• Title/Summary/Keyword: 엔터테인먼트 경험

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Generational malling culture in multi-complex shopping malls - Entertainment experiences - (복합쇼핑몰에서의 세대별 몰링문화에 관한 연구 - 엔터테인먼트 경험을 중심으로 -)

  • Park, Minjung
    • The Research Journal of the Costume Culture
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    • v.21 no.5
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    • pp.726-741
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    • 2013
  • Malling culture, which refers to the enjoyment of shopping in multi-complex malls with shopping, cultural, and leisure facilities, has emerged as a major trend in society. However, few studies have researched malling culture in depth. This study classified people who go to multi-complex shopping malls as belonging to the baby-boom generation, X-generation, or Y-generation to investigate consumer culture in malls, with an emphasis on user satisfaction and entertainment experiences. Consumers who had shopped in a multi-complex shopping mall during the last 6 months were surveyed. Data were collected through a research company, and responses from 417 subjects were used in the analysis. Among the 417 subjects, 130 were baby-boomers, 136 were from the X-generation, and 151 were from the Y-generation. Investigating the components of multi-complex shopping malls that stimulate entertainment experiences, this study found that exploratory, emotional, and leisure experiences were enhanced when users were more satisfied with the image, atmosphere, and events of shopping malls. In addition, mall image and atmosphere contributed to the improvement of social experiences. With regard to generation, baby-boomers and subjects from the X-generation were generally more satisfied with mall atmosphere, image, and events and had more exploratory and leisure experiences. This study holds significance in that it examined malling culture from a wider perspective than simply the younger generation and presented scholarly and marketing implications based on insights into generational malling culture.

A Study on Game Experience Cycle Using AHP (게임경험요소 구성 및 가중치에 관한 연구)

  • Kim Hun;Gong Bongsik;Hong Deagi
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.971-974
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    • 2004
  • 게임 산업은 게임콘텐츠의 개발 및 활용을 통한 오락성과 대중성을 특징으로 하는 종합 엔터테인먼트 산업이며, 주변 산업과의 연관성이 높아 부가가치 창출이 용이한 21세기 미래 산업이다. 이러한 게임제작의 궁극적인 목적은 수요자가 만족하는 게임을 개발하여 최대한 많이 판매하는 것이므로 하나의 게임 나아가서는 게임산업의 경쟁력을 높이기 위해서 게임 공급자나 수요자가 만족하는 게임을 제작 및 개발할 수 있도록 기존 또는 향후 개발되는 게임의 만족도를 정량적으로 평가할 수 있는 모델 개발이 필요한 실정이다. AHP기법을 통하여 게임개발에 필요한 게임경험요소에 대한 설문조사 및 자료조사를 통하여 게임콘텐츠를 평가할 수 있는 경험요소를 도출하고 이 게임경험요소들이 차지하는 비중을 판별하여 영향을 끼치는 요인의 내용과 그 크기를 평가할 수 있는 방법으로서 기여하고자 한다.

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A Study on the Experience of Non-face-to-face Lecture by College Freshmen Using Focus Group Interview (포커스 그룹 인터뷰를 활용한 대학 신입생들의 비대면 강의 경험에 대한 연구)

  • Kang, Jin-Ho;Son, Sung-Min;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.397-408
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    • 2020
  • This study conducted a focus group interview with 15 college freshman from J college to find out their experiences in non-face-to-face lectures with COVID-19. The contents of the interview were recorded and conducted, and the meaning was analyzed according to the focus group interview procedure through repeated listening. Components were 'Operation of non-face-to-face lectures in unprepared situations', 'Loss of orientation in lectures and departure from learning', 'One way listening', 'The convenience of taking a lectures'. The experience of 'Operating non-face-to-face lectures in unprepared situations' included the start of mixed non-face-to-face lectures, cumbersome and inconvenient online systems, and the demand for tuition refunds. The experience of 'Loss of orientation in lectures and departure from learning' has experienced difficulty in concentrating on lectures, Deficiency in the degree of recognition of learning content, and burden of assignments and exams. The experience of 'One way listening' has experienced lack of interaction between professors and learners and non reflection of liveliness in the field. Finally, participants experienced satisfaction with being able to lectures and repeat lectures at anytime and anywhere they wanted with the convenience of taking lectures. Based on this study, participants called for improvements in the quality lecture contents and interaction between professors and learners, and it is thought that universities will need administrative and financial support and education design and system construction to construct high-quality lecture contents.

Influencing Factors of Nursing Performance for Life Care of Delirium Patients among Nursing Students (섬망환자의 라이프케어를 위한 간호학생의 섬망간호 수행 영향요인)

  • Oh, Hyo-Sook;Chang, Mi-Young
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.401-410
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    • 2019
  • This study was conducted to identify factors affecting nursing performance of delirium among nursing students. A total of 252 fourth year students were recruited from nursing department in Gwangju. Structured questionnaire was self-administrated from April to September, 2017. The used statistical analysis were t-test, ANOVA, Pearson's coefficient and multiple regression analysis. Knowledge of delirium 29.0±7.24, self-confidence in the care for delirium 71.65±28.55 and nursing performance level for patients with delirium was 41.16±8.97. Nursing performance of delirium had significant positive correlations with delirium knowledge, self-confidence of delirium care. In multiple regression analysis, nursing experience for delirium patients, self-confidence of delirium care, practice experience in intensive care unit, use of nursing diagnosis related to delirium, and satisfaction of clinical practice were significant factors of nursing performance of delirium explaining 29.8% of the variables. In conclusion, to enhance nursing performance of delirium, it is necessary to develop educational program for increasing nursing experience for delirium patients during clinical practice and self-confidence of delirium care.

Learning Experiences of the Project Approach in Early Childhood Preservice Teachers (예비유아교사가 경험한 프로젝트 접근법)

  • Yang, Jung-Eun
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.457-467
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    • 2019
  • The purpose of this study is to find out how those taking early childhood preservice teachers experience their learning through learner-centered education and the meaning given by such experiences to grasp their values. Especially, to look into experiences of learning the project approach theory studied and directly experienced, which is one of the early childhood educational approach methods, data on participatory observation, personal interviews, personal reflective journals, activity reports and ect. were collected and analyzed by the current writer, who fully participated in the class. The meaning of early childhood preservice teacher'experiences in the project approach was analyzed from the two aspects of 'my' learning activities and 'teacher's teaching activities. In the aspect of 'my' learning activities, they got indulged through purposeful practices in the process of tackling problems that originated from personal interest and wanted to share the joy of learning they'd had with others. Aware of themselves as doers of behavior and thinking, they were found to be able to focus an 'my' own learning activities based on these learning experiences of theirs. In the aspect of 'teacher's teaching activities, project theories and practices done at the same time helped them internalize the project and they learned possible changes ign the project by experiencing actual cases. To sum up, the project approach has its meaning in that it not only helps teachers learn theoretical knowledge but also have reflective thinking through their experiences as doers of learning and form practical knowledge. Accordingly, it indicates th need for intensive discussion on the project approach as a way to educate pre-teachers or current ones.

The Influence of Moderate Variable on Intention to Use Home Network Service and Influence Factors (홈네트워크 서비스의 사용의도와 영향 요인 관계에서 조절 변수의 효과검증)

  • Yoon, Sung-Hwan;Gim, Gwang-Yong
    • 한국IT서비스학회:학술대회논문집
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    • 2008.05a
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    • pp.199-205
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    • 2008
  • 유비쿼터스 환경의 필수 부분인 홈 네트워크는 많은 서비스들을 가지고 생활 곳곳에 파고들고 있다. 정부의 IT839정책을 기반으로 홈 네트워크의 실용화와 구체적인 정책을 형성하기 위해 활발한 연구가 진행되고 있다. 국내와 해외의 홈 네트워크 융성 정책 비교, 고객의 홈 네트워크 서비스 별 선호도를 비롯하여 최근에는 홈 네트워크 서비스의 사용의도와 관련한 연구들까지 있었다. 본 연구는 이러한 연구들을 바탕으로 홈 네트워크 사용의도에 영향을 주는 요인들을 조사하고 이 관계에 있어서 인구통계 변수인 연령과 인터넷 사용량의 조절효과를 측정해보았다. 그리고 홈 네트워크를 자동화 서비스, 안전 서비스, 엔터테인먼트 서비스 세 집단으로 나누고 각각을 따로 분석하였다. 분석 집단은 현재 운영되고 있는 홈 네트워크 서비스를 직접 사용해 본 경험이 있는 아파트 거주자이다. 분석 결과 연령이 높을수록 홈 엔터테인먼트 서비스 사용 시 서비스의 사용용 이성과 보안성이 중요하게 작용하였다. 또한 인터넷 사용량이 많은 집단은 홈 자동화 서비스의 사용 시 해당 서비스로부터 얻을 수 있는 효용, 편익을 중요시 여겼다.

