• 제목/요약/키워드: 오락

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Model for Film Education as Edutainment: Focusing on the Elementary and Middle School Course (에듀테인먼트로서 영화교육 모델 고찰: 초, 중등 과정을 중심으로)

  • Seo, In-Sook
    • The Journal of the Korea Contents Association
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    • 제8권11호
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    • pp.144-153
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    • 2008
  • Edutainment as a new form of educational method is being combined with the education and entertainment, which has possibility of open education improving learning effect for students who are interested in entertaining and studying at the same time. Film education, one of edutainment, offers a new paradigm of alternative educational method using of education as well as playing Therefore, this study will discuss about the purpose and effective forms of film education that should have for edutainment goal. Furthermore, this study offers educational examples of film program which are used for teaching for students. This study mostly suggests diverse educational matter and focuses on researching film education efficacy.

Effects of AI Speaker Users' Usage Motivations and Perception of Relationship Type with AI Speaker on Enjoyment (AI 스피커 이용자의 이용동기 및 AI 스피커에 대한 관계 유형 인식이 즐거움에 미치는 영향)

  • Jang, Yei-Beech
    • The Journal of the Korea Contents Association
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    • 제19권11호
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    • pp.558-566
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    • 2019
  • Artificial intelligent (AI) smart speaker sales have increased rapidly, and AI technology has become more pervasive in our daily lives. This study explored motivations for smart speaker use and examined how motivation and relationship type with AI speakers affect enjoyment. Smart speaker use is primarily motivated by conversational, trend-leading, efficient, and entertaining factors. Among these four, trend-leading, efficient, and entertaining factors positively influenced users' enjoyment. However, among the three types of relationship with AI speakers, only the assistant/helper type affected enjoyment. The results of the current study provide practical implications for future directions in AI speaker interaction design.

Exploring Individual Differences and Flow in Web 2.0 Services (웹 2.0에서 사용자 특성과 플로우 간 관계)

  • Moon, Yun Ji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 한국정보통신학회 2013년도 추계학술대회
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    • pp.569-572
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    • 2013
  • Using flow theory as our foundation, we empirically tested the impact of three personality traits on the level of flow state experience and three user-generated content (UGC) usage types. Findings indicate that extroversion is positively related to the use of UGCs for entertainment, and negatively related to the use of UGCs for communication and information; neuroticism is positively related to the use of UGCs for entertainment and communication; and psychoticism is negatively related to the use of UGCs for information. In addition, only extroversion has an influence on flow, which is positive, and flow has a positive influence on UGC usage for entertainment and communication. This study extends flow theory by exploring antecedents and outcomes of the flow state experience.

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The effect of eSports Direct Spectators' Motivation on Audience Satisfaction and Behavioral Intention Based on Uses and Gratification Theory (이용과 충족이론에 기반한 e스포츠 직접관람자가 관림만족과 행동의도에 미치는 영향 분석)

  • Quan, Lihua;Yoo, Changsok
    • Journal of Korea Game Society
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    • 제22권1호
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    • pp.109-118
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    • 2022
  • The main objective of this study is to empirically analyze the relationship among the major variables of viewing motivation, audience satisfaction, and behavioral intention in the esports spectatorship based on the uses and gratification theory. Through the exploratory factor analysis, we have identified major motivation measures of esports. Regression analysis also showed key motivation factors on audience satisfaction and behavioral intention.

Impact of Gratifications Obtained on Behavioral Intention Watching OTT Services (OTT 시청에 따른 획득충족이 이용자의 행동 의도에 미치는 영향)

  • Song, Keun-Tae
    • The Journal of the Convergence on Culture Technology
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    • 제8권4호
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    • pp.331-338
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    • 2022
  • The purpose of this study is to examine the effect of Gratifications Obtained (GO) on behavioral intention targeting Over-the-Top (OTT). The study chooses quality of content, variety of content, leisure activity, entertainment, the convenience of watching, and reasonable rate ratio as factors of GO. The number of subjects for the research is 330 people aged from their twenties to thirties in Daegu and Gyeongbok province. This study employs multi-regression analysis to analyze the impacts of GO on behavioral intention. The analysis shows that quality of content and variety of content influence behavioral intention at a significance level of 0.01, and entertainment and the convenience of watching influence at a significance level of 0.05.

