ISSN: 2394-6881 International Journal of Engineering Technology and Management (IJETM) Available Online at www.ijetm.org Volume 2, Issue 5; September-October- 2015; Page No. 48-58 Corresponding author: Jin-Sik PARK 48 A Study of a Mobile Apps Application Uses Recognition and Gratification: Focused on Smartphone Apps Application Users in KR Jin-Sik PARK 1 1 Joong-bu University, Department of Broadcasting and Visual Art, 201Daehak-ro, Chubu-myeon, Geumsan-gun, Chungnam 312-702, KOREA parkjinsik@joongbu.ac.kr Abstract This study verified the differences of factors in three groups between early adopter, early majority and laggard group, based on theoretical backgrounds in previous research with Diffusion Innovation Theory and Technology Acceptance Model. It can be summarized as follows. First, this study analyzed differences in innovativeness between each characters of using mobile apps application, recognition of mobile apps application user's innovations, perceived usefulness and perception ease of use in the mobile apps application, and the usage of mobile applications based on Diffusion Innovation Theory and Technology Acceptance Model. Second, this study explored the resistance factors in the application adoption of mobile, applying Innovation Resistance Model. Third, this study analyzed the motives of leading, expression, analysis and friendship character when they adopt the mobile application based upon Uses and Gratification Theory. In the analysis, this study tried to verify the validity of innovativeness, perceived traits of mobile application, perceived usefulness and perceived ease of use, and degrees of mobile applications. In results, there were significant differences found in all variables. This study has the value of investigating the whole process of mobile application usage, from the adoption and resistance to the uses and gratification. Key Words: Uses and Gratification, Technology Acceptance, Mobile Application, Adaptation. INTRODUCTION: Mobile application is more past increasing than other product of Information Technology from 2009 in Korea. Specially, uses gratification of information suffered for social change and mobile application is a bright lookout for the mobile industry. The reason which mobile application becomes the focus of public attention is not only mobile application have several functions but also to use information by wires environment. It is estimated that media usage changed telco and mobile industry from traditional TV and internet, and software as well as contents industry with application development is reorganizing in the center. Thus, mobile application has changing an ecosystem of the mobile application industry and seems get life-style of media user to bring with change and innovation. Whenever appear new innovational media, media researchers have studying about social introduction of new media and individual adoption meaning, and have academicals and theoretical attention about introduction of cable TV, satellite broadcasting and DMB(Digital Multimedia Broadcasting: include terrestrial & satellite). Mobile phone has not enough studies yet, expects more research considering all these characteristics of mobile media. The studies of new media can be summarized as follows. First, a prediction study about introduction media before. Second, a uses intention study. Third, a limited sampling study after introduction media adoption, finally, uses and non-use group and comparative study. Studies of mobile application until now have a limited sampling for the most study part. This study verified the differences of factors in the four groups between leading character user group, expression character group, analysis character group and friendship character group, based on theoretical backgrounds in previous research. It can be summarized as follows. First, this study analyzed differences in innovativeness between each characters of using mobile application, recognition of mobile application user's innovations, perceived usefulness and perception ease of use in the mobile application, and the usage of mobile applications based on Diffusion Innovation Theory and Technology Acceptance Model. Second, this study explored the resistance factors in the application adoption of mobile, applying Innovation Resistance Model. Third, this study analyzed the motives of leading, expression, analysis and friendship character when they adopt the mobile application based upon Uses and Gratification Theory. In the analysis, this study tried to verify the validity of innovativeness, perceived traits of mobile application,