년 - 년
사용자의 지각된 통제력이 디지털 금융서비스 이용의도에 미치는 영향 : 프라이버시 염려 조절효과를 중심으로 KCI 등재
한국경영정보학회 경영정보학연구 제25권 제4호 2023.11 pp.161-181
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5,700원
코로나19 이후 소비생활 환경의 비대면화가 급격히 앞당겨지면서, 변화하는 비대면 금융생활서비스는 소비자의 일상에 큰 영향을 미치고 있다. 이처럼 필수재화가 된 디지털 기기․서비스를 이용하지 못하는 국민은 일상생활뿐 만 아니라 사회․경제 전반에서 소외되는 ‘디지털 사각지대’에 내쳐질 위험이 높아지고 있다. 이에 본 연구에서는 지각된 통제력 요인인 인지 통제력, 행동 통제력, 결정 통제력이 디지털 금융서비스 이용의도에 미치는 영향을 분석하였다. 본 연구를 위해 디지털금융을 알고 있으면서 이용의도가 있는 133명의 고객을 대상으로 설문조사를 실시하였다. 연구결과 인지 통제력, 행동 통제력, 결정 통제력은 디지털 금융서비스 이용의도에 유의적인 영향을 미치는 것으로 나타났다. 또한 프라이버시 염려에 대한 조절효과는 결정 통제력이 디지털 금융서비스 이용의도에 미치는 영향에서 유의하게 나타났다. 이러한 결과를 바탕으로 디지털 금융서비스 기업이 고객의 지각된 통제력을 관리할 수 있는지에 대한 시사점을 제시하였다.
As the post-COVID-19 consumer life environment is rapidly becoming non-face-to-face, changing non-face-to-face financial life services are having a significant impact on consumers' daily lives. People who do not have access to digital devices and services that have become essential goods are at risk of being left behind in the “digital blind spot,” where they are marginalized not only in their daily lives but also in society and the economy as a whole (Kim Min-Jeung A, Kim Min-Jung B, Park Joo-Yung, 2022). In this study, we examined the effects of perceived control factors, Cognitive control, behavioral control, and decisional control, on intention to use digital finance. For this study, we surveyed 133 customers who are aware of and intend to use digital finance. The results show that cognitive control, behavioral control, and decisional control have significant effects on intention to use digital finance. In this relationship, the moderating effect of privacy concerns differs from the effect of decision control on intention to use digital finance. These findings suggest that digital financial services firms should consider whether to reduce or increase customer control. Based on these findings, we discuss marketing strategies and implications for digital financial services companies.
[NRF 연계] 한국아동간호학회 Child Health Nursing Research Vol.29 No.4 2023.10 pp.290-299
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Purpose: Artificial intelligence (AI) has had a profound impact on humanity; in particular, chatbots have been designed for interactivity and applied to many aspects of daily life. Chatbots are also regarded as an innovative modality in nursing education. This study aimed to identify nursing students' awareness of using chatbots and factors influencing their usage intention. Methods: This study, which employed a descriptive design using a self-reported questionnaire, was conducted at three university nursing schools located in Seoul, South Korea. The participants were 289 junior and senior nursing students. Data were collected using self-reported questionnaires, both online via a Naver Form and offline. Results: The total mean score of awareness of using chatbots was 3.49±0.61 points out of 5. The mean scores of the four dimensions of awareness of using chatbots were 3.37±0.60 for perceived value, 3.66±0.73 for perceived usefulness, 3.83±0.73 for perceived ease of use, and 3.36±0.87 for intention to use. Significant differences were observed in awareness of using chatbots according to satisfaction with nursing (p<.001), effectiveness of using various methods for nursing education (p<.001), and interest in chatbots (p<.001). The correlations among the four dimensions ranged from .52 to .80. In a hierarchical regression analysis, perceived value (β=.45) accounted for 60.2% of variance in intention to use. Conclusion: The results suggest that chatbots have the potential to be used in nursing education. Further research is needed to clarify the effectiveness of using chatbots in nursing education.
