The purpose of this study is to identify factors that influence consumers’ acceptance intentions towards Direct-to-Consumer (DTC) Genetic Testing service. DTC genetic testing service can be considered in two aspects: the application of new technology in genetic testing customers can directly purchase and the services for receiving the test results customer can’t directly analyze. Existing technology-based acceptance models have difficulty fully explaining consumers’ acceptance intentions towards DTC genetic testing services. Therefore, this study aims to propose a new acceptance model considering these two characteristics. A survey was conducted with 377 potential consumers for this research. The analysis revealed that health interest, prior knowledge, subjective norms, innovativeness, perceived usefulness, and perceived value affect consumers’ acceptance intentions. The results obtained through this study can help establish strategies and marketing plans necessary for the diffusion of services, such as DTC genetic testing services, that combine a new technology and a service. In the long term, the accumulated DTC genetic testing results data can contribute to the development of national genetic information infrastructure and preventive medical applications, as well as improve individuals’ quality of life.
이 연구는 중국의 이미지 처리 소프트웨어 메이투를 중심으로 하여 기 술수용이론을 적용하고 확장하여 중국 사용자들의 이미지 처리 소프트웨 어 사용 의도에 대한 가능성을 탐구하는 것이다. 이를 위해 설문조사 방 법을 사용하여 사회의 다양한 계층의 다양한 그룹을 조사하고 수집한 데 이터를 분석했다. 연구 결과는 사용자의 사용 의도에 영향을 미치는 것 으로 나타났으며, 특히 사용자의 편리성과 유용성에 더해, 호기심과 자아 형상 일치성도 메이투 사용자의 사용 의도에 긍정적인 영향을 미치는 것 으로 나타났다. 본 논문의 연구 결과는 메이투와 같은 이미지 편집 소프 트웨어의 개발과 운영에 가치 있는 통찰을 제공할 수 있다.
본 연구는 중국 C2C 중고거래 플랫폼의 사용자 연구대상으 로 정보기술 수용과 사용 태도에 대해 설명력이 높다고 인정받 고 있는 기술수용모델(TAM)을 토대로 핵심 변수 외 다양화된 정보시스템 환경을 반영하는 변수로 주목받고 있는 지각된 유 희성을 추가 변수로 지정하였다. 본 연구는 가설을 검증하기 위해 중국 C2C 중고거래 플랫폼에 대한 경험 있는 사용자들을 대상으로 조사를 실시하였다. 총 400부의 설문지를 배포하였으 며 회수된 설문지를 선별하여 총 362부 유효 설문지가 선출되 었다. 또한, C2C 중고거래 플랫폼 특성 변인인 정보 대칭성을 규명하고, 이를 바탕으로 정보의 이용 가치를 높이고 활성하기 위한 전략 방향에 시사점을 제시하는 데 그 목적을 둔다. 그리 고 마케팅 연구의 학문적 발전에 기여하고 기업에는 중고 플랫 폼을 활용한 마케팅 전략 수립 시 실무적인 도움을 제공할 수 있을 것으로 기대한다.
This paper describes a study that 1) explores ageing consumers’ perceptions of functionally beneficial but simple technology, and 2) tests how readily ageing consumers accept such technology. A mixed method approach is proposed to introduce ageing consumers to Google Home, to firstly demonstrate and highlight selected functional benefits associated with safety, connection with others and community, and entertainment; secondly determine ageing consumer attitudes toward that; and thirdly to test trial and adoption. Results will provide much needed insights into how emerging but relatively commonplace technology can be better integrated into ageing consumer groups to enhance wellbeing, increase independence and reduce isolation.
