A Cross-cultural Comparative Study of User-Created Content Usage in Korea and the US

被引:0
|
作者
Kang, Sora [1 ]
Kim, Yoojung [1 ]
Lee, Hyunju [2 ]
机构
[1] Hoseo Univ, Dept Digital Business, Cheonan 330713, Chungnam, South Korea
[2] Catholic Univ, Grad Sch Healthcare Management & Policy, Seoul, South Korea
关键词
User-Created Content (UCC); Subjective Norm; Image; Pleasure; Arousal; TECHNOLOGY ACCEPTANCE MODEL; PERCEIVED EASE; EMOTION; SELF;
D O I
暂无
中图分类号
T [工业技术];
学科分类号
08 ;
摘要
This study identifies the determinants of favorable user-created content (UCC) usage and compares Korea's collectivistic culture to the individualistic culture of the US. Finding shows the significant effects of perceived usefulness and ease of use on UCC use. Pleasure and arousal are also considered to be positively related with UCC usage. Particularly in social influence constructs, the subjective norm is the only construct that is differentiated in the two countries. Subjective norm is significantly related to perceived usefulness and UCC usage in Korea's collectivistic culture, but is proven to be insignificant in the individualistic culture of the United States. In addition, image is positively related with perceived usefulness in both countries.
引用
收藏
页码:4871 / 4889
页数:19
相关论文
共 50 条
  • [1] Social Influence and the Diffusion of User-Created Content
    Bakshy, Eytan
    Karrer, Brian
    Adamic, Lada A.
    [J]. 10TH ACM CONFERENCE ON ELECTRONIC COMMERCE - EC 2009, 2009, : 325 - 334
  • [2] LOCATING THE ONLINE: CREATIVITY AND USER-CREATED CONTENT IN SEOUL
    Hjorth, Larissa
    [J]. MEDIA INTERNATIONAL AUSTRALIA, 2011, (141) : 118 - 127
  • [3] Cloudifying User-Created Content for Existing Applications in Mobile Devices
    Ghosh, Subhamoy
    Savolainen, Juha
    Raatikainen, Mikko
    Mannisto, Tomi
    [J]. 2011 35TH IEEE ANNUAL INTERNATIONAL COMPUTER SOFTWARE AND APPLICATIONS CONFERENCE (COMPSAC), 2011, : 510 - 515
  • [4] The moral economy of user-created content in the digital game industry
    Nielsen, Daniel
    Nani, Alessandro
    [J]. JOURNAL OF GAMING AND VIRTUAL WORLDS, 2021, 13 (03): : 285 - 305
  • [5] A Cross-cultural Comparative Study of Continued Usage of Social Networking Services
    Yin, Guopeng
    Zhu, Ling
    [J]. AMCIS 2014 PROCEEDINGS, 2014,
  • [6] Concept of a Gaming Platform for Domain-Specific User-Created Content
    Soebke, Heinrich
    Hadlich, Christiane
    Broeker, Thomas
    Kornadt, Oliver
    [J]. PROCEEDINGS OF THE 5TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2011, : 759 - 766
  • [7] Children voice their kindergarten experiences: A cross-cultural exploratory study in Korea and the US
    Im, Haesung
    Swadener, Elizabeth Blue
    [J]. AUSTRALASIAN JOURNAL OF EARLY CHILDHOOD, 2016, 41 (01) : 28 - 35
  • [8] Collectivist and Individualist Influences on Website Design in South Korea and the US: A Cross-Cultural Content Analysis
    Kim, Heeman
    Coyle, James R.
    Gould, Stephen J.
    [J]. JOURNAL OF COMPUTER-MEDIATED COMMUNICATION, 2009, 14 (03): : 581 - 601
  • [9] A cross-cultural perspective on videostyles of presidential debates in the US and Korea
    Khang, Hyoungkoo
    [J]. ASIAN JOURNAL OF COMMUNICATION, 2008, 18 (01) : 47 - 63
  • [10] CROSS-CULTURAL COMPARATIVE STUDY OF MANAGEMENT
    NEGANDHI, AR
    [J]. OMEGA-INTERNATIONAL JOURNAL OF MANAGEMENT SCIENCE, 1974, 2 (06): : 785 - 791