한국정보기술응용학회 JITAM Vol.27 No.6 2020.12 pp.197-224
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6,700원
Mobile games have become one of the most important driving forces of the game industry. We focus on the continuous intention to use Chinese mobile games from the perspective of experiential marketing and network externalities. We integrate user experience, network externalities and flow theory into expectation confirmation model and explore the influencing factors of continuous usage intention of Chinese mobile game and propose a research model. Game experience, service experience, perceived enjoyment, social interaction, challenge, perceived number of users and perceived number of peers were employed as independent variables, while flow, perceived value and satisfaction as mediating variables and continuous intention as the dependent variable. After surveying 426 samples, the model is tested with structural equation model. The results reveal that perceived enjoyment significantly positively influences perceived value, flow, satisfaction, and continuous intention. The greater the enjoyment of the game, the greater the satisfaction of the game and the greater the willingness to use it continuously. Game experience has a significant direct effect on continuous intention, which indicates that a better game experience can retain more users. Service experience and perceive number of peers positively influence satisfaction. Another finding is that social interaction and perceived number of users positively influence perceived value and flow, which indicate that social attributes are critical roles for retaining users. Game challenge also positively influences flow. The proper level of challenge is more likely to cause users to enter the state of flow. Flow indirectly influences continuous usage intention through the satisfaction of the game, which indicates that satisfaction is driven by flow experience and further retaining users. Empirical results implied that mobile game companies need to focus on improving user experience, expectation satisfaction and extending network externalities to improve the continuous intention of using mobile game.
Consumer’s Continuous Usage Intention of WeChat mini-program in China
한국경영정보학회 한국경영정보학회 정기 학술대회 2019년 경영정보관련 추계학술대회 2019.11 pp.297-302
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4,000원
This article is about the Chinese consumer's research on the continued use of WeChat applet. The WeChat mini program is an improvement of the application technology. The technology that conforms to the user's lifestyle or ease of use will stimulate the user's motivation. So this paper explores this issue from the perspective of motivation theory. We used Chinese consumers as research objects, collected 380 valid questionnaires, and analyzed data with AMOS and SPSS.
Consumer’s Continuous Usage Intention of Car Sharing Service in China
한국경영정보학회 한국경영정보학회 정기 학술대회 디지털 혁신과 초연결 사회 2018.05 pp.504-508
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4,000원
In China sharing economy has attracted a great deal of attention, “sharing” gradually accepted by people and affect people’s consumption concept. Although the sharing economy platform has developed rapidly, but the market still has a lot of growth potential. This study based on car sharing services and literature try to find out what factor may affect consumer continuous usage intention. The result proved that consumer satisfaction and perceived value significance influence continuous usage intention.
경성대학교 산업개발연구소 산업혁신연구 제42권 제1호 2026.03 pp.205-216
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4,300원
This study investigated Indonesian consumers evaluation paradigms for mobile food delivery services by examining both mobile and offline features. Based on prior research, information quality, system quality, and service quality were identified as critical consumer evaluation determinants of mobile delivery services. Since the total customer experience extends beyond online features, delivery service was incorporated as an offline antecedent. Furthermore, considering that the Indonesian delivery market is dominated by small businesses, this study compared and analyzed the difference in how street food seeker and non-street food seeker groups perceive the experience. The results demonstrated that information quality, system quality, and delivery service positively influenced platform trust, which in turn led to greater usage intention. In terms of intergroup differences, delivery service was the most important feature in forming platform trust for both groups. Information quality was revealed to be more important for street food seekers, while system quality was found to be more influential for non-street food seekers. These findings provide important implications for managing mobile food delivery applications and enhancing the competitiveness of delivery services.
경성대학교 산업개발연구소 산업혁신연구 제41권 제4호 2025.12 pp.181-199
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5,400원
With the diverse digitalization of museum service, online reservation system of museum has been one of the management strategies to enhance museum visitors’ experience. The study integrates Information System Success Model and Technology Acceptance Model with the moderating role of generational differences to explore the psychological mechanism of visitors’ usage intention. As results, it was empirically investigated that museum visitors perceived ease of use didn’t predict their usage intention for the whole sample. While other proposed relationships have all been confirmed. Moreover, X and Z generational discrepancies exist on the relationship between perceived ease of use and usage intention. Consequently, the study could provide implications to the promotion of digitalized service of museum and generational differences confirmed by the present study could serve as a research paradigm for future research pertinent to online reservation of museums.
