• Title/Summary/Keyword: 노스텔지어

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Nostalgia Tendency Impact on the Propensity perceived Emotional Food Repurchase Intention: - Moderator Effects of Social Solidarity - (노스텔지어 성향이 지각된 감정의 음식 재구매의도에 미치는 영향 - 사회적 유대감을 조절변수로 -)

  • Kim, Geon Whee
    • Culinary science and hospitality research
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    • v.22 no.3
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    • pp.79-91
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    • 2016
  • This research was conducted over one month from May 1st to May 30th, 2015. Data were collected after confirming purpose of current study with eating house manager from the restaurant consumers. This study investigated the impact of nostalgia tendency on the propensity to revisit the eating house. Nostalgia impact on the propensity of the perceived emotional food repurchase also had the effect of significantly positive (+) on the road to repurchase B=0.767(p<.001). The coefficient of determination for measuring the adequacy of the model to determine the coefficient that measures the suitability of the model was explaining 58.9% of the variation in the premises 0.589, models with F=431.234(p<.001) to verify the significance of the model is significantly It has been described. Second, nostalgia tendency and social tendencies of the bond part had a strong impact in moderating effects of (-). The lower the social bond was investigated by increasing the propensity nostalgia.

Analysis of Success Factors For Creating A Korean Theme Park - With a Focus on Culture Contents-Based Theme Park Strategy - (한국형 테마파크 조성을 위한 성공 요인 분석 - 문화콘텐츠 기반형 테마파크 전략을 중심으로-)

  • Lee, Kee-ho;Kim, Hyeong-soo
    • Cartoon and Animation Studies
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    • s.51
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    • pp.321-359
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    • 2018
  • A theme park, in general, can be defined as a space that has both 'theme factor' and 'hands-on factor'. But theme parks in Korea are not recognized as having unity even though they provide diverse services, because they lack in a theme factor, which is the essence of a theme park. On the other side of the issue, themes and concepts that a theme park claims to stand for are not consistent, and they fail to provide representative themes as well. For this reason, although a business plan to invite overseas theme parks is pushed ahead, it causes a vicious circle to weaken the competitive edge of domestic theme park industry as well as capital outflow. Consequently, from a theoretical viewpoint, a theme park with no specific theme is in critical situation to be out of the limelight by failing to provide visitors with purposefulness and attract their attention. To overcome the limitations in domestic theme park industry, and to gain profitability and expanded customers lie in heightening their receptiveness through creating unique image of each theme park. With the awareness of the issue, this study aims to propose a theme-centered park which has culture contents in it and to suggest a viable alternative that helps to create hands-on theme parks that reflect customers' receptiveness.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.