A review of researches of the impact of computer game and children's and adolescent's development (컴퓨터 게임과 아동, 청소년 발달과의 관련성 연구 개관)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
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    • 제10권spc호
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    • pp.147-175
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    • 2004
  • In recent years, electronic games, home computers, and the internet have assumed an important place in our lives. This paper presents a review of the researches on the relation of computer game and children's and adolescent's development. Researches on the impact of computer game on perceptual and cognitive development including attention, spatial perception, numerical ability, problem solving are reviewed. The relation of computer game use and emotional, social and personality development and aggressive development, especially General Aggressive Model(GAM) are also explained. On the basis of this reviews, the future directions of research are discussed.

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The Image of Changgyeongwon and Culture of Pleasure Grounds during the Japanese Colonial Period (일제강점기 창경원의 이미지와 유원지 문화)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • 제43권6호
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    • pp.1-15
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    • 2015
  • Changgyeongwon emerged as pleasure grounds following the creation of a museum, zoo and botanical garden in Changgyeonggung Palace during the Japanese colonial period. Pleasure grounds offer space for entertainment and have maintained the image of a paradise apart from reality. This study examined the creation process of pleasure grounds within a royal palace and the following spatial changes. By analyzing the image of Changgyeongwon as an artificial paradise, this study explored its landscape and cultural aspects. Literature reviews on the intention and process showed that the Changgyeongwon pleasure grounds were created as a 'royal garden' for the amusement of Sunjong, as well as 'public pleasure grounds' in the process of colonization. It was one of the first public spaces open to everyone who could afford the entrance fee. The layout of Changgyeongwon was studied by a comparison and analyzation of modern plans and photographs. It was composed of the central museum zone, northern botanical garden zone, and southern zoological garden zone. A conservatory and greenhouse to exhibit and maintain tropical plants were intensively built in the botanical garden zone while an aviary was created on the zoo pond. In the vicinity of the aviary a vivarium was constructed. Museum exhibition facilities included a main building as well as existing buildings, and a western flower garden was created between the buildings. Space for children including a playground and horse-riding course were created in the 1930's. The paradisiacal image and pleasure grounds culture of Changgyeongwon were studied as follows. Firstly, it shows that Changgyeongwon's paradisiacal image where rare animals and exotic plants were open to the public was promoted by the zoo and botanical garden. This led to the creation of new popular leisure activities such as flower appreciation and animal watching. Secondly, Changgyeongwon offered an urban leisure space, symbolizing the 'non-urban nature within the city' where the urban residents could escape from the daily routine. Thirdly, Changgyeongwon was known for its 'fantastic night landscape' by its night opening during the cherry blossom season. This cherry blossom viewing at night sadly degenerated by various shows and drinking, and as a result, an image of a deviant paradise was given to Changgyeongwon. Changgyeongwon contributed to creating a new space with its diverse facilities, and the public embraced the urban culture through experiences of pleasure and entertainment.

Effects of Live Commerce and Show Host Attributes on Purchase Intention: Including the Mediating Effects of Content Flow (라이브 커머스 및 쇼 호스트 특성이 구매의도에 미치는 영향: 콘텐츠 몰입의 매개효과를 포함하여)

  • Kim, Sung Jong;Heo, Chul Moo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • 제16권3호
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    • pp.177-191
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    • 2021
  • Due to the development of mobile devices and streaming technology, many changes in consumption patterns have appeared. In addition, social impact is becoming an era of non-face-to-face consumption due to the panthermic environment of COVID-19. Accordingly, in line with the non-face-to-face consumption trend, we focused on the importance of live commerce, which is emerging as a new distribution channel, and tried to investigate the causal relationship that the characteristics of live commerce and show hosts have on purchase intention. The respondents of this study were 235 general adults of live commerce users. Interaction, economics, entertainment as the characteristics of live commerce and attractiveness, professionality, and awareness as the characteristics of show hosts were set as independent variables. Purchase intention was set as the dependent variable, and content flow was set as the mediating variable. As a result of the study, it was found that the characteristics of live commerce such as Interaction, economics, entertainment, and the characteristics of show hosts such as attractiveness, professionality, and awareness all had a positive (+) significant effect on purchase intention. The impact was shown in the following order: entertainment of live commerce, awareness, attractiveness, professionality of show hosts, economics, interaction of live commerce. In addition, the results of the mediating effect of content flow on purchase intention are as follows. Content flow was found to play a mