• Title/Summary/Keyword: 오락성

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Effect of Website Quality on Silver Portal Adoption: Focused on Perception of Potential Users Who Are Over 40 Years Old (웹품질요인이 실버포탈 수용에 미치는 영향에 관한 연구: 40세 이상의 잠재 실버포탈 이용자의 인식도를 중심으로)

  • Yoon, Jong-Soo;Kim, Yoo-Jung;Kim, Jae-Young;Yoon, Jong-Wook;Yoon, Tom E.
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.6
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    • pp.159-170
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    • 2010
  • Senior Internet users have been tremendously increasing for the past few years in line with increase in the aging populations, and silver portals began to provide some sorts of services to them in Korea. Thus, this paper aimed at identifying Web quality factors of silver portal for its successful adoption, and examining the moderating effects of gender on the relations between Web quality factors and intention to use. Information quality, system quality, service quality and entertainment quality were identified as Web quality factors of silver portal based on the intensive review on prior researches. A total of surveys 525 from the potential users of silver portal, who are over 40 years old, were analyzed to verify our research model. The findings show that information quality, system quality, and entertainment quality are related to intention to use whereas service quality has no relationship with intention to use. It is found that gender moderates the relationship between entertainment quality and intention to use.

Consumer Experience and Adoption Intention of Internet of Things Services: The Impact of Network Externalities (소비자의 사물인터넷 서비스 경험과 수용의도 : 네트워크 외부성을 중심으로)

  • Zhang, Minxin;Lee, Jin-Myong
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.177-186
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    • 2019
  • The purpose of this study is to enhance the understanding of consumer experience and behavior of Internet of Things (IoT) services and to provide practical implications through investigating the impact of benefits-cost factors and network externalities on consumers' adoption intention of IoT services. An online survey was conducted on general consumers in their 20s to 60s who were aware of the IoT services and 328 data were collected. Using SPSS 24.0, frequency analysis, correlation analysis, factor analysis, and hierarchical regression analysis were conducted. As a result, the level of consumers' IoT service experience in various contexts was examined, and entertainment, informativeness, loss of humanity, compatibility, and complementarity were found to have a significant effect on consumers' adoption intention of IoT services. This study suggests that strengthening network externality effects by increasing compatibility and complementarity is important in promoting consumers' adoption of IoT services. In future studies, it is necessary to adopt specific Internet of Things services to verify the validity of the models developed in this study.

Determinants of Diversity in Cultural Consumption among People in their 20s (20대 문화 소비의 다양성 결정 요인에 대한 탐색적 연구: 문화 자본, 콘텐츠 장르 이용 특성, 인구사회 요인의 영향)

  • Kim, Seul Gi;Chon, Bum Soo
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.762-771
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    • 2016
  • This study examined determinants of diversity in cultural consumption among people in their 20s. The main results are following; firstly, this study explored determinants of diversity in nine cultural consumption. The results showed that diversity of cultural consumption was determined by three factors such as current interests in cultural fields, content preferences based on broadcasting genres, and income. Although current interests in cultural fields and content preferences based on broadcasting genres were positively correlated to cultural consumption, income was negatively correlated. Next, this study examined diversity in cultural consumption in terms of two separate orientations such as highbrow and mass cultures. The results showed that diversity of highbrow culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and income. Also, diversity of mass culture was determined by current interests in cultural fields, content preferences based on broadcasting genres and education period for classic music including opera and chorus.

Perceptions of Benefits and Risks of AI, Attitudes toward AI, and Support for AI Policies (AI의 혜택 및 위험성 인식과 AI에 대한 태도, 정책 지지의 관계)

  • Lee, Jayeon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.193-204
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    • 2021
  • Based on risk-benefit theory, this study examined a structural equation model accounting for the mechanisms through which affective perceptions of AI predicting individuals' support for the government's Ai policies. Four perceived characteristics of AI (i.e., usefulness, entertainment value, privacy concern, threat of human replacement) were investigated in relation to perceived benefits/risks, attitudes toward AI, and AI policy support, based on a nationwide sample of South Korea (N=352). The hypothesized model was well supported by the data: Perceived usefulness was a strong predictor of perceived benefit, which in turn predicted attitude and support. Perceived benefit and attitude played significant roles as mediators. Perceived entertainment value along with perceived usefulness and privacy concern predicted attitude, not perceived benefit. Neither attitude nor support was significantly associated with perceived risk which was predicted by privacy concern. Theoretical and practical implications of the results are discussed.

Motivation of the Satellite DMB Use and Genre Consumption (위성 DMB 이용 동기와 장르 소비: 장르 선호도, 레퍼토리, 소비유사성을 중심으로)

  • Chon, Bum-Soo;Kim, Jung-Kee
    • Korean journal of communication and information
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    • v.36
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    • pp.374-398
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    • 2006
  • This paper attempts to identify motivations of the satellite DMB use and to examine the relationship between user motivations and structure of genre consumption. Firstly, this paper identified motivational dimensions for satellite DMB usage. The results of the factor analysis revealed three dimensions: information-seeking, entertainment-oriented and social communication. It accounts for 69.9% of the variances found within this data. Secondly, the results of the regression analyses suggested that both information seeking and entertainment-oriented motivations were closely related to genre preferences of satellite DMB contents. In addition, these two motivations predicted genre repertoires and similarity in genre consumption. In conclusion, motivations of the satellite DMB use were the best predictors for explaining the structure of genre consumption.

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The Effect that Participating Motives and Involvement about Lifelong Education have on the Learners' Satisfaction, Continuous Intention to Take Courses, and Recommendation Intention (평생교육에 대한 참여동기와 관여가 평생교육 학습자의 만족, 지속수강의도, 권유의도에 미치는 영향)

  • Kim, Chulho
    • The Journal of the Korea Contents Association
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    • v.15 no.6
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    • pp.575-588
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    • 2015
  • The purpose of this research is to examine the effect the motives for participating in lifelong education and involvement on lifelong education have on the learners' satisfaction from lifelong education, the continuous intention to take courses, and the intention to recommend lifelong education. The results from a quantitative research show that the practical and recreational motives had a high positive correlation to situational involvement in lifelong education and that the relational and goal-oriented motives had a high positive correlation to continuous involvement in lifelong education. Moreover, for satisfaction about teaching methods, practical motives had a relatively higher effect. For satisfaction about facility comfort, recreational motives had a relatively higher effect. For satisfaction about communication, relational motives had a relatively higher effect. For satisfaction about contents' quality, goal-oriented motives had a relatively higher effect. The finding also shows that situational involvement had a relatively higher effect on satisfaction about contents' quality. Continuous involvement had a relatively higher effect on satisfaction about teaching methods.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

The Effect of Participating Motives for Lifelong Education on the Releasing of Controlled Inferiority, the Gratification of Retained Desire, and Voluntary Resocialization (평생교육 참여 동기가 통제된 열등의식 해소, 유보된 욕망 충족, 자발적 재사회화에 미치는 영향)

  • Kim, Chulho
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.515-530
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    • 2014
  • The purpose of this research is to examine the empirical effect of participating motives for lifelong education on the releasing of controlled inferiority, the gratification of retained desire, and voluntary resocialization. The motives for lifelong education were divided into an external viewpoint focusing on consumers' behaviors and an internal viewpoint based on activity of the ego. External motives were divided into pragmatic, entertaining, and relational motives, while internal motives were divided into self-realization, self-existence, and self-participation motives. The results show that the pragmatic motive and the self-realization motive, the entertaining motive and the self-existence motive, and the relational motive and the self-participation motive are highly related to each other. It was found that the pragmatic motive and the self-realization motive affected the lifelong education participants' release of controlled inferiority relatively stronger, the entertaining motive and the self-existence motive affected participants' gratification of retained desire relatively stronger, the relational motive and the self-participation motive affected participants' voluntary resocialization relatively stronger.

The Relationships among Smart phone Use Motivations, Addiction, and Self-control in Nursing students (일 대학 간호학과 학생의 스마트폰 이용 동기, 중독과 자기 통제력의 관계)

  • Cho, Meekyung
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.311-323
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    • 2014
  • The purpose of this study was to identify the relationships among smart phone use motivations, addiction, and self-control in nursing students. Data were collected from June 10-18, 2013. Smart phone use motivations and addiction showed significant differences according to sex, record. Smart phone high-risk users got high-score in use motivations especially entertainment/leisure, service, and functionality, and low-score in self-control. The factors affecting smart phone addiction were record, tolerance, abstinence, difficulty of daily living, and aim for virtual world which accounted for 88.2%. Also factors affecting addiction were entertainment/leisure, flaunt/trend which accounted for 12.9%. In conclusion, smart phone use motivations was correlated positively with addiction, while addiction was correlated negatively with self-control. Therefore more positive and desirable ways of smart phone use, and plans for improvement of self-control should be studied.

Media archaeological research on arcade games since the 1990s: Focusing on the rhythm action game (1990년대 이후 아케이드 게임에 대한 미디어 고고학적 연구: 리듬액션게임을 중심으로)

  • Jeon, Eun Ki
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.77-86
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    • 2022
  • This article argues that electronic entertainment has continued to this day, contrary to the existing view that it has been absorbed by digital games since the 1990s. From a media archaeological point of view, it tracks in what cultural and technical context the electronic entertainment called "Pump It Up", which has been popular since the late 1990s, has been accepted and used by gamers. The big trend of 'Pump' took place through a "performative shift" of gamers' creative game performing, and the rise and fall of the 'Pump' took place through competitions and interactions between imaginaries and practices that each subject surrounded the game had. In conclusion, it suggests the necessity of media archaeological research on various genres of arcade games.