Exploring Determinants of Continued Usage Intention of Mobile TV - A Case of DMB in KOREA -
한국정보기술응용학회 한국정보기술응용학회 학술대회 IT융합과 신사업창출 2010.06 pp.267-275
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4,000원
What Affects Consumers’ Attitude and Usage Intention of O2O Apps? : Integration of TAM, TPB, and Transaction Cost Theory KCI 등재 SCOPUS
한국경영정보학회 Asia Pacific Journal of Information Systems 제33권 제2호 2023.06 pp.298-317
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5,500원
This study is about the attitudes and intentions of consumers considering the usage of O2O application (app) under the COVID-19 situation. By integrating TAM and TPB as a theoretical background, we selected VPC (various product choice) and PII (product information intensity) as new functional external variables that have a positive effect on new system called O2O commerce. We also applied the transaction cost theory to investigate the obstacle of O2O business. We conducted a survey of consumers in large cities in the Korean market. As a result of this study, it was found that the more O2O app users recognized the influence of SN (subject norms), the more useful O2O app was, the more it led to a change in attitude and usage intention was positively significant. In addition, as the O2O app was easy to use and useful, and the SN was recognized, the user’s attitude was positive. On the other hand, it was also found that the transaction cost that consumers have to pay had a negative effect on usage intention. Additionally, VPC and PII have been shown to positively influence on usefulness of O2O apps.
A study on consumer's usage intention of smart home devices in China
한국경영정보학회 한국경영정보학회 정기 학술대회 ICBM 기반 비즈니스 트랜스포메이션 2019.05 pp.688-691
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4,000원
Emergence of Curbside Pickup : Consumers’ Usage Intention Amid COVID-19 Pandemic KCI 등재 SCOPUS
한국경영정보학회 Asia Pacific Journal of Information Systems 제32권 제1호 2022.03 pp.51-69
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5,400원
This study examines how consumers’ intention to use a curbside pickup responds to the COVID-19 vaccination rates. With our first survey conducted in March 2021, we find that a low (high) vaccination rate is associated with consumers’ high (low) intention to maintain contact avoidance and their high (low) anticipation for shipping delays. Heightened contact avoidance and anticipation for shipping delays may encourage consumers to use a curbside pickup. Our results also show that when a product is needed immediately, and a consumer expects shipping delays, s/he is more likely to use a curbside pickup. However, with our second survey conducted in November 2021, we find heterogeneous consumer responses to the vaccination rates. Specifically, consumers’ political affiliation moderates the relationship between the vaccination rates and their intention to maintain contact avoidance. The association between the vaccination rates and the anticipation for shipping delays is also weakened compared to March 2021. Our empirical results illustrate how consumers’ intention to use a curbside pickup emerges and changes amid the COVID-19 pandemic.
한국경영정보학회 한국경영정보학회 정기 학술대회 Digital Inclusion in Post Pandemic Era 2021.11 pp.229-245
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5,100원
This study is to focuses on a user’s attitude toward augmented reality games. Based on the Technology Acceptance Model (TAM) and Flow theory, continuous usage intention was set as a dependent variable, and immersion was set as a mediating variable. As independent variables, spatial presence, perceived interactivity, perceived pleasure, and sickness were set. Besides, this study strived to compare and analyze Korean and Chinese Data. The results of this study were as follows. First of all, Korean users had a significant effect on spatial presence, perceived pleasure, and immersion. Spatial presence and perceived pleasure had also mediated effects on continuous usage intention through immersion. However, perceived interactivity and sickness did not affect immersion and even no mediating effect to continuous usage intention. In the case of Chinese users, spatial presence, perceived interactivity, and perceived pleasure were grouped into one variable. This variable influenced immersion and also had mediated effect on continuous usage intention. However, sickness, like Korean users, did not affect the set path. This study had implications to analyze user perspective using immersion, which was found a significant variable in previous research. In addition, this study found similarities and characteristics through a comparative analysis between Korean and Chinese users indirectly.
한국정보기술응용학회 한국정보기술응용학회 학술대회 2005년도 6th 2005 International Conference on Computers, Communications and System 2005.11 pp.365-368
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4,000원
While the goal of new IT adoption in small and medium sized firms is to choose an optimal system to fit with their own environments and conditions, that of IT post-adoption usage is to fully implement new IT and maximize their benefits from it. Therefore, the decision-making environments of new IT adoption is definitely different from those of post-adoption. Also, The direct experience of IT usage can provide some learning effect and the change of users' beliefs on new IT. From this point of view, this study attempts to figure out the differences of influencing factors on IOS usage intention between adopters and non-adopters. The results show that there are clear differences of influencing factors between two groups. Non-adopter group shows that perceived financial cost and ability of use have significant influences on IOS usage intention, while relative advantage and perceived risk in adopter group have statistically significant influences on post-adoption usage of IOS.
