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논문 기본 정보

자료유형
학위논문
저자정보

김동재 (동신대학교, 동신대학교 일반대학원)

지도교수
정성필
발행연도
2013
저작권
동신대학교 논문은 저작권에 의해 보호받습니다.

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이 논문의 연구 히스토리 (2)

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How One''s Lifestyle Affects Satisfaction in Sports Application as well as Re-use and Recommendation of the Application

The study has investigated what kinds of influences one''s lifestyle would have on the person''s satisfaction in sports application including re-use and recommendation of the same application. The results are presented as follows.

First of all, differences between lifestyle, application satisfaction, reuse intentions and recommendation purposes were analyzed based on demography.
Both genders were found to have similarities in all the factors, lifestyle, application satisfaction, reuse intentions and recommendation purposes.
However, age groups came up with significant differences with each other in every factors, the lifestyle, application satisfaction, reuse intention and recommendation purposes. ''The 20''s and below'' was reported to have the highest significant difference while ''the 40''s and above'' would go with the lowest one.
The academic background was observed to divide lifestyles of individuals into the information-seeking, the social relationships-centered and the outdoor activity-goers. The academic background considered entertainment the most important as a factor to determine the application satisfaction while it would also cause significant difference to the reuse intentions. ''The graduate students and above'' appeared to have a more critical influence on the application satisfaction as well as the reuse intentions than ''the university graduates and below including the community college graduates'' would do.
Monthly income also turned out to be an influential factor to the lifestyle, the application satisfaction, the reuse intentions and the recommendation purposes. ''The group of one million won monthly income and below'' was observed to have the most significant difference while ''the group of two million won ~ three million won monthly income'' and ''another group of three million won monthly income and above'' appeared to have relatively low differences.

Second, using characteristics were applied to analyze the lifestyle, the application satisfaction, the reuse intentions and the recommendation purposes.
Regarding the purpose of use, the different lifestyles as the information-seeking, the early-adaptors and the personality-oriented came up with significant difference. The result went the same with the reuse intentions and the recommendation purposes as well. The information-seeking were much more interested in ''health care (exercise programs)'' while both the early-adaptors and the personality-oriented would enjoy watching ''sports matches'' through the application. As to the reuse intentions and the recommendation purposes, ''sports games'' turned out to be most popular with ''sports news articles'' considered least preferred in all the factors.
Quality, entertainment and convenience of the application were believed to have the biggest influence on usage count, the reuse intentions and the recommendation purposes. ''Seven usage counts and above'' has been determined to be the largest influence while ''one~three usage counts'' turned out to be the most minor one.
When it comes to hours of use, the lifestyles as the information-seeking, the social relationship-centered and the outdoor-activity goers were observed to put greater weight on quality, entertainment and convenience of the application before they reuse and recommend the application. ''The group that would use the application more than 15 minutes'' turned out to be the most critical influence on the reuse and the recommendation of the application while ''the group that would use the application less than 5 minutes'' was learned to be the least significant influence.

Third, the influence of the lifestyle on the application satisfaction, the reuse intentions and the recommendation purposes was confirmed.
In terms of the relations between the lifestyle and the application quality satisfaction, the different lifestyles as the information-seeking, the social relationships-centered and the outdoor activity-goers were determined to have a statistically positive (+) influence. Regarding the entertainment satisfaction, those lifestyles, the information-seeking, the social relationships-centered, the outdoor activity-goers and the early adaptors would have a statistically positive (+) effect while the two lifestyles, the outdoor activity-goers and the early adaptors, would cause a statistically positive (+) influence on the convenience satisfaction.
Besides that, the information-seeking, the social relationships-centered and the outdoor activity-goers came up with a statistically positive (+) effect on the reuse intentions while they would also provide statistically the same positive (+) influence on the recommendation purposes.

Fourth, how much the application satisfaction would affect the reuse intentions and the recommendation purposes was examined.
For both the application satisfaction and the reuse intentions, quality, entertainment and convenience of the application turned out to have a statistically positive (+) cause. Even for the recommendation purposes, those three factors of the application would have statistically the same positive (+) effect.

Fifth, how much the recommendation purposes would be influenced by the reuse intentions was investigated.
The results said that the reuse intentions would have statistically a positive (+) effect on the recommendation purposes.

목차

Ⅰ. 서 론 1
1. 연구의 필요성 1
2. 연구의 목적 3
3. 연구의 모형 4
4. 연구의 가설 5
5. 연구의 제한점 6
6. 용어의 정의 7
Ⅱ. 이론적 배경 8
1. 라이프스타일 8
2. 애플리케이션 만족도 17
3. 재사용의도 30
4. 추천의도 33
Ⅲ. 연구방법 35
1. 연구대상 및 표집 35
2. 연구절차 38
3. 측정도구 39
4. 자료처리방법 47
Ⅳ. 연구결과 48
1. 인구통계학적특성에 따른 라이프스타일, 애플리케이션 만족도, 재사용의도, 추천의도의 차이 48
2. 이용특성에 따른 라이프스타일, 애플리케이션 만족도, 재사용의도, 추천의도의 차이 57
3. 라이프스타일이 애플리케이션 만족도, 재사용의도, 추천의도에 미치는 영향 68
4. 애플리케이션 만족도가 재사용의도, 추천의도에 미치는 영향 74
5. 재사용의도가 추천의도에 미치는 영향 77
Ⅴ. 논의 78
Ⅵ. 결론 및 제언 84
1. 결론 84
2. 제언 87
참고문헌 88
설문지(부록) 97

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