Digital signage in a smart store would engage and invoke responses from consumers because good in-store experiences are more important than ever. Thus, the present study investigates consumer perceptions of interactive digital signage integrating technology acceptance model. Specifically, the current study examined 1) the effects of personal and fashion innovativeness on interactivity; 2) the effect of interactivity on perceived usefulness, ease of use, and enjoyment; and 3) the effects of perceived usefulness, ease of use, and enjoyment on intentions to use the products and the store, visit the store, and engage in word-of-mouth. As a pre-study, two researchers visited the smart stores of six brands in Seoul, all of which integrate various technologies in the fashion field. A video clip was developed as a stimulus to the study. A total of 214 responses were gathered and analyzed. The results were as follows. Personal innovativeness has a significantly positive effect on interactivity, whereas fashion innovativeness has no significant effect. Interactivity had positive effects on the perceived usefulness, ease of use, and enjoyment. Consumer responses (i.e., intentions to use, visit, and engage in word-of-mouth) were predicted by usefulness and enjoyment, but not by ease of use. The findings of this study could provide the fashion industry and retailers practical and valuable insights into enhancing consumers’ in-store experiences through the use of interactive digital signage.
Driven by the ability to interconnect with key modern trends of healthcare and fitness, wearable devices are attracting significant level of interest from sports industry marketers. Wearable devices are the new electronic technology equipped with sensors, internet connections, processors, and operating systems and used external to the body, either attached as an accessory or embedded in clothes (Li, Wu, Gao, & Shi, 2016; Raskovic, Martin, & Jovanov, 2004; Yang, Yu, Zo, & Choi, 2016). As fully functional, self-contained electronics, wearable devices allow users to access information measured anytime and anywhere. According to ABI Research (2016), the global wearable device shipments will increase from 202 million in 2016 to more than 501 million by 2021. Specifically, market reports show that wearable fitness trackers have dominated the consumer market for wearable devices by accounting 85% of the wearable technology market in 2016 (International Data Corporation, 2016). A wrist-worn type of wearable fitness devices is the most popular but chest worn type, apparel, and other types (e.g., clip-on, ear-worn, etc.) of wearable devices are also used for fitness tracking. Wearable fitness devices analyze accumulated data of the users’ physical activity as well as provide the health and fitness status in real time. Studies on behavior change through wearable technology showed that feedback based on accurate and insightful analysis could lead long-term use of wearable devices (Fritz, Huang, Murphy, & Zimmermann, 2014; Patel, Asch, & Volpp, 2015). In this regards, smart applications linked to wearable fitness devices are widely used. As electronics IT products and services are recognized as an instance of fashion objects, many studies on the user acceptance of the products and services have focused on the importance of product design and visual attractiveness (Cyr, Head, & Ivanov, 2006; Tzou & Lu, 2007). However, little research has been done on user acceptance and behaviors of wearable fitness devices and smart applications linked to the devices focusing on the effect of the design aesthetics. Thus, the current study seeks to better understand the relationship between design aesthetics and the extended technology acceptance model (TAM) including perceived usefulness, perceived ease of use, and perceived enjoyment. In addition, this study seeks to explore the synergistic effect of visual attractiveness of the smart applications linked to them on adoption process of wearable fitness devices and the related services. The definition of fashion is “a way of behaving that is temporarily adopted by a discernible proportion of members of a social group because that chosen behavior is perceived to be socially appropriate for the time and situation (Tzou & Lu, 2009, p. 312- 313).” A fashion object has some unique characteristics including styling, aesthetics, ego gratification, etc. and is perceived to be newer, more novel, more aesthetic or even more attractive than other choices (Tzou & Lu, 2009, p. 313). As iPhone and iWatch have changed the market trends of IT products and services, it is significant that consumer electronics products with visually attractive design are more likely dominate the market and consumers’ willingness to pay is high. As a fashion technology, the most popular type of wearable fitness devices is a bracelet that users can wear on their wrist. Users wear fitness devices 24/7 to track their physical activity to gain information for healthcare and fitness practice. Specifically, wearable fitness devices track physical activity, such as workout time and intensity, steps taken, calories burned, and even sleep patterns. By quantifying users’ behaviors, the devices can educate and motivate individuals to improve their health and fitness practices (Patel et al., 2015). Considering IT products as fashion technology, many studies on user acceptance of new technology show the importance of product design and attractiveness. Researchers found that the sensory experience of information technology as well as physical electronics products determined users’ perceived usefulness, perceived ease of use, and perceived enjoyment (Childers et al., 2001; Cyr et al., 2006; van der Hdijden, 2003). However, few studies have tested the effect of aesthetics factor on the wearable fitness device adoption process. Thus, this study defines design aesthetics as an aesthetic product design expressed through shapes, colors, and materials and user interfaces of wearable fitness devices (Yang et al., 2016) and examines the effect of design aesthetics on ergonomic conceptions such as perceived usefulness and ease of use and an emotional factor, perceived enjoyment. In addition, this study focuses on the synergistic effect of design aesthetics of a smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. The devices collect users’ physical activity data 24/7 and transfer the data to a smart application linked to them, either through wireless Bluetooth syncing or plugging the device into users’ smartphone or PC. Then, the application provides useful feedback by informing the users their goals, progress, and the results of activity. Visual attractiveness of a wearable device defined by Yang et al. (2016) included an aesthetic product design expressed through the wearable device as well as through mobile applications linked to the device. However, the function and presentation of a wearable device itself and a smart application linked to the device are different. Simply, the wearable device is a hardware and the smart application is a software. To fully understand the role of a wearable fitness device which is physically presented on users’ body and a smart application linked to the device which requires more information visualization, this study examines the effects of design aesthetics of a wearable fitness device and the smart application linked to the device separately on the model of wearable fitness device and service acceptance. Introduced by Davis (1989), the TAM provides a framework for understanding the likelihood that individuals will adopt a new technology. The TAM postulates that two key factors predict a technological acceptance: perceived usefulness and perceived ease of use. Defined as “the degree to which a person believes that using a particular system would enhance his or her performance (Davis, 1989, p. 320)”, perceived usefulness describes the value users believe they could find in a wearable fitness device. Meanwhile, perceived ease of use is “the degree to which a person believes that using a particular system would be free of effort (Davis, 1989, p. 320).” According to the model, perceived usefulness and perceived ease of use combined to develop behavioral intentions which in turn lead to the adoption of a technology (Davis, Warshaw, & Bagozzi, 1992, p. 660). Regarding IT products and services adoption, researchers consistently found the positive relationship between perceived usefulness and behavioral intention to adopt a new form of technology. Zaremohzzabieh et al. (2015) found a positive relationship between perceived usefulness and behavioral intention to adopt a new form of information communication technology. Lunney, Cunningham, and Eastin (2016) examined factors affecting the adoption of wearable fitness trackers found that perceived usefulness was the key factor that influenced attitude and use. Furthermore, perceived ease of use was a direct determinant of usage behavior. Researchers have agreed that perceived ease of use also a key determinant of intention to use technology (Bhattacheijee & Hikmet, 2008; Lunney et al., 2016; Tzou & Lu, 2009; van der Heijden, 2003). In addition to the original TAM model, researchers have enhanced the model by including a hedonic component of enjoyment in the adoption of IT products and services (Childers, Carr, & Carson, 2001; Cyr et al., 2006; Dabholkar & Bagozzi, 2002). Davis et al. (1992) included perceived enjoyment in TAM defining it as “the extent to which the activity of using the computer is perceived to be enjoyable in its own right, apart from any performance consequences that may be anticipated (p.1113).” Researchers found the positive relationship between perceived enjoyment and use of technology (Cyr et al., 2006; Teo, Lim, & Lai, 1999; van der Heijden, 2003).This study investigates the antecedents, moderator and consequences of wearable fitness device and service acceptance considering them as fashion technology. With empirical analysis, the results will provide interesting insights and suggestions. First, findings will show the effect of design aesthetics on ergonomic conceptions (i.e., perceived usefulness and perceived ease of use) and an emotional factor (i.e., perceived enjoyment). This indicates that IT products are not purely results of engineering advances but be recognized as an instance of fashion objects (Tzou & Lu, 2009). Second, this study focuses on the synergistic effect of design aesthetics of smart application linked to a wearable fitness device which can motivate use of the device by providing the users more insightful information. Findings in the analysis of the effect of design aesthetics of the application and its adoption will provide deeper understanding on users’ wearable fitness device adoption by indicating overall service jointly influences users’ behavior. This study will provide useful insights and evidences to sports marketing managers how consumers make choices, how manufacturers should design services as well as hardware parts in the future.
With the advances in digital and social media technologies, sportswear and athletic shoe brands have provided more technology-based services to their consumers (Do et al., 2015). Accordingly, the importance of direct-to-consumer (DTC) sales has been increased, especially DTC sales through social media and mobile technologies. In the case of Nike, the relative contribution of DTC sales has been increased over the last few years in comparison to the sales to wholesalers while sales to wholesalers are still the primary revenue source (Soni, 2014). Despite the increasing importance of DTC sales, Nike is lagging in the market in terms of the ratio of DTC revenue to total revenue as opposed to its competitors (Soni, 2014). In response, Nike has implemented various DTC initiatives using digital and social media to facilitate demand creation and maintain market dominance (Guard, 2013; Heitner, 2016; Soni, 2014). In an effort to increase the DTC revenues, Nike introduced the new Nike+ app in 2016; however, the new app has been not well received by the public due to some functionality and gamification issues (Welch, 2016). Given the importance of the mobile apps’ forefront role for any sports brand, it is critical to understand what influence the adoption and use of the brand apps in order to increase the user satisfaction level and adoption. Thus, the current study examined factors influencing consumers’ use of a sports brand app using the modified technology acceptance model (Davis et al., 1992; Ha et al., 2015; Kim et al., 2017). Data were collected from 261 Nike+ Run Club app users using convenience sampling method. Of 216 app users, 133 respondents (51%) were female 129 were male (49%). About 64.8% were between the ages of 20 and 39 years and 35.2% were aged over 40 years. All respondents had previous experience with the Nike+ app. The questionnaire included the scales that measure perceived enjoyment, perceived ease of use, perceived usefulness, intention to use, and actual usage frequency as well as personal information. Harman’s single factor test was conducted to examine a possibility of the common method variance (MacKenzie & Podsakoff, 2012). Data were primarily analyzed using partial least squares structural equation modeling (PLS-SEM) and multi-group analysis (PLS-MGA). PLS algorithm procedures were performed to examine the hypothesized relationships in the research model (Ringle et al., 2015). The level of enjoyment had a significant positive effect on perceived ease of use (beta = .58, t = 11.94) while perceived ease of use positively affected perceived usefulness (beta = .58, t = 9.81). Behavioral intention was significantly influenced by perceived enjoyment (beta = .45, t = 7.46), followed by perceived usefulness (beta = .32, t = 3.64), and perceived ease of use (beta = .16, t = 2.07). As expected, behavioral intention positively affected actual behavior (beta = .31, t = 5.90). PLS-MGA was conducted to explore the differences between three age groups; 20s (n = 78), 30s (n = 91) and over 40 (n = 92), in regard to the use of a sports brand app. The relationship between variables was stronger with younger age groups, except the relationship between perceived enjoyment and behavioral intention. The greater the age, the greater the influence of perceived enjoyment on behavioral intention. However, only the path from perceived ease of use to behavioral intention was significantly different between the 20s and above 40 groups. The present study provides evidence supporting the efficacy of the modified TAM for predicting behavioral intention and actual use in the context of a sports brand app. In general, results from the current study suggest that perceived enjoyment is a more powerful predictor than perceived ease of use and perceived usefulness. In this regard, the concept of gamification should be tactically applied when developing and improving a sports brand app in order to create engaging experience with enjoyment (Hofacker et al., 2016; Zichermann & Cunningham, 2011). Also, given that perceived usefulness is greatly influenced by confirmation of expectations, the sports brand app provider should conduct a more thorough market research to understand what is expected by app users and ways to meet their expectations (Yoon & Rolland, 2015). In addition, the current study found some evidences of age-related differences in the adoption and use of a sports brand app (Ha et al., 2015). More detailed results and discussion will be presented at the conference.
