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골프 앱 어포던스 특성이 이용자 몰입감과 e지속사용의도에 미치는 영향 –중국 소비자 대상으로-

간행물 정보 : Vol. 41 No. 5, 2024년,
파일형식 : pdf

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2. J. M. Lee, "Influence that golf application quality gives on company reputation, brand attachment, use satisfaction and brand support", Unpublished doctoral dissertation, Korea University Graduate School, (2014).

3. Krebs, P., & Duncan, D. T. Health app use among US mobile phone owners: a national survey. JMIR mHealth and uHealth, Vol.3, No.4, e4924, (2015). https://doi.org/10.2196/mhealth.4924

4. Becker, S., Miron-Shatz, T., Schumacher, N., Krocza, J., Diamantidis, C., & Albrecht, U. V., Health 2.0: experiences, possibilities, and perspectives. JMIR Mhealth and Uhealth, Vol.2, No.2, e3328, (2014). https://doi.org/10.2196/mhealth.3328

5. H. J. Kim, J. W. Lee, "Impact of Multiview eSports Broadcasting Service' Affordance on Perceived Innovativeness and Continuous Use Intention", Korean Journal of Sport Management, Vol.26, No.1, pp. 124-137, (2021). https://doi.org/10.31308/KSSM.26.1.124

6. M. J. Jeong, I. S. Kim, "The Impact of Affordance Type of VR Games on Continuous Participation from Innovation Perception : Focus on G-Star 2017", Northeast Asia tourism research (NATR), Vol.14, No.4, pp. 155-169, (2018). http://dx.doi.org/10.35173/NATR.14.4.8

7. J. H. Park, J. S. Lee, "Effect of the Affordance Characteristics of VR Game UI on the User Experience", Journal of the Korea Institute Of Information and Communication Engineering, Vol.24, No.2, pp. 252-258, (2020). http://dx.doi.org/10.6109/JKIICE. 2020.24. 2.252

8. S. Y. Lee, H. J. Kim, "A Study on the Factors Affecting Flow in e-Learning Environment- Focusing on Interaction Factors and Affordance -", The Journal of the Korea Contents Association, Vol.12, No. 1 pp. 123-132, (2019). http://dx.doi.org/10.5392/JKCA. 2019.19. 10.522

9. Y. N. Choi, J. Y. Chun, "A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of ", Journal of Digital Contents Society, Vol.18, No.7pp. 1239-1248, (2017). http://dx.doi.org/10.9728/dcs. 2017.18.7. 1239

10. Huang, B. G., & Yang, J. C, "The effects of prior knowledge for incidental vocabulary acquisition on multiplayer online role-playing game", International Conference on Web-Based Learning pp. 98-105, Springer, Cham, (2014).

http://dx.doi.org/10.1007/978-3-319-09635-3

11. J. P. Kim, D. C. Lee, "Development of Mobile Location Based Service App Using Augmented Reality", Journal of the Korea Institute Of Information and Communi- cation Engineering, Vol.18, No.6, pp. 1481-1487, (2014). http://dx.doi.org/10.6109/JKIICE.2014.18. 6.1481

12. D. K. Kim, J. W. Han, S. I. Han, "Prediction of Intention to Use the Golf Score Management App with TAM: Moderating Effects of Privacy Concerns", Korean journal of physical education, Vol.59, No.6, pp. 303-316, (2020). http://dx.doi.org/10.23949/kjpe.2020.11. 59.6.21

13. J. R. Kim, T. S. Jo, "A Study on a Golf Supplies Company’s 020-based Service App and its Reutilization Using the Extended Technology Acceptance Model", Journal of Sport and Leisure Studies, Vol.0, No.71, pp. 107-124, (2018). http://dx.doi.org/10.51979/KSSLS.2018. 02.71.107

14. J. H. Lee, "The Effect Golf Course Reservation Application Characteristics on the attitude of Users", Journal of Korean Physical Education Association for Girls and Women, Vol.36, No.1, pp. 303-316, (2022).

http://dx.doi.org/10.16915/jkapesgw.2022. 3.36.1.1

15. G. S. Kim, "Structural equation model analysis", Seoul: Hanrae Academy, 154- 158, (2011)

16. S. I. Chae, "Social Science Research Methodology, 3rd Edition", Seoul: BMN Books,(2005)

17. Y. J. Joe, "Influence of Affordance characteristics of Advertisement based on Augmented Reality on User's Flow and AD Attitude", A Journal of Brand Design Association of Korea, Vol.12, No.1, pp. 123-132, (2014). http://dx.doi.org/10.18852/bdak.2014.12. 1.123

18. S. J. Han, K. J. Kim, "A Study on Flow Experience of Interactive Image Generated in Digital Art -Focused on the Affordence-", The Korean Journal of Art and Media, Vol.11, No.1, pp. 155-164, (2012). http://dx.doi.org/10.36726/CAMMP.2012. 11.1.155

19. Nakamura, J., Csikszentmihalyi, M., Snyder, C. R., & Lopez, S. J. The concept of flow, pp. 89-105. (2002).

20. W. S. Kim, T. W. Kim, D. G. Kim, "Effects of SNS Sports Information Properties on Cognitive Advantages and Advertising Effects", The Korean Journal of Sport, Vol.17, No.4, pp. 499-509, (2019).

21. Y. J. Kim, Y. S.. Kim, T, H. Kim, "The Impact of Gamification Strategies in Fitness Applications on User Flow and Continuous Use Intention", Korean Journal of Sport Management, Vol.24, No.2, pp. 55-73, (2019). http://dx.doi.org/10.31308/KSSM.24.2.5

22. J. Y. Kim, M. J. Lee, K. M. Ahn, "Structural Relationships between Tour Interpretation, Cognition, Affection, Flow and Intention to Visit: Focused on visitors of Gyeongbokgung Palace and Changdeokgung Palace accompanied with tour interpreter", Journal of Tourism Sciences, Vol.35, No.9, pp. 361-381, (2011).

23. B. G. Kim, W. Y. Baek, "Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game", Korean journal of physical education, Vol.54, No.2, pp. 299-312, (2015).

24. Y. J. Kim, Y. S. Kim, T. H. Kim, "The Impact of Gamification Strategies in Fitness Applications on User Flow and Continuous Use Intention" Korean Society of Sport Management 24.2 [2019], pp. 55-73. (2019). http://dx.doi.org/10.31308/KSSM.24.2.5

25. Sundar, S.S., Bellur, S., Jia, H. Motivational Technologies: A Theoretical Framework for Designing Preventive Health Applications. Lecture Notes in Computer Science, Vol.7248, pp. 112-122. (2012).

https://dx.doi.org/10.1007/978-3-642-31037-9_10

26. J. Y. Kwon, S. J. Kim, K. K. Choi, "Analysis of User Acceptance Intention of Home Training Application", The Korean Society of Sports Science, Vol.30, No.4, pp. 531-546, (2021). http://dx.doi.org/10.35159/kjss.2021.8.30. 4.531

27. Liu, Y., Jiang, F., & Lin, P. Influence mechanism of the affordances of chronic disease management apps on continuance intention: Questionnaire study. JMIR mHealth and uHealth, 9(5), e21831. (2021). http://dx.doi.org/10.2196/21831

28. Y. S. Lee, C. J. Suh, H. J. Lee, "Internet Personal Broadcasting Service Quality Impact on Continuous Use Intention : Focused on YouTube", Journal of Information Technology Services, Vol.18, No.5, pp. 99-117, (2019). http://dx.doi.org/10.9716/KITS.2019.18. 5.099

29. J. J. Nam, J. W. Lee, "Influence of Affordance and Flow on Satisfaction on Korean Professional Sports Team’s Application", The Korean Journal of Sport, Vol.18, No.1, pp. 701-711. (2020).

 

 

30. Y. S. Lim, “The effect of park golf participants’ passion satisfaction on exercise and behavioral intention”, Journal of the Korea Applied Science and Technology, Vol,40 No.5. pp. 1081-1091, (2024). https://doi.org/10.12925/jkocs.2023.40.5. 1081

 



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