한국AI디지털융합학회(구 한국디지털융합학회) IJICTDC Vol 6 No 1 2021.06 pp.1-25
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6,300원
With the emergence of Web 2.0, the role of digital content users has expanded from digital content consumers to digital content creators, both of which are contributing significant changes in the economy, society, and culture. In light of this phenomenal trend, we categorize digital content users into digital content user 1.0 (passive users) and digital content user 2.0 (proactive users) in order to develop specific business models and digital service strategies. These two types of digital content users are established based on the patterns of the digital content usage. Along with these types, the effects of digital content characteristics (design, scenario, structure, and technology) on the usefulness, flow and usage intention of digital content are analyzed. Results show that design characteristics do not affect usefulness for both user types. While the technological characteristics of digital content have a positive effect on the flow of digital content user 1.0, the design, scenario, and structure characteristics have a positive effect on the flow of digital content user 2.0. Our study helps managers establish digital content business strategies and digital service plans based on the characteristics of digital content and digital content user types. Our study also provides a theoretical foundation for future digital content related studies.
Add to Cart or Buy It Now? Factors Influencing the Usage Intention of Online Shopping Cart
한국정보기술응용학회 JITAM Vol.25 No.2 2018.06 pp.117-132
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4,900원
This study examines the reason why consumers try to use the online shopping cart more, and especially analyzes the influence of personal psychological factor such as regulatory focus. Hypotheses are tested with a two-way ANOVA model using experimental data collected from 210 undergraduate students at a business school in South Korea. We found that prevention focused consumers try to use online shopping cart more than promotion focused consumers. It is possible that prevention focused consumers try to consider as many alternatives as possible to ensure safety as they focus on negative results or losses during shopping online. However, we also found out when the buying purpose is utilitarian, promotion focused consumers are not different from the promotion in terms of the usage intention of online shopping carts. Marketing managers can provide different messages customized for their consumers by leading them to use the online shopping cart in a more effective way.
An Empirical Study of User Experience (UX) Factors Affecting Continued Usage Intention of Smartphone KCI 등재
아시아유럽미래학회 유라시아연구 제9권 제4호 통권 제27호 2012.12 pp.91-118
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6,700원
스마트폰은 모바일폰의 새로운 세대로 유비쿼트스 컴퓨팅 기술의 좋은 예이다. 스마트폰을 사용해서 사용자들은 편리한 터치스크린 방식의 인터페이스로 언제 어디서나 인터넷을 사용할 수 있게 되었다. 사 용자들은 또한 단순한 전화나 문자 메시지보다 더 효율적인 방식으로 친구들과 연결하고 소통할 수 있 게 되었다. 뿐만 아니라 우수한 성능의 하드웨어와 다양한 소프트웨어의 개발로 스마트폰은 업무나 오락 등 다양한 분야를 지원하고 있다 (Charlesworth, 2009). Verkasalo 등(2010)은 스마트폰은 단순한 모바 일폰으로 뿐만 아니라 손안에 들어가는 컴퓨터로 사용될 수 있는 기기라고 지적했다. 이들은 또한 스마 트폰을 통제하는 것은 이제 기기가 아니라 사용자라고 주장하고 있다. 사용자들이 스마트폰과 상호작용할 때 그들의 스마폰 사용 경험은 그 상호작용으로부터 나온다. Goto 는 사용자경험(user experience; UX)을 “어떤 기업이나, 서비스 또는 제품에 대해 개인이 가지고 있는 전반적인 인식이나 포괄적인 상호작용”으로 정의하였다 (Wang et. al. 2008). 경험은 사람의 마음에 존 재하는 사람과 세상 사이의 눈에 보이지 않는 상호작용 과정이고, 새로운 상호작용들에 의해 유발된다. 이들 상호작용은 육체적, 감각적, 인지적, 감정적, 그리고 미적과 같은 다양한 경험들을 만들어낸다 (Davis, 1992). 이와 같은 관점에서 스마트폰 사용 후 그 기능들에 대한 사용자들의 경험과 사용자들의 사회적 경험은 스마트폰의 지속적 사용에 대한 의사결정에 중요한 역할을 할 것이다. 스마트폰 사용자 수의 증가와 다양한 스마트폰 제조기업과 서비스제공 기업들 사이의 경쟁이 증가하는 상황에서 스마트폰의 지속적 사용의도를 지배하는 요인들과 그들의 역학관계를 이해하는 것은 중요하다고 판단된다. 그러나 스마트폰 이용과 관련한 대부분의 선행연구들은 효율적 인터페이스의 개발, 사용 가능한 시스템의 개발, 그리고 관련 기술의 개발과 같이 사용자의 심리적인 관점에 대해 연구하기보다는 스마트폰 자체의 기능에 더 초점을 맞추었다 (Lin and Ye, 2009; Abowd et. al., 2005; Verstockt et. al., 2009). 