Using the extended technology acceptance model (TAM), the study aimed to understand consumers’ adoption process for smart fashion products. The research model was designed to examine the impacts of perceived ease of use and usefulness on attitude and behavior intention toward smart fashion products based on the technology innovativeness, enjoyment, and subjective norm variables. An online survey was conducted on consumers by employing a marketing research company. A total of 230 useable responses were obtained. Confirmatory Factor Analysis (CFA) was performed to test the measurement model. The proposed hypotheses were tested by employing the Structural Equation Model (SEM). The results found a positive impact of perceived ease of use on usefulness and a positive influence of usefulness on attitude and behavior intention. Attitude had a positive effect on behavior intention. In addition, technology innovativeness was found to have a positive influence on perceived ease of use and enjoyment had a positive influence on usefulness and attitude. Subjective norm predicted behavior intention. The findings of the study contribute to smart fashion literature and have important implications for smart fashion product developers and marketers, as they offer insights into the important role of technology innovativeness, enjoyment, and subjective norms perceived by consumers in improving attitudes and behavior intentions toward the products. Limitations and future research directions are discussed.
The purpose of this study is to analyze the factors that lead to continuous use intention of SNS marketing. The research model was designed to investigate the SNS factors that affect use intention based on TAM (Technology Acceptance Model) suggested by Davis (1986). The survey focused on age twenties to thirties male and female who had experience in receiving fashion brands message through Facebook. 329 questionnaires were used to analyze the results of study, and SPSS 12.0 was used to conduct factor analysis, reliability analysis, and multiple regression analysis. The results of this research are as follows. First, interaction/playfulness, information, reliability, and convenience of access were extracted as the characteristics of fashion brands SNS marketing. Second, all SNS factors had significant relation on perceived usefulness. But only interaction/playfulness and convenience of access showed significant relation on perceived ease of use. Third, perceived usefulness and perceived ease of use affected continuous use intention. Forth, continuous use intention had significant relation on brand attitude and showed direct and indirect significant relation to purchase intention.
The emergence of peer to peer systems such as online auction websites is a major element in e-commerce yet relatively little is known about what influences its adoption and use in different parts of the world. Using an extended Technology Acceptance Model (TAM), user attitudes and behaviors from three national environmental contexts, Korea, Germany and New Zealand, are examined and compared to determine the factors influencing the adoption and usage of this system. The key questions this paper addresses are: Are there national differences affecting the ability for the TAM to predict OAWS acceptance, and if so, in what way? And are differences observed between heavy and light user motivations and perceptions of the medium and how these differ across national environments? Answers to these questions will increase the understanding for future marketers and developers of peer-to-peer systems. An extended TAM model was developed from which a number of hypothesized relationships are posited. We use the Davis, Bagozzi and Warshaw (1989) core TAM model extended by our arguing for two key influencing factors on a user’s attitude to using a new technology, perceived risk and computer affinity. We contend the drivers of perceived risk are: perceived enjoyment, trust in intermediary, perceived reputation system effectiveness, and positive past experience. Additionally we address the limited understanding in the literature of the national environment effects on technology acceptance. National cultural effects such as uncertainty avoidance and individualism, along with technological heritage and country innovativeness may need to be understood to determine potential differences in consumer activity and the robustness of the theoretical model. We also considered usage behavior to be important. Research for example, identifies heavy users as influencers on other potential adopters; thus important targets for developers and marketers of new technologies. Results suggest that although the core TAM is somewhat robust for the three nations along with the extended model for the respondents from South Korea, there are some key differences in the extended model between New Zealand and Germany. Specifically the relationships: Positive Past Experience and Perceived Risk are not supported in NZ or Germany, and “computer affinity” and “attitude to using” unsupported in Germany. We similarly found differences in the attitudes of light and heavy users between the samples, especially the Korean sample with the others. Our findings highlight that national environmental variations, especially between the “eastern” and “western” samples are important, which could be attributed to both uncertainty avoidance and individualism. Key conclusions and recommendations will be given.
