자에게 더욱 발전되고 흥미로운 경험을 제공할 수 있다. 세계적으로, 인구 고령화는 각국에서 가장 중요한 트렌드 중 하나가 되고 있다. 고령화에 따른 사회적, 경제적 부담은 한국 등 세계 전체의 지속가능성에 심각한 도전이다. 저자들은 고령 피험자(50세부터 90세까지)를 대상으로 반려동물의 이용에 관해 조사한다. 본 실험에서, 저자들은 시스템 품질, 인터페이스 품질, 불쾌감, 즐거움, 재이용 의도, 첨단과학기술인식 등 주요한 요인들을 연구하고 측정한다. 회귀분석에서, 친숙감(t=-2.006, p<.05)은 반려동물형 로봇에 대한 불쾌감에 유의미한 영향을 미친다. 다른 회귀분석에서, 반려동물형 로봇(설명 변수)에 대한 불쾌감은 즐거움(t=-3.327, p<.01)과 재이용 의도(t=-2.636, p<.01)에 유의미한 영향을 미치는 요인이다. 그러므로, 고령자가 반려동물형 로봇에 불쾌감을 적게 느낄 때, 고령자는 더 많은 즐거움과 재이용 의도를 느낄 것임을 시사한다고 볼 수 있다. 결과적으로, 첨단과학기술에 익숙하지 않은 고령자도 반려동물형 로봇을 이용해서 여가 활동과 삶의 질을 높일 수 있다.

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

  • 조윤희;김순심
    • 한국의상디자인학회지
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    • 제14권2호
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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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영어 자동쓰기평가(AWE) 사용만족도가 자기효능감을 매개로 학업성취감에 미치는 영향: PLS-SEM 모델 분석 (The influence of users' satisfaction with AWE on English learning achievement through self-efficacy: using PLS-SEM)

  • 주미란
    • 디지털융복합연구
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    • 제19권9호
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    • pp.1-8
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    • 2021
  • 이 연구의 목적은 영어쓰기 교과목에서 자동쓰기평가(AWE) 프로그램의 사용자 만족도가 영어쓰기 자기효능감을 매개로 학습자의 학습성취감에 미치는 영향을 알아보기 위한 것이다. AWE는 쓰기 결과물에 대해 인공지능 기술에 의해 자동으로 피드백을 제공하는 프로그램이다. 영어쓰기 교과목을 수강하는 대학생을 대상으로 각 주제별로 작문을 하고 AWE 프로그램을 사용하여 피드백을 받은 후 그것을 참고하여 최종 수정본을 제출하도록 하였다. 설문지를 통해 수집된 데이터(n=99)를 SPSS, Smart PLS-SEM으로 분석하였다. 연구결과, 첫째, AWE의 사용 편의성과 유용성은 재사용 의지에 긍정적 영향을 미치는 것으로 나타났다. 둘째, AWE 사용 만족도는 영어쓰기 자기효능감에 긍정적 영향을 미치는 것으로 나타났다. 셋째, 영어쓰기 자기효능감은 언어적, 정서적 측면에서 학업 성취감에 긍정적 영향을 미치는 것으로 나타났다. 4차 산업 및 인공지능 기술 발달에 따라 영어교육에 AWE와 같은 새로운 학습재료 도입을 권장한다.

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

  • 강주선;고윤정;고일상
    • Asia pacific journal of information systems
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    • 제19권3호
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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.