반면, 지난 몇 년간 사용자 경험에 대한 포괄적인 이론과 연구의 틀을 제공하기 위한 다양한 시도가 있었다 (Swallow et. al., 2005; Deng and Li, 2008; Wang et. al. 2008; Oza et. al. 2010). 사람들은 스마 트폰 이용에 점점 더 많은 시간을 소비하기 때문에 사용자들의 스마트폰 사용겸험이 그들의 스마트폰에 대한 지속적 사용의도를 도출하는데 사용자들이 경험하는 인지과정에 핵심요소가 될 것이다. 이와 같은 이론적 기반 위에 선행연구들과는 다르게 스미트폰의 지속적 사용의도를 설명하기 위해 사용자경험이라 는 개념을 선행변수로 사용하였다. 따라서 본 연구에서는 사용자 태도와 행위를 판단하기 위해 사용자경 험에 초점을 맞추었다. 사용자경험은 기능적 경험과 사회적 경험 두 가지 관점으로 표현하였다. 기능적 경험에는 이용가능성(usability)과 보안성(security) 그리고 사회적 경험에는 사회성(sociability)과 사회 적 주체성(social identity)이 포함되었다. 본 연구에서는 이들 사용자경험 요인들을 선행변수로 스마폰의 지속적 이용의도를 결과변수로 하고, 두 변수를 매개변수로 하는 하나의 인과관계(causal) 연구모형을 제시하였다. 구체적으로 인지된 즐거움(perceived enjoyment: PE)과 인지된 유용성(perceived usefulness: PU)을 선행변수인 사용자경험 요인들과 스마트폰의 지속적 이용의도 사이의 매개변수로 고려하 였다. 그 이유는 최근 스마트폰은 업무를 위한 기능적 목적뿐만 아니라 오락이나 사회적 관계(형성)을 위해서도 널리 사용되고 있기 때문에 PU와 PE가 스마트폰의 지속적 이용의도에 중요한 영향을 미칠 것 이라는 판단 때문이다. 이 연구모형을 실증적으로 검증하기 위해 다양한 스마트폰 사용자들을 대상으로 설문조사를 실행하였다. 실증연구 결과 기능적 경험과 사회적 경험 모두 인지된 유용성 또는 인지된 즐거움을 통해 지속적 사 용의도에 영향을 미치는 것으로 나타났다. 보다 구체적으로 기능적 경험 가운데 이용가능성 요인과 사회 적 경험 가운데 사회성 요인은 인지된 유용성과 인지된 즐거움 모두에 유의한 정의 영향을 미치는 것으 로 나타났다. 그러나 기능적 경험 가운데 보안성은 인지된 즐거움에만, 사회적 경험 가운데 사회적 주체 성은 인지된 유용성에만 유의한 정의 영향을 미치는 것으로 나타났다. 그리고 인지된 즐거움은 인지된 유용성에 유의한 정의 영향을 미치고, 인지된 유용성과 인지된 즐거움 모두 지속적 사용의도에 유의한 정의 영향을 미치는 것으로 나타났다. 따라서 스마트폰의 지속적 사용의도를 높이기 위해서는 사용자들 의 기능적 경험 가운데 이용가능성과 사회적 경험 가운데 사회성을 높임으로 인지된 유용성과 인지된 즐거움을 높이려는 노력이 중요하다고 판단할 수 있다. 본 연구는 다음과 같은 면에서 학술적이고 실무적인 기여를 했다고 할 수 있다. 첫째, 스마트폰의 지 속적인 이용의도를 설명하기 위해 지금까지 경영정보 분야에서 상대적으로 새로운 개념인 사용자경험이 란 개념을 사용했다는 점이다. 나아가서 여러 사용자경험 요인들 가운데 스마트폰의 특성을 고려해서 기 능적 경험과 사회적 경험 요인들을 고려했다. 또한 본 논문은 스마트폰의 지속적 이용의도에 영향을 미치 는 사용자경험 요인이 무엇인지, 그리고 이들 요인들이 어떠한 역학관계로 지속적 이용의도에 영향을 미 치는 지를 실증적으로 분석함으로써 스마트폰 서비스 제공자들에게 유용한 실무적 정보를 제공해 준다. 그러나 본 연구에는 몇 가지 한계가 있다. 우선 사용자경험은 아주 방대한 개념이지만 본 연구에서는 단지 그 일부만 다루었다. 사용자경험의 다른 측면들은 추후 연구들에서 지속적으로 다루어질 수 있을 것으로 생각한다. 또한 사용자경험의 다양한 측면들을 고려하여 사용자경험에 대한 보다 체계적인 연구 가 추후 필요할 것으로 판단된다. 본 연구에 포함된 실증 자료에는 상대적으로 많은 수의 대학생들이 포 함되어 있어 분석결과를 일반화하는 데는 한계가 있을 수 있다. 본 연구가 시행될 때에는 대학생이외 스 마트폰을 사용하는 다른 그룹의 사람들 수가 많지 않아서 상대적으로 많은 수의 대학생이 표본에 포함 되었으나 추후 연구에서는 보다 다양한 사람들을 대상으로 자료를 수집할 필요가 있다. 또한 본 연구에 서는 한국의 스마트폰 사용자를 대상으로 실증분석을 하였기 때문에 문화 및 다른 환경의 차이에 따른 편향성(bias) 문제가 발생할 수 있다. 따라서 추후 연구에서는 다양한 국가의 사용자들을 대상으로 실증 분석하거나 국가별 비교분석도 가능할 것이다.
Smartphone is a new generation of mobile phones and it is a good example of ubiquitous computing technology. Users can surf the internet anytime and anywhere through the easy touch-screen interface. Also users can connect with their friends in more efficient ways than calling or texting messages. Besides, its prominent hardware and software support all kinds of applications for work and entertainment (Charlesworth, 2009). Verkasalo et al. (2010) pointed that Smartphone is a device that can be used as a mobile phone as well as a handheld computer, they also argued that it is the user rather than the device who controls the Smartphone. When users interact with Smartphone, their experience of using Smartphone is derived from such interactions. Goto, K. defines User Experience (UX) as "the overall perception and comprehensive interaction an individual has with a company, service or product" (Wang et al., 2008). Experience is an intangible process of interaction between people and the world that exists in humans' minds and is triggered by new interactions. These may create different types of experiences such as physical, sensual, cognitive, emotional, and aesthetic (Davis, 1992). From this aspect, after using Smartphone, users' experience on the functions of it and their social experiences with it might be very important in deciding if they continue to use Smartphones. Given the growth of the number of Smartphone users and the competition among Smartphone manufacturers and service providers, it is important to understand the dynamics that govern the continued usage intention of Smartphone. However, previous researches on this topic have mostly focused on problems such as creating efficient interfaces, developing usable systems, and establishing technologies, which paid more attention to the facet of functions of the Smartphone itself rather than studying from users' psychological perspective (Lin and Ye, 2009; Abowd et al., 2005; Verstockt et al., 2009). On the other hand, over the last few years there have been various attempts to provide a comprehensive theory or framework of user experience (Swallow et al., 2005; Wang et al., 2008; Oza et al., 2010; Deng and Li, 2008). Since people spend more and more time with Smartphones, the experience users have with Smartphones is likely to be a key factor in the cognitive process users experience in developing their continued usage intention. Upon this basis, in contrast to previous researches, we employ the concept of User Experience (UX) as the antecedents in this study to explain the continued usage intention of Smartphone, Therefore, this study focuses on users' experience to assess their further attitudes and behaviors. Users’ experience is represented in two aspects, one is functional experience which includes usability and security, and the other is social experience which includes sociability and social identity. A research model was developed to conceptualize the relationships between these UX factors as antecedent variables and continued usage intention of Smartphons as consequent variables with two intermediary variables. Specifically, we considered perceived enjoyment (PE) and perceived usefulness (PU) as mediating factors between UX factors and the continued usage intention of Smartphone (CUI) since it is widely used not only for functional purposes but for entertainment and social relations. Then our research model was tested empirically by using a survey data collected from diverse Smartphone users. Our results suggest that experience about functional factors and social factors of Smartphone after using Smartphones can influence the perceived usefulness and perceived enjoyment of their usage, which, in turn, influence users' continued usage intention of Smartphones. More specifically, we found that usability has a significant positive impact on both PU and PE, while security has a strong effect on PE, although no such significant impact was observed on PU. Some previous researchers pointed out that Smartphones are vulnerable and, therefore, security is a very important factor influencing the perceived usefulness of Smartphones. However, security did not affect perceived usefulness of Smartphones significantly in our result. A plausible explanation for this result might be that approximately 60% of our survey respondents are students and they do not consider security issue seriously because they use Smartphones mostly for entertainment or social interactions rather than for job or work related purposes. However, it does not mean security issue is not important for usefulness of Smartphones or the current level of security of Smartphone is perfect. Moreover, sociability is found to affect both PE and PU, while social identity have significant impact on PU only. Besides, PE showed a significant effect on perceived usefulness of using Smartphone and both PE and PU positively affected CUI. Main contributions of this research are as following. First the concept of user experience, which is a relatively new concept in MIS researches, was adopted to explain users’ continued intention to use Smartphones. Moreover, not only functional experience but social experience was included as user experience factors. This paper also makes contributions in understanding the important factors affecting users’ continued usage intention of Smartphones and the dynamics of these effects, which can provide useful information for Smartphone service providers. There are, however, some limitations inherent in this study. Although user experience is a broad concept, we focused only a part of it. Other aspects of user experience may be considered in future researches. More systematic research on user experience may be also needed related with Smartphone usage. In our survey data, relatively large number of university students were included, therefore, we have limitation in generalizing the results. Since the survey data were gathered from Korean, the analysis results may be subject to culture and/or other environmental biases. In future researches, we may use survey data from users of different countries and also implement a cross country analysis.