전 세계적으로 IT분야에서 클라우드 컴퓨팅에 대한 관심이 높아지고 있으며, 많은 기업들이 조직의 경쟁력 향상을 위해 클라우드 서비스 도입을 고려하고 있다. 클라우드 서비스는 클라우드 컴퓨팅에 기반을 두고 있으며 서비스 유형에 따라 SaaS, PaaS, IaaS로 구분할 수 있다. 본 연구는 실증적 연구를 통해 기술수용모델(TAM: Technology Acceptance Model)을 적용하여 기업의 B2B 클라우드 서비스 이용의도에 미치는 영향을 분석하고자 하는데, 국내에서 클라우드 서비스 중 PaaS를 서비스 기업과 동시에 이를 이용하는 기업이 거의 없으므로, B2B 클라우드 서비스중에서 SaaS와 IaaS를 그 분석 대상으로 하였다. 이를 위해 클라우드 서비스에 대한 지식을 보유한 IT 기업의 의사결정자, IT 기술 지원 담당자 등을 대상으로 설문조사하고 통계적 분석을 실시한 결과, 지각된 유용성, 사회적 영향력, 마케팅 노력 순으로 기업의 클라우드 컴퓨팅 서비스 도입의도에 영향을 미치고 있음을 알 수 있었다. 그리고 분석된 결과를 토대로 클라우드 서비스 유형인 SaaS, IaaS에 따른 조절효과를 검증하였다. 본 연구는 기업 사용자들의 클라우드 서비스 이용의도 분석은 물론 기업 클라우드 서비스 제공자들이 그들의 새로운 서비스 모델 개발 및 마케팅 전략 수립에 있어 의미 있는 도움을 줄 것으로 기대한다.
Wearable computers can be defined as next generation clothing integrated with various digital functions and devices. Unlike existing computers, they are viewed as human-centric computers customized for information utilization and other specific human needs. This study is intended to discover how consumers are accepting wearable computers, which are different from existing computers, based on Technology Acceptance Model(TAM) and to extend the model by adding variable regarding acceptance of wearable computers. A total of 683 copies of questionnaires, distributed to those aged 19 and older, both male and female, were collected online. The data was statistically analyzed for this study using the extended TAM. In order to test hypotheses, the structural equation model using the Lisrel 8.30 version was performed. For analyzing constructs(or traits) of research model, exploratory factor was conducted and the measurement model was assessed from the result. Reliability was assessed through confirmatory factor analysis and the calculation of Cronbach's alpha coefficients. Overall, model fit was assessed by statistical indexes: Chi-square value, GFI, AGFI, and RMR. This study analyzed the process of acceptance of wearable computers with the extended TAM that includes a variable, perceived value, on the basis of previous studies. The results of the analysis revealed that attitude toward wearable computer was directly influenced by perceived usefulness and perceived value but indirectly influenced by perceived ease of use. Acceptance intention of the wearable computer was directly influenced by perceived value and attitude toward wearable computer. To be more specific, perceived usefulness was significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. Perceived value was also significantly correlated with both attitude toward wearable computer and acceptance intention of the wearable computer. The results of this study also suggested that perceived ease of use was actually a causal antecedent to perceived usefulness and perceived value. This research revealed that extended TAM to investigate the acceptance of wearable computer was appropriate. This study is intended to provide a theoretical framework for adoption of wearable computer and suggest empirical analysis that can serve as a guide for wearable computer.
