• Title/Summary/Keyword: 몰입 경험

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Mediating Roles of General-Satisfaction Trust and Commitment on Word of Mouth and Repurchasing Intention of Relationship-oriented Customers (관계지향적 고객의 구전 및 재구매의도에 대한 전반적 만족과 신뢰 및 몰입의 매개적 역할에 관한 연구)

  • 최낙환;나광진;이진렬
    • Asia Marketing Journal
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    • v.2 no.4
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    • pp.13-35
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    • 2000
  • 기존의 관계마케팅에 대한 연구에 있어서 소비자 만족과 같은 고객의 평가에 대한 경험적 연구들이 많이 진행되어 왔지만 기업에 대한 소비자들의 관계성이 강하고 약한 다양성을 구분하지 못하고, 대부분의 연구들이 상대적으로 단기적이거나 약한 관계에 대한 실증연구의 결과들을 제시하고 있기 때문에 상대적으로 관계지향성이 높은 고객에 대한 연구가 필요하다. 따라서 본 연구는 거래적 교환관계에서부터 관계지향적 교환관계까지의 연속적 고객관계선상에서 비교적 관계지향성이 높은 고객과의 관계구축을 구전의도와 재구매의도에 영향을 미치는 요인의 관점에서 살펴보고자 하였다. 먼저 관계마케팅에서 핵심적인 구성요소인 요인별 만족과 전반적 만족 그리고 몰입과 신뢰 개념을 검토하고, 이들 구성요소들간의 관계를 파악한 후, 재구매의도에 대한 몰입과 신뢰의 효과를 검토하였다. 본 연구에서는 기업과 5년이상 장기적인 관계를 유지하고 있는 심야전력고객을 대상으로 하여 실증연구를 실시하였는데, 분석 결과 전반적 만족은 요인별 만족과 구전의도에 매개적 역할을 하는 것으로 나타났으며, 관계적 교환관계에 있어서 요인별 만족과 재구매의도는 신뢰와 몰입수준에 의해 매개되는 것으로 나타났다. 또한 요인별 만족이 신뢰와 몰입에 미치는 영향도 다르게 나타났는데, 심야요금제도와 서비스맨에 대한 만족이 몰입에 영향을 미치며, 제품요인과 대리점 요인에 대한 만족이 신뢰에 영향을 미치는 것으로 나타났다.

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Application of Long-term Slow Thinking(Flow) to Improve Mathematical Thinking Ability in the Process of Solving a Basic Calculus Problem (미적분 문제해결 과정에서 수학적 사고력 향상을 위한 몰입적 사고의 적용)

  • Lee, Dong-Kwon;ChoiKoh, Sang-Sook;Hwang, Nong-Moon
    • Journal of the Korean School Mathematics Society
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    • v.11 no.1
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    • pp.31-54
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    • 2008
  • The discovery method is known to be the most effective in improving students' mathematical thinking. Recently, the long-term slow thinking(LST) is suggested as a possible method to implement the discovery method into the real classroom. In this concept, we examined whether students can solve such a problem, as appears to be beyond their ability, by themselves(LST) or not. 10 middle school students of the ninth grade were selected for the study, who had no previous experience on the infinite concept of calculus of the high school course. They had tried to solve a problem about the calculus by their LST for three days. Two of students solved the problem by themselves and seven of students solved it with help of hints. This result shows that if students are given the opportunity of LST for rather difficult mathematical problem with appropriate guidance of a teacher, they might solve it by themselves. That is, LST could be a possible method for implementation of the discovery method.

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The Influence of Failures in a Mileage Program on Consumers' Negative Emotions and Behavior (외식기업 마일리지 프로그램(Mileage Program) 실패가 소비자의 부정적 감정과 행동에 미치는 영향 연구 - 소비자의 몰입(Committment) 수준 조절 효과 검증 -)

  • Kim, Young-Hun
    • Culinary science and hospitality research
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    • v.16 no.2
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    • pp.110-135
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    • 2010
  • The purpose of this study was to examine the effects of a mileage program on consumers' negative emotions and behavior when the program failed. To accomplish the purpose of this study, the failures in mileage programs were classified into three types(refusal, delay, reduced advantages) with two types of customers' commitment(affective and calculative), and an experimental design was used to verify the effect of customers' negative emotions on their negative behavior when the programs fail. A total of 600 university students in Seoul and Pusan areas were surveyed from 1st of Sept. to 30th in 2009. The result suggests that both consumers with affective commitment and those with calculative commitment felt negative emotions(regret, disappointment) when a mileage program failed. Consumers with affective commitment to a company are expected to give negative words of mouth to others. Also, consumers with calculative commitment to a company are expected to complain and give negative words of mouth to others.

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A study on determinants of flow status in smoking simulation game (흡연시뮬레이션 게임에서 몰입 결정요인에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.165-174
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    • 2017
  • This research was conducted to find out determinant variables which can influence the degree of flow in smoking simulation game. We set up flow experience as a dependent variable. Several factors including empathy, health concern, and brainwave(${\alpha}$, ${\beta}$) EEG(Electroencephalogram) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, empathy, health consciousness, and ${\beta}$ wave had positive influences on flow in smoking simulation game but ${\alpha}$ wave had negative effect. This research empirically analyzed users' experience and neurophysiological changes which can influence on flow in serious game and contributed to theoretical and methodological development in health-related game research.

Effects of PTSD Experience on Organization Commitment in Korea Investigation Police (수사경찰의 외상 후 스트레스 장애 경험이 조직몰입에 미치는 영향 -대구지역 수사경찰관을 대상으로-)

  • Kim, Sang-Woon
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.247-254
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    • 2014
  • Recent crime is serious. The police who investigate crime seriously impact. It is a psychological impact on the police. police officer or police investigation leaves many great events that have suffered since. In this study, post-traumatic stress disorder (Post Traumatic Stress Disorder; PTSD) have studied the impact policeman impact on organizational commitment. In order to measure post-traumatic stress disorder and divide this study, arousal, avoidance, invasive, post-traumatic stress disorder and sleep disorders in the sub-region. Organizational commitment and affective commitment, continuance commitment and normative commitment divided. We were in Daegu Metropolitan Police Agency survey of police officers belonging to the investigation officer. As a result, the impact on affective commitment invasion. To avoid the influence on continuance commitment. Avoidance of invasive and normative factors had influenced. With the help of information technology.

A Study on the Methodology of Stereo-Scope Visualization Using Virtual Reality Technique (가상현실 기술을 이용한 입체영상 시각화 기법에 관한 연구)

  • Shin, Mi-Hae;Lim, Gyeong-Jin;Seo, Seong-Won;Hong, Rok-Ki;Jeon, Mi-Yeon;Kim, Eui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.374-377
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    • 2010
  • Visualization using virtual reality technique is provide a differentiated experience with existing visualization methodology by giving enhanced immersiveness to users. This paper is make a suggestion to a new methodology of stereo-scope visualization and talk about this utilization possibility. through which users will feel more immersiveness and experience to virtual reality.

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A Study of Relationship of Webmedia addictive Experience and Self-identity (웹미디어의 중독적 이용 경험과 개인의 자아정체성에 관한 연구)

  • Kim, Sung-Byuk
    • Korean journal of communication and information
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    • v.28
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    • pp.7-41
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    • 2005
  • This study emphasized the self-examination to using webmedia. Proliferation of media-mediated experience cause the reduce and infringe of human experience, and It is suggested to problem to negative operation for Self-identity. Expecially, A tendency of addictive using of Webmedia produce the serious anxiety. Based on this discussion, the relationship of web-media addictive experiences and Self-identity has been studied. There are 9 groups of panels who are divided by using degree of web media experience, the quantitative dimension and addictive involvement, the qualitative dimension. As a result high significance was suggested between the level of web-media addictive experience and Self-identity. Expecially, highly web media experienced group has less Self-identity than low web-media experience group. therefore, Concerns on Web-media mediated experiences were demonstrated. According to the results, in terms of web-media experiences, addictive involvement level affects more meaningfully to the Self-identity than quantitative dimension approach.

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Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.44-55
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    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

An Analysis of the Structural Relationship Among Family Resilience, Self-Determination and Commitment to Career Choice (가족탄력성, 자기결정성, 진로결정 몰입의 구조적 관계 분석)

  • Lee, Ji-Hye;Lee, Jae-Shin;Lyu, Jin-Suk
    • Journal of Korean Home Economics Education Association
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    • v.23 no.4
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    • pp.19-34
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    • 2011
  • The purpose of this study were to investigate relations among family resilience, self-determination(autonomy, perceived competence, relatedness) and commitment to career choice and to examine the meditating effects of self-determination(autonomy, perceived competence, relatedness) in the process by which family resilience affected commitment to career choice. Subjects of the study were 277 college students in the Chungbuk and Kyungpook province. AMOS 7.0 was employed to analyze the data. The results were as follows: First, college students' family resilience had a direct impact on college students' self-determination(autonomy, perceived competence, relatedness) and commitment to career choice. Second, students' self-determination(autonomy, perceived competence, relatedness) had a direct impact on students' commitment to career choice. Third, it was found students' self-determination(autonomy, perceived competence, relatedness) was a meditating factor in the relationship between students' family resilience, and commitment to career choice.

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A Study on the Factors Determining Experience of Flow in Mobile Social Network Games (모바일 소셜 네트워크 게임의 몰입 요인에 관한 연구)

  • Kim, Seul-Yi;Chung, Yongkuk;Chen, Meicen
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.55-68
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    • 2013
  • This study examined the factors determining experience of flow in mobile social network games. Built upon the literature on flow experience in the Internet and online games, this study classified the determining factors into three categories. The first category is the content factor which includes graphic design, challenge, and incentive; the second is the device factor including ease of access and ease of control; the third is the social factor including social interaction and community activities. A correlation analysis was conducted to examine the association between each of the seven determining factors and flow experience. Additionally, a hierarchical regression analysis was performed to evaluate which of the selected factors would exert a relatively strong influence on experience of flow. Both analyses reached the same conclusions as follows: Graphic design, incentive, and community activities increase flow experience while challenge and ease of control exert little influence on flow experience. In addition, graphic design was the most influential element in determining flow experience, followed by community activities and incentive, respectively.