• Title/Summary/Keyword: 설득 영향

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Influence of Career Aptitudes of Potential Businessmen on Their Determination to Start Business - Focused on the College Students of Food-service & Culinary Art Departments - (잠재창업자의 직업 성격 유형이 창업 의지에 미치는 영향 - 외식.조리 전공 대학 재학생을 대상으로 -)

  • Kim, Dong-Jin;Eum, Tae-Sung;Byun, Gwang-In
    • Culinary science and hospitality research
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    • v.15 no.1
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    • pp.67-78
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    • 2009
  • This study pointed out that few studies focuses on potential business manpower in the food-service industry while the food-service industry is quickly growing in the field of business. In this respect, it classified the career aptitudes of potential business manpower into Realistic, Investigative, Artistic, Social, Enterprising, and Conventional according to Holland's(1997) career aptitudes. Then, Logistic Regression Analysis was implemented to determine how each career aptitude influences potential business manpower's determination to open a business. As a result, the aptitudes were arranged in the following order, starting with the one contributing to the strongest determination: Enterprising>Realistic>Social>Artistic>Investigative>Conventional. According to Holland's career aptitude classification, people with enterprising characters are generally entrepreneurs, politicians, and administrators. This study has also proved that enterprising people have the strongest determination to start business.

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Persuasion Effects of Corporate Sports Marketing Strategy on the Corporate Image : Focused on the Moderating Effect of Origin Perception and Corporate Reputation (기업의 스포츠마케팅 전략에 따른 기업이미지 설득효과 : 원산지 인식과 기업평판의 조절효과를 중심으로)

  • Chang, Kyung-Ro;Kim, Min-Cheol
    • 한국체육학회지인문사회과학편
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    • v.54 no.4
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    • pp.347-361
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    • 2015
  • The purpose of this study was to examine whether corporate sports marketing strategy using professional teams changes corporate image. In particular, this study was intended to analyze the effects of origin and corporate reputation on the change of corporate image in the process of persuading corporate image. Finally 211 effect data were secured by pre-test and post-test. The change of corporate image and the moderating effect of origin perception and corporate reputation were analyzed. The results were as follows. First, corporate trust image and social contribution image showed statistically significant increase. Second, corporate image had a difference before and after the test according to origin perception and after the test, corporate trust image and social contribution image were increased. Third, corporate image had a difference before and after the test according to corporate reputation. After the test, corporate trust image and social contribution image were increased and trust image confirmed the mediating effect according to corporate reputation. Based on the findings, this study suggests that corporate sports marketing strategy using professional teams has an effect on the persuasion of corporate image. Moreover, it demonstrates that the strategy is an important marketing tool to change consumers' corporate image.

Persuasive Effects of Message Framing and Source on the Attitudes and Behavior Intention for Drunk Driving Prevention: Focusing on Vietnamese Motorbike Driver (메시지 프레이밍과 정보원 유형이 음주운전 예방캠페인의 설득효과에 미치는 영향: 베트남 오토바이 운전자를 중심으로)

  • Nguyen, Thanh-Mai;Ha, Ji-Young;Jo, Sam-Sup
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.137-150
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    • 2019
  • In this study, we investigated the joint effects of message framing (profit vs. loss) and source type (celeb vs. general) on the persuasive effectiveness of mass media campaign to prevent drunk driving. As a result of conducting an experimental study on 218 motorcycle drivers in Vietnam, the main effects of message framing were not significant, but the interaction effect with the type of information source consistently influenced the attitude toward the advertisement, the drunk driving prevention, and the behavior intention Specifically, it is more persuasive to send a message by a general model rather than an celebrity when the loss framing method is used while it is more persuasive to send a message by a celebrity model than a general model when the gain framing is used. This study therefore provided valuable information and practical implication to the National Traffic Safety Committee of Vietnam for establishing a campaign to prevent drunk driving. In addition, this research also has valuable theoretical implication because it examines the effect of drunk driving prevention campaign on the attitude toward not only advertisement and the drunk driving prevention but also the behavior intention.

A Study on the Persuasive Effect of Mobile Application: focusing on public interest content (모바일 어플리케이션의 설득효과 연구: 공익 콘텐츠를 중심으로)

  • Minjung Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.43-48
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    • 2024
  • This study sought to examine the effectiveness of mobile applications, which have recently increased persuasion effects by stimulating consumer experiences. In particular, to determine how content for public interest affects users' attitudes and beliefs, we selected interactivity and public interest as characteristics of mobile applications and examined their relationship. One of the actual applications was selected for research and the reactions of subjects who experienced it were investigated. As a result, the interactivity and public interest of mobile applications were found to have a direct and indirect influence on content attitude and beliefs, and it was confirmed that content attitude can affect beliefs. These research results show that cognitive structure can be influenced by reinforcing the audience's attitude toward content.

Exploring Persuasion Effects of Online Science Technology News (온라인 과학기술 뉴스의 설득효과 탐구)

  • Lee, Jae-Shin
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.135-143
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    • 2016
  • The Internet is being utilized as a means of communication channel for science information. In this study, an experiment was conducted against college students, in which participants were assigned to one of the following four conditions: source status(professor, student) x social categorization(in-group, out-group). When the participants finished reading an online news article, perceived usefulness of and attitude toward the science technology were measured. The results show that the effect of source expertise on perceived usefulness was moderated by social categorization.