한국AI디지털융합학회(구 한국디지털융합학회) IJICTDC Vol 5 No 2 2020.12 pp.1-17
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With the emergence of Web 2.0 and growth of digital content users, this paper considers the effects of digital content characteristics (content, design, and technology) on the usefulness, concentration, and usage intention of digital content. Our results reveal that the aforementioned content characteristics do indeed affect both the usefulness and concentration of digital content. Whereas the technological characteristics of digital content positively affect both the usefulness and concentration of digital content, the design characteristic was associated solely with the usefulness of digital content. While of interest per se, the results provide both theoretical and practical insight. A theoretical foundation for future digital content-related studies is given in terms of understanding digital content characteristics and their effects on user behavior. Practically, valuable insights are provided for managers wishing to establish digital content business strategies and digital service plans based on the characteristics of digital content.
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Despite the rapid diffusion of MyData services, users’ PDS Usage Intention remains limited. This study examines how perceived benefits and perceived risks influence continuance intention toward Personal Data Services (PDS), a core application of MyData, and investigates the moderating role of consumer innovativeness. A structural research model was developed to analyze the relationships among these variables. The results indicate that perceived benefits positively affect PDS Usage Intention, whereas perceived risks do not have a statistically significant effect. Moreover, consumer innovativeness significantly moderates the relationship between perceived benefits and PDS Usage Intention, whereas its moderating effect on the relationship involving perceived risks was not observed. This study contributes to the literature on post-adoption behavior in data-driven service contexts and offers practical implications for enhancing user retention through differentiated engagement and risk management strategies.
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The purpose of the study is to investigate the key presence-related factors provided by meta-commerce platforms that influence consumer satisfaction and continued usage intention in light of the mediating effect of self-efficacy. “In order to examine the research objectives, a panel survey was administered by a professional research agency. A total of 200 valid responses were obtained and included in the final analysis. To test the hypotheses, SPSS 26.0 was used to perform various statistical analyses, including frequency analysis, exploratory factor analysis (EFA), reliability analysis, correlation analysis, and multiple regression analysis. The results reveal that there is a positive relationship among meta-commerce, consumer satisfaction and continued usage intention. Moreover, we found that there are mediating effect in the relationship between satisfaction and usage intention. By identifying key factors contributing to consumer self-efficacy and clarifying its impact on satisfaction and continued use, this study offers theoretical insights into the formation of meta-commerce consumer behavior.
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