• Title/Summary/Keyword: 오락성

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A Study on the Influence of Physical Surroundings of Restaurants in Local Specialities Food Town on Customer Emotional Responses and Satisfaction (지역 특산물 먹거리 타운 식당의 물리적 환경이 고객의 감정과 만족에 미치는 영향에 관한 연구 - 정읍시 산외한우마을을 중심으로 -)

  • Park, Ki-Hong
    • Culinary science and hospitality research
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    • v.16 no.1
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    • pp.165-179
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    • 2010
  • The purpose of this research is to examine the importance of the physical surroundings for the restaurants in the local specialities food town and how their physical surroundings influence on the customer emotional responses and satisfaction to suggest the improvements and implications of the physical surroundings. The questionnaire for a survey was distributed to the customers who have visited the restaurants specialized in Korean beef located in the Sanoei Korean beef town, Jeongeup. The results of this research are as follows. First, except for attractiveness among the factors of physical surroundings(convenience, attractiveness, cleanliness and amusement), as cleanliness and convenience occupy high degree, customers were presented to response more emotionally. Second, except for attractiveness among convenience, attractiveness, cleanliness and amusement, as cleanliness and convenience occupy high degree, customers were presented to be more satisfied. Third, customer emotional response influences on customer satisfaction with the food town for local speciality.

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Effect of Store Fit of Improved Signboard on Visit Intention to Store: Mediating Effects of Informativeness, Entertainment, and Irritation (간판 개선을 시행한 간판의 점포 적합성이 점포 방문 의도에 미치는 영향: 정보성, 오락성, 방해성의 매개효과)

  • Yesolran Kim;Se-Jin Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.29-35
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    • 2023
  • This study examined the effect of store fit perceived by consumers for improved signboards on visit intention to store, and the mediating effect of informativeness, entertainment, and irritation. The survey was conducted from November 7 to November 18, 2022 with 150 undergraduate and graduate students who had experience visiting areas where signboard improvement projects were implemented. The collected data were analyzed using SPSS 26.0 and PROCESS Macro 4.2. The results showed that store fit had a positive effect on visit intention to store by mediating informativeness and entertainment. This results suggest that practitioners of local governments and government agencies and store owners should consider store fit of signboards as important when participating in signboard improvement projects.

A Study on User Willingness of Intelligent Music Platform Based on TAM Model

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.43-50
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    • 2020
  • In this paper, we propose to study the factors affecting the user's intention to use smart music platform, and on the basis of studying the impact of service quality on the user's intention to use, such as perceived usability, perceived ease, perceived entertainment and perceived cost, respectively. Based on this, the impact factors model on the usage intention of smart music platform users was presented, and 398 questionnaires were collected through a survey of university students majoring in Chinese music, and the collected data were obtained by conducting frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and structural equation model analysis using spss20.0 and amos20.0. The results show that: Quality of service has a positive effect on perceived usefulness, perceived ease of use, perceived entertainment and perceived cost. A study found that perceived usefulness, perceived ease of use, and perceived entertainment have a positive effect on users' intention of use and perceived cost has a negative effect on their intention of use. Through this conclusion, the entrepreneur presented an important meaning in promoting sustainable development of smart music platforms by improving the operation and profit model of smart music platforms.

A Study on the Influence of SNS Advertisement Attributes on Purchase Intention and Brand Attitude - Focusing on the Moderating Effects of Persuasion Knowledge - (SNS 광고속성이 구매의도 및 브랜드 태도에 미치는 영향 - 설득지식의 조절효과를 중심으로 -)

  • Na, Yun-Bin
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.58-68
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    • 2019
  • Recently SNS product reviews are excessively increasing. However, many SNS reviews are under feeble regulation than how big and powerful that their awarenesses are. This problem leads to consumers' discontentment on product reviews on online. This study aims to analyze how SNS product reviews characteristics: informativeness, entertainment, reliability and familiarity attribute on consumers' purchase intent and brand attitude. However, at this time, consumers' high discontents (stored-knowledge) expect to have negative affect on product reviews thus I put this as a regulation effect. This study is consisted of 240 examinee who check SNS product reviews before buying products.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.

