Asia Pacific Journal of Information Systems, Jan 1, 2009
Recently, user-created content (UCC) have emerged as popular medium of on-line participation amon... more Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site. They have different use environments, user interfaces, and service policies. To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms
Asia Pacific Journal of Information …, Jan 1, 2009
Recently, due to the globalization of the IT(Information Technology) market, devices and systems ... more Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede [1980] in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies.
... e-commerce literature (eg, Liao, Palvia and Lin 2006). According to Zeithaml et al. (2002, p.... more ... e-commerce literature (eg, Liao, Palvia and Lin 2006). According to Zeithaml et al. (2002, p.135) electronic service quality can be defined as the extent to which a web site ... quality is much more advanced. Zeithaml, Parasuraman and Malhotra (2002) suggests ...
This study aims to establish a conceptual framework on the characteristics of idioculture in crow... more This study aims to establish a conceptual framework on the characteristics of idioculture in crowd computing, as well as the antecedents and consequences of idioculture. Idioculture is defined as distinct cultural elements that characterize a certain group. It is important in group interaction because it can be used as a tool to seek a group's optimal distinctiveness, which is a natural human desire to maintain a balance between being too inclusive or too personalized in crowd settings. In order to provide empirical data for the conceptual framework, this study developed a crowd computing system prototype, named event-driven social media (EDSM), which supports idioculture emergence and sharing in a crowd setting. The prototype was implemented in a massive-scale event involving approximately 20,000 people. The study results were derived from content analysis on 5988 text messages from 1510 users exchanged through EDSM during the event and interviews with 15 users after the event. The findings revealed that group cultures were triggered by EDSM to become idioculture, and the idioculture shared through EDSM affected user experience. First, sources of idioculture included collective, playful, and routine-breaking group cultures. Second, the characteristics of idioculture included catchwords, humorous references, and nicknames. Third, by sharing idioculture, users of EDSM were able to experience social connectedness, group cohesion, and social enjoyment. This study ends with implications on the design of EDSM from the perspective of HCI.
Emotional attachment is defined as the emotional bond that an individual possesses towards a targ... more Emotional attachment is defined as the emotional bond that an individual possesses towards a target of interest. Prior studies regarding social relations reveal that an increase in attachment results in separation anxiety. Likewise in user-product relations, the greater the ...
Work on how consumers evaluate electronic service quality is both topical and important due to th... more Work on how consumers evaluate electronic service quality is both topical and important due to the well accepted criticality of electronic channels in selling products and services. However, the extant research on electronic research quality is preoccupied with the web site internet context and most of the studies are single-country studies, inhibiting conclusions of robustness and generalizability. Theoretically rooted in the Nordic Model of perceived service quality the study uses an e-service quality scale to measure mobile internet service quality and most importantly it does so in different national settings. Consistent with the extant e-service quality literature, results indicate that e-service quality is a second-order factor, with three reflective first-order dimensions: efficiency, outcome, and customer care. Most importantly, cross-validation investigations using samples drawn from Korean, Hong-Kong and Japanese mobile internet user populations support the factorial structure invariance of the construct. Following Cheung and Reynolds' (2002) suggestions, we tentatively examine factor means differences between the three countries contributing to the scarce cross-national electronic service quality literature. Findings imply that though consumers in different countries use the same dimensions so as to evaluate mobile internet services, importance weightings assigned on these dimension are not the same.
Culture plays an important role in how an information technology is developed and used. However, ... more Culture plays an important role in how an information technology is developed and used. However, few studies attempt to identify the cultural traits most relevant to the specific technology being examined. The main purpose of this study is to develop measures for cultural characteristics of individual users with a specific information technology, the mobile Internet. We propose measures for four cultural characteristics important in the context of the mobile Internet, which are expected to be widely used in the future. The proposed measures were verified empirically through online surveys conducted in seven countries.
User-Generated Content (UGC) IS A BURGEONING social phenomenon 11 being watched in today&... more User-Generated Content (UGC) IS A BURGEONING social phenomenon 11 being watched in today's world with keen interest. UGC is an online new-media content created by users rather than by conventional media such as broadcasters. 9 A typical example would be Flickr, ...
