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한국정보기술응용학회 JITAM Vol.27 No.5 2020.10 pp.1-22
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5,800원
Due to the low usage level of traditional financial services in many developing countries, Fintech services that often substitute for such traditional services with greater convenience have great potential in these markets. However, there have thus far been relatively few attempts to examine Fintech adoption in developing countries. As financial services are a highly sensitive industry in terms of government regulation and consumer trust, it is critical for policymakers to understand how to foster a healthy Fintech marketplace in developing country environments. In this paper, we review the scholarly literature on Fintech adoption with respect to three stakeholder groups: customers, service providers, and policymakers. Adding with practitioner-oriented documentation relating to Fintech adoption in Vietnam, we derive propositions for Fintech adoption research in Vietnam and similar developing countries. We collect these propositions as a framework that suggests avenues for future research.
한국정보기술응용학회 JITAM Vol.27 No.5 2020.10 pp.23-33
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4,200원
As the 4G and 5G Internet technologies become more common and developed, an environment for uploading and watching videos is created and spread, in addition to simply uploading posts. Watching and sharing daily life among media contents called Vlog, are very common more than ever. This means that individual users could access Vlog easily and the situation could be new trend. Additionally, academic research about Volg is increasing. We analyzed three independent variables affecting a perceived enjoyment we set up the dependent variable. Information search, self-expression, and social need are set as independent variables and social interaction is set as the control variable. Information search and self-expression are significant effect to perceived enjoyment except social need. In particular, social interaction as a control variable has effect to all relationships.
한국정보기술응용학회 JITAM Vol.27 No.5 2020.10 pp.35-47
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4,500원
Global waste has become a global issue and we can see the new trend of discovery businesses established to focus on solving the waste problem using new renewable energy technology and the circular economy business model. This paper aims to study factors that impact green entrepreneurship in Thailand, such as environmental concern, organizational environment, founder demographics, education background, entrepreneurship awareness, as well as external factors of a business. The study analyzes the data from three qualitative in-depth interviews with green entrepreneur founders who started the businesses in polymer up-cycling, waste management, and renewable energy. The study finds overseas educational background to be one of the key main drivers for the entrepreneurial courage to decide to pursue a new business venture. By having the exposure toward the different culture, three entrepreneurs hands-on experiential learning through three key drivers who are composed of the can-do attitude, the willingness to be self-employed, and the way of seeking for the freedom to express their passions.
한국정보기술응용학회 JITAM Vol.27 No.5 2020.10 pp.49-68
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5,500원
The Push-Pull-Mooring (PPM) model employ to explore the factors that affect the switching intention of mobile game players by analyzing the online survey data of 240 mobile game players in China. From the perspective of PPM model, Dissatisfaction with the current mobile game can promote players to leave the current mobile game, and other more attractive mobile games can pull players out of the current mobile game. As a mooring factor, habit can affect players' switching decisions. Players who have formed strong habits in current mobile games are more likely to resist or ignore the attractiveness of other mobile games and stay in the current mobile games rather than migrate to other mobile games. Another result shows that the more dissatisfied with the current mobile game, the higher the quality of alternative (relative challenge) mobile game, and the lower the investment size in the current mobile game, the more reluctant the players are to continue to maintain the relationship with the current mobile game. The higher the player's commitment to the current mobile game, the more likely it is to maintain the relationship with the current mobile game. The empirical results show that the framework of this study is highly consistent with the results of PPM model, and confirming that they can well apply to mobile game situations.
Storytelling and Social Networking : Why Luxury Brand Needs to Tell Its Story
한국정보기술응용학회 JITAM Vol.27 No.5 2020.10 pp.69-80
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4,300원
Recently, luxury brands are selling their products to consumers using their own direct online channels. In the online channel, marketing strategy through storytelling is needed because consumers do not have enough product experience. Therefore, luxury brands are actively utilizing social media and delivering stories includes their birth and growth. Unlike mass media, social media communicates with consumers more quickly and frequently and delivers the story of brand naturally. This study classifies luxury brands into four groups based on story recognition of luxury brands and self-esteem, and analyzes and materializes each group of the propensities of luxury brand consumption. It also tries to draw strategic implications for effective SNS advertising by analyzing narrative transportation on SNS advertising, interests in videos, and the interests in story based on these typified groups of luxury consumption. The result of the analysis shows that there is a difference in consumption propensity among consumers who were classified into four groups according to story cognition of luxury brands and self-esteem. There is also a difference in the response to narrative images through SNSs, such as narrative transportation, interests in videos, and interests in brand stories.
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