개발도상국에 있어서 온라인 구매와 같은 B2C 전자상거래의 확산은 선진국에 비해 느리게 이루어지고 있다. 본 연구에서는 전자상거래에 대한 개발도상국의 정보기술 수용에 영향을 미치는 요인들을 실증적으로 분석하기 위하여, TAM 기반의 연구모형을 제시하고 그 가설들을 표본 데이터를 사용하여 검증하였다. 연구 결과, 명성이나 경험과 같은 선행 요인들은 선진국의 경우와 다른 양태로 기술 수용에 영향을 미친다는 점을 알 수 있었다. 이러한 연구 결과는 개발도상국
본 연구에서는 상용화된 MP3-playing 의류와 생체신호 센싱 의류 제품에 따라 소비자들의 수용모델에 있어서 차이가 있는지를 분석하였다. 제품종류에 따른 구성변수의 차이를 분석하기 위하여 SPSS 15.0 package를 사용하여 t-test를 하였고, 구조방정식 모형에 있어서 제품종류에 따라 각 경로의 차이를 밝히기 위하여 AMOS 5.0을 이용한 다중집단 분석을 실시하였다. 총 557부의 온라인 설문에 대한 유효 표본을 분석한 결과, 소비자들은 지각된 사용용이성은 MP3-playing 의류를 높게 인식하였으나 지각된 유용성, 지각된 가치, 태도, 수용의도는 모두 생체신호 센싱 의류를 MP3-playing 의류에 비해 상대적으로 높게 인식하는 것으로 나타났다. 상용화된 제품의 판매가격에 대한 소비자들의 인식을 밝히고자 투입한 지각된 가치는 소비자들의 태도나 수용의도를 형성하는데 중요한 매개역할을 하는 것으로 입증되었다. 제품의 종류에 따른 특성상 소비자들의 수용모델에 있어서 경로의 차이도 발생했다. 생체신호 센싱 의류의 경우 MP3-playing 의류에서는 지지되었던 '지각된 유용성→태도' 경로가 기각되었고 '지각된 가치→태도'의 경로가 상대적으로 높게 나타났으며 MP3-playing 의류보다 지각된 가치의 매개 역할이 더 높게 분석되었다. 이와 같은 결과를 고찰해 볼 때, 스마트 의류는 이제 상용화 초기 단계에 있으므로 소비자들은 구매의사결정과정 중 필요의 인식이나 정보의 탐색단계에 있을 것이므로 이에 필요한 효과적인 상용화 전략의 수립이 필요하다고 할 수 있다.
IP Telephony service was restricted to an outgoing call and low quality since the trust domestic IP Telephony service launch of Saerome co. Ltd, in Jan. 2000. However, Interest of IP Telephony service, which is substituted for PSTN, has been highly elated because of the developed equipment softswitch and new technology. This kind of importance and marketing of VoIP are recognized to telecommunication providers. With this trend, they try to administrate customer satisfaction and invest R&D to survive in this hard competition and unexpected change. To achieve this objective, they should try to realize the searching process of the quality decision attribution (QDA). However, there is little research on the aspect of service quality of Internet telephony so far. For this, the investigator established the tangibles, the reliability, the responsibility, the assurance, the empathy, the charge with information sources as core elements. In order to examine the influence of IP Telephony service upon the attitudes toward a brand and the purchase intention.
IPTV services, as the convergence service of communication and broadcasting, are regarded as the essential information communication media in the New Economy era by providing the consumers with various services through the collaboration among communications, broadcasting and many of other media service providers. The research starts with recognition that, in the new media era, where communication and broadcasting are converging, there are endless demands for new services and various contents, which are driving forces behind the business model of IPTV. In other words, the research expected that customer satisfaction and purchase intention would be different according to the service quality(contents). It was expected that the difference of the perceived service quality(contents) could cause the difference of the process of adopting new technologies. The study on how consumers are satisfied with services provided, and which factors of the service quality have a more significant effect on consumer satisfaction will provide very valuable information for forecasting future trends in the IPTV market. The research tried to investigate factors which influence on consumer satisfaction and loyalty through an empirical survey with real users of IPTV services. Based on the results, the research suggested effective ways of diffusing IPTV.