Relation Analysis between the Leadership and the Job Satisfaction in Postal Service Organization (우편업무조직에 있어 리더십과 조직몰입 및 직무만족과의 관계)

  • Nam, Jung-Woo;Choi, Ho-Taek;Ryu, Sang-Il
    • The Journal of the Korea Contents Association
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    • v.9 no.5
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    • pp.257-264
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    • 2009
  • This study gropes for the way to seek a desirable leader increase the efficiency of the mail service in the post service administration. That is to say, this study presents an appropriate leadership for the enhancement of the post service administration by investigating the relationship of the leadership to the organizational commitment and job satisfaction in the post service organization. Consequently, for the mail business organization, the selling leadership and the participating leadership show strong positive (+) interrelationship with the organizational commitment, but weak positive (+) interrelationship with job satisfaction. On the other hand, the telling leadership and the delegating leadership show weak negative (-) interrelationship with the former. Here, we can learn that the selling leadership and participating leadership are more effective on the mail business organization.

Determinants of the Unification Tax Acceptance and Persuasion Strategy (통일세 수용의 선행 요인과 메시지 유형별 설득 효과에 대한 연구)

  • Kim, Haeyoung;Shin, Myoung-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.22-39
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    • 2016
  • How to obtain the financial resources has not been sufficiently addressed, although the unification of Korea incurs enormous cost. This study explains what tax payers of Korea think with regard to the unification tax which is a contradictory issue as a financial resource. The authors analyzed demographic factors, an initial attitude to unification and tax system, and the degree of knowledge as independent variables affecting the intention to pay the unification tax. Furthermore, through the prospect theory, the authors found out how the attitudes of tax payers change by providing them with different messages according to whether they support or oppose the unification tax. The results showed that a group who are male, a group who are old, and a group with high income tend to support the unification and the unification tax more than others. And the results presents that a group who has more interests in both the unification and the unification tax and a group who has more knowledge about the unification and the tax system have more willingness to pay the unification tax than others. In addition, with regard to the persuasive effect of distinct message types, a message which conceals the cost of attitude change was demonstrated to be more effective than a message which emphasizes the benefit.

A Preliminary Study of Serious Game Effect Model based on Construal-Level Theory (해석수준이론에 기반한 기능성 게임 효과 증대 방안 연구)

  • Lee, Hye-Rim;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.105-120
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    • 2014
  • Many of recent studies have suggested various positive outcomes of serious games. However, relatively little emphasis has been placed on the roles of user-centered factors from a psychological perspective. One of the main goals of serious games is the change of the user's perception and behavior towards a positive direction. To achieve this goal, psychological factors should be applied to the user's playing process in serious games. Inspired by construal-level theory(CLT), we propose a CLT applied model (CLT in process-outcome serious games model) considering psychological factors on the player's decision making. The model will be useful not only to game developers or designers but also to game researchers as a valuable tool in persuasion and learning for serious game users.

Linguistic Analysis of Human Sensibility in Various Pictorial Images (사진 이미지의 감성에 대한 언어적 분석)

  • Noh, Yeon-Sook;Har, Dong-Hwan
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.182-195
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    • 2012
  • Pictorial Images are often used when persuading someone, since people believe that photographs tell us what happened in reality. This paper aims to strengthen the role of pictorial images as a powerful method of persuasion through interpolating sensibility, which is a key factor in decision making, into the pictorial images. This paper analyses the structure of sensibility in pictorial images, in order to draw out specific factors that arouse positive impression. Furthermore, intensional meanings were given to various factors that compose the sensibility of pictorial images, and the factors are prioritized to enhance applicability. Recognitions of the sensibility in pictorial images differ due to diverse variables, but the photographed subjects themselves and the specific attributes of picture quality are the primary factors that influence the recognition. In order to achieve general and detailed results, broadly selected shooting subjects and images that have various picture quality attributes.

Influence that Heuristic Type has on Word of Mouth and Behavioral Intention in Mobile Game - Word of Mouth as a Mediator - (모바일 게임에서 휴리스틱 유형이 구전속성 및 행동의도에 미치는 영향 - 구전속성을 매개변인으로 -)

  • Kim, Jong-Moo
    • Journal of Digital Convergence
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    • v.16 no.8
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    • pp.269-278
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    • 2018
  • This study analyzed the outcome of 120 persons who used mobile game in order to investigate the influence that heuristic type which affects users' selection has on word of mouth, the influence that word of mouth has on users' behavioral intention and whether word of mouth will play the role of mediation between heuristic type and behavioral intention or not. First, heuristic(representatives, adjustment) type is found to have positive(+) influence on word of mouth (favorableness, reliance, persuasiveness). Second, while reliance word of mouth is found to have significant influence on behavioral intention, favorableness, persuasiveness and word of mouth is not found to have significant influence on behavioral intention. Third, heuristic (representative, adjustment) type is found to have significant influence on behavioral intention. Fourth, only reliance, word of mouth is found to play the role of mediation in the role of heuristic type and behavioral intention. The outcome of this study will help to understand users' behavioral intention selecting game in mobile game market.