Page 1. Exploring the Mobile Internet Businesses from a User Perspective: - A Cross-National Stud... more Page 1. Exploring the Mobile Internet Businesses from a User Perspective: - A Cross-National Study in Hong Kong, Japan and Korea 1 - Jinwoo Kim, Inseong Lee, Yeonsoo Lee Internet Business Research Center Yonsei University, Korea {Jinwoo, nuno, leey}@yonsei.ac.kr ...
... According to the study, in high uncertainty avoidance cultures such as Japan, participants in... more ... According to the study, in high uncertainty avoidance cultures such as Japan, participants in an online auction may exhibit drastic ... In this instance, Venkatesh and Brown (2001) argued that thefactors affecting household PC adoption decisions are somewhat different from those ...
The quality of user experience is intricately related to the users' cultural characteristics. How... more The quality of user experience is intricately related to the users' cultural characteristics. However, not many studies have dealt with important cultural characteristics which are closely related to user experience. The main goals of this study are to identify important cultural dimensions that are closely related to the user experience of consumer electronic products and to measure them in different countries with different products. Contextual inquiries and online surveys were conducted in four different
Abstract As the market for digital content accessories grows, motivation for trading digital cont... more Abstract As the market for digital content accessories grows, motivation for trading digital content accessories has significant effects on their fun, transaction cost, and intention to trade and use digital contents. However, few empirical studies have investigated users' perception of ...
Today millions of players interact with one another in online games, especially massively multipl... more Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. 591
Asia Pacific Journal of Information Systems, Jan 1, 2009
Recently, user-created content (UCC) have emerged as popular medium of on-line participation amon... more Recently, user-created content (UCC) have emerged as popular medium of on-line participation among users. The Internet environment has been constantly evolving, attracting active participation and information sharing among common users. This tendency is a significant deviation from the earlier Internet use as an one-way information channel through which users passively received information or contents from contents providers. Thanks to UCCs online users can now more freely generate and exchange contents; therefore, identifying the critical factors that affect content-generating activities has increasingly become an important issue. This paper proposes a set of critical factors for stimulating contents generation and sharing activities by Internet users. These factors were derived from the theories of folklores such as tales and songs. Based on some shared traits of folklores and UCC content, we found four critical elements which should be heeded in constructing UCC contents, which are: context of culture, context of situation, skill of generator, and response of audience. In addition, we selected three major UCC websites: a specialized contents portal, a general internet portal, and an official contents service site. They have different use environments, user interfaces, and service policies. To identify critical factors for generating, sharing and transferring UCC, we traced user activities, interactions and flows of content in the three UCC websites. Moreover, we conducted extensive interviews with users and operators as well as policy makers in each site. Based on qualitative and quantitative analyses of the data, this research identifies nine critical factors that facilitate contents generation and sharing activities among users. In the context of culture, we suggest voluntary community norms, proactive use of copyrights, strong user relationships, and a fair monetary reward system as critical elements in facilitating the process of contents generation and sharing activities. Norms
Asia Pacific Journal of Information …, Jan 1, 2009
Recently, due to the globalization of the IT(Information Technology) market, devices and systems ... more Recently, due to the globalization of the IT(Information Technology) market, devices and systems designed in one country are used in other countries as well. This phenomenon is becoming the key factor for increased characteristics on a national level within a certain theoretical framework. This has already been suggested by cross-cultural studies conducted by scholars such as Hofstede [1980] in providing numerical research results and measurement items for cultural characteristics and using such results or items as they increase the efficiency of studies.
... e-commerce literature (eg, Liao, Palvia and Lin 2006). According to Zeithaml et al. (2002, p.... more ... e-commerce literature (eg, Liao, Palvia and Lin 2006). According to Zeithaml et al. (2002, p.135) electronic service quality can be defined as the extent to which a web site ... quality is much more advanced. Zeithaml, Parasuraman and Malhotra (2002) suggests ...
This study aims to establish a conceptual framework on the characteristics of idioculture in crow... more This study aims to establish a conceptual framework on the characteristics of idioculture in crowd computing, as well as the antecedents and consequences of idioculture. Idioculture is defined as distinct cultural elements that characterize a certain group. It is important in group interaction because it can be used as a tool to seek a group's optimal distinctiveness, which is a natural human desire to maintain a balance between being too inclusive or too personalized in crowd settings. In order to provide empirical data for the conceptual framework, this study developed a crowd computing system prototype, named event-driven social media (EDSM), which supports idioculture emergence and sharing in a crowd setting. The prototype was implemented in a massive-scale event involving approximately 20,000 people. The study results were derived from content analysis on 5988 text messages from 1510 users exchanged through EDSM during the event and interviews with 15 users after the event. The findings revealed that group cultures were triggered by EDSM to become idioculture, and the idioculture shared through EDSM affected user experience. First, sources of idioculture included collective, playful, and routine-breaking group cultures. Second, the characteristics of idioculture included catchwords, humorous references, and nicknames. Third, by sharing idioculture, users of EDSM were able to experience social connectedness, group cohesion, and social enjoyment. This study ends with implications on the design of EDSM from the perspective of HCI.
Emotional attachment is defined as the emotional bond that an individual possesses towards a targ... more Emotional attachment is defined as the emotional bond that an individual possesses towards a target of interest. Prior studies regarding social relations reveal that an increase in attachment results in separation anxiety. Likewise in user-product relations, the greater the ...
Work on how consumers evaluate electronic service quality is both topical and important due to th... more Work on how consumers evaluate electronic service quality is both topical and important due to the well accepted criticality of electronic channels in selling products and services. However, the extant research on electronic research quality is preoccupied with the web site internet context and most of the studies are single-country studies, inhibiting conclusions of robustness and generalizability. Theoretically rooted in the Nordic Model of perceived service quality the study uses an e-service quality scale to measure mobile internet service quality and most importantly it does so in different national settings. Consistent with the extant e-service quality literature, results indicate that e-service quality is a second-order factor, with three reflective first-order dimensions: efficiency, outcome, and customer care. Most importantly, cross-validation investigations using samples drawn from Korean, Hong-Kong and Japanese mobile internet user populations support the factorial structure invariance of the construct. Following Cheung and Reynolds' (2002) suggestions, we tentatively examine factor means differences between the three countries contributing to the scarce cross-national electronic service quality literature. Findings imply that though consumers in different countries use the same dimensions so as to evaluate mobile internet services, importance weightings assigned on these dimension are not the same.
Culture plays an important role in how an information technology is developed and used. However, ... more Culture plays an important role in how an information technology is developed and used. However, few studies attempt to identify the cultural traits most relevant to the specific technology being examined. The main purpose of this study is to develop measures for cultural characteristics of individual users with a specific information technology, the mobile Internet. We propose measures for four cultural characteristics important in the context of the mobile Internet, which are expected to be widely used in the future. The proposed measures were verified empirically through online surveys conducted in seven countries.
User-Generated Content (UGC) IS A BURGEONING social phenomenon 11 being watched in today&... more User-Generated Content (UGC) IS A BURGEONING social phenomenon 11 being watched in today's world with keen interest. UGC is an online new-media content created by users rather than by conventional media such as broadcasters. 9 A typical example would be Flickr, ...
Page 1. Exploring the Mobile Internet Businesses from a User Perspective: - A Cross-National Stud... more Page 1. Exploring the Mobile Internet Businesses from a User Perspective: - A Cross-National Study in Hong Kong, Japan and Korea 1 - Jinwoo Kim, Inseong Lee, Yeonsoo Lee Internet Business Research Center Yonsei University, Korea {Jinwoo, nuno, leey}@yonsei.ac.kr ...
... According to the study, in high uncertainty avoidance cultures such as Japan, participants in... more ... According to the study, in high uncertainty avoidance cultures such as Japan, participants in an online auction may exhibit drastic ... In this instance, Venkatesh and Brown (2001) argued that thefactors affecting household PC adoption decisions are somewhat different from those ...
The quality of user experience is intricately related to the users' cultural characteristics. How... more The quality of user experience is intricately related to the users' cultural characteristics. However, not many studies have dealt with important cultural characteristics which are closely related to user experience. The main goals of this study are to identify important cultural dimensions that are closely related to the user experience of consumer electronic products and to measure them in different countries with different products. Contextual inquiries and online surveys were conducted in four different
Abstract As the market for digital content accessories grows, motivation for trading digital cont... more Abstract As the market for digital content accessories grows, motivation for trading digital content accessories has significant effects on their fun, transaction cost, and intention to trade and use digital contents. However, few empirical studies have investigated users' perception of ...
Today millions of players interact with one another in online games, especially massively multipl... more Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. 591
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