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A Phenomenological Study of the Lifestyle Change Experiences of Undergraduate Due to COVID-19 (코로나-19로 인한 대학생들의 라이프 스타일 변화 경험에 대한 현상학적 연구)

  • Kang, Jin-Ho;Bak, Ah-Ream;Han, Sueng-Tae
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.289-297
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    • 2020
  • The purpose of this study is to learn about the life style change experience of undergraduate due to COVID-19. The study was conducted from March 23, 2020 to March 30, 2020 and was conducted on five undergraduate residing in Jeonju. We valued individual's subjective experiences and analyzed them by applying on of the qualitative studies to identify and describe the phenomena as they are. The study found that the lifestyle changes of undergraduate due to COVID-19 were derived from three components: Psychological change, Environmental change, and Behavioral change. Though the participants felt uneasy and terrified by COVID-19 through the experience of psychological change, they expressed relief and anticipation for the increase in the number of complete healers. Experience of environmental change has experienced social distance, changes in academic operation, and difficulty in finding jobs to prevent infection. Behavioral changes have experienced a matrix of mask purchases and thorough management of personal hygiene, which is considered to protect oneself from COVID-19 while also being considerate to others. It is believed that the government will need to provide psychological and behavioral mediation programs for problems arising from the practice of social distance.

Determinants of Safety and Satisfaction with In-Vehicle Voice Interaction : With a Focus of Agent Persona and UX Components (자동차 음성인식 인터랙션의 안전감과 만족도 인식 영향 요인 : 에이전트 퍼소나와 사용자 경험 속성을 중심으로)

  • Kim, Ji-hyun;Lee, Ka-hyun;Choi, Jun-ho
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.573-585
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    • 2018
  • Services for navigation and entertainment through AI-based voice user interface devices are becoming popular in the connected car system. Given the classification of VUI agent developers as IT companies and automakers, this study explores attributes of agent persona and user experience that impact the driver's perceived safety and satisfaction. Participants of a car simulator experiment performed entertainment and navigation tasks, and evaluated the perceived safety and satisfaction. Results of regression analysis showed that credibility of the agent developer, warmth and attractiveness of agent persona, and efficiency and care of the UX dimension showed significant impact on the perceived safety. The determinants of perceived satisfaction were unity of auto-agent makers and gender as predisposing factors, distance in the agent persona, and convenience, efficiency, ease of use, and care in the UX dimension. The contributions of this study lie in the discovery of the factors required for developing conversational VUI into the autonomous driving environment.

The Effects of Social Tourism Information Platform on Experience Value and e-Loyalty of Visitors to Tourism Information (관광정보 이용객이 지각하는 소셜관광정보플랫폼이 경험가치 및 e-충성도에 미치는 영향)

  • Yoon, Dae-Gyun
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.15-26
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    • 2020
  • This study examined the effects of a social tourism information platform on platform users' experiential value and e-loyalty and performed an empirical analysis with the aim to propose methods and implications regarding what strategies can enable practical application for sustainable growth in the operation of a social tourism information platform in the future tourism industry. The results of the analysis are as follows. First, the analysis supported the hypothesis that sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on experiential value. Second, the analysis did not support the hypothesis that the sub-factors of a social tourism information platform, such as interactivity, information reliability, and usefulness, have statistically significant positive effects on e-loyalty. Third, the analysis supported the hypothesis that experiential value has a statistically significant positive effect on e-loyalty. Consequently, tourism companies should improve customers' experiential value by supplementing their existing platforms, considering the interactivity, information reliability, and usefulness of users based on these characteristics of social tourism information platforms. To increase e-loyalty to their social tourism information platforms, tourism companies should clearly and rapidly provide the information needed by users in addition to improving the visual design of such platforms. Moreover, to increase e-loyalty, the companies can incorporate their own killer content into platforms for users to have an enjoyable time, using platforms that stimulate their interest and give pleasure and fun, and this way, they can satisfy the users' needs for experiential value.

Study for the Relationship between Cyberbullying Victimization and Suicidal Ideation of Adolescents - Focusing on Moderating Effect of School Life Satisfaction - (사이버불링 피해 경험이 청소년의 자살생각에 미치는 영향 - 학교생활 만족도 조절효과와 관련하여 -)

  • Kim, Jung-Yoo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.477-485
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    • 2020
  • The purpose of this study was to verify the moderating effect of school life satisfaction in the relationship between cyberbullying victimization and suicidal ideation of adolescents. In this study, 1244 middle and high school students' data from the 2017 Children's and Youth Human Rights Survey conducted by the Korea Youth Policy Institute were used. The researcher used frequency analysis, independent sample T-test, one-way analysis of variance, correlation analysis and regression analysis using IBM SPSS statistics 20.0 for Windows. Results of the study are as follows: First, the cyberbullying victimization experience was higher in boys than girls, and suicidal ideation were more likely in girls than boys. Second, the cyberbullying victimization and school life satisfaction had a weak negative correlation, school life satisfaction and suicidal ideation had a negative correlation. And suicidal ideation had a weak positive correlation. Third, this study found that school life satisfaction have a moderating effect in the relationship between cyberbullying victimization and suicidal ideation. Based on the results of the study, the implications of suicide prevention programs for adolescents who have experienced cyberbullying victims and plans to activate them were proposed. This study is hoped to be used as a basis for the prevention of suicide in adolescents.