The Effect of Influencer Characteristics on Continuous Use Intention of Live Commerce : Focusing on the Dual Mediating Effect of Interaction and Trust (라이브 커머스 인플루언서 특성이 지속 사용의도에 미치는 영향 : 상호작용성과 신뢰성의 이중매개효과를 중심으로)

  • Kim, Sung-jong;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.5 no.4
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    • pp.23-39
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    • 2022
  • This study was conducted to empirically analyze the factors influencing the intention to continue using live commerce, which was active as digital contacts become more prevailed due to the progress of the 4th industrial revolution and the COVID-19 pandemic. A research model was established by paying attention to the characteristics of influencers among various influencing factors. Influencer characteristics were subdivided into attractiveness, professionality, awareness, and entertainment. In addition, the dual mediating effect of interaction and trust was also tested between influencer's characteristics and the intention to continue using of live commerce. To this end, a survey was conducted targeting people who have experience using live commerce, and 300 valid samples were analyzed. The empirical analysis utilized SPSS 25.0 and Process Macro 4.0. As a result of the empirical analysis, it was found that attractiveness, professionality, awareness, and entertainment derived from the characteristics of influencers all had a significant positive (+) effect on the intention to continue using live commerce. The impact of the influence of variables that directly affect the intention to continue using was in the order of entertainment, awareness, professionality, and attractiveness. On the other hand, as a result of examining the dual mediating effect of interaction and trust, it was found that they all tested a mediating role between attractiveness, professionality, awareness, entertainment, and intention to continue using live commerce. Based on these research results, the academic and practical implications of this study were presented.

A Study on the Effect on Flow and Smartphone Addiction by Smartphone User's Self-determination (스마트폰 이용자의 자기결정성 이론이 플로우 및 스마트폰 중독에 미치는 영향)

  • Kim, Hyo-Jung;Ahn, Hyun-Sook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.35-45
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    • 2015
  • The development of ICT in the 21st century in many ways, affecting the human life. These developments are many positive influence, such as convenience and efficiency, but has also shown negative effects, such as Smartphone addiction. This study is based on advanced research to determine whether Self-determination motivation theory such as the autonomy, competence, relatedness has a significant effect on Smartphone addiction. And also explore the relationship between Flow with Smartphone addiction based by the autonomy, competence, relatedness, playfulness. To sum up the results of the study as follows; First, the autonomy was shown to have a negative impact on Flow. Second, the competence, relatedness, playfulness was shown to have a positive impact on Flow. Third, the Flow was shown have a positive impact on Smartphone-Addiction. Also, the details of Smartphone addiction, preoccupation, life difficulty, usual, excessiveness were shown to be affected by the Flow.

동영상 UCC 광고의 수용에 관한 연구

  • Liuxia, Liuxia;Han, Pil-Gu;Jeon, Byeong-Ho;Kang, Byeong-Gu
    • 한국경영정보학회:학술대회논문집
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    • 2008.06a
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    • pp.1029-1035
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    • 2008
  • 본 연구는 기존의 인터넷 및 웹 광고에 대한 연구들을 바탕으로 동영상 UCC 광고에 대한 소비자의 태도와 수용에 영향을 미치는 요인을 분석해 보고자 하였다. 웹 광고 모델에서 사용된 정보성, 오락성, 부정적 자극 이외에 유용성과 용이성, 개인사용자 특성, 플로우, 그리고 인센티브를 새로운 변인으로 추가하였다. 연구 결과에 따르면, 오락성, 부정적 자극, 유용성 및 용이성, 플로우는 동영상 UCC 광고에 유의한 영향을 미치는 것으로 나타났지만, 정보성, 개인사용자 특성, 그리고 인센티브는 그렇지 않은 것으로 나타났다. 플로우는 동영상 UCC 광고의 수용에도 직접적으로 영향을 미치는 것으로 나타났으며, 동영상 UCC 광고에 대한 태도는 수용에 유의한 영향을 미치는 것으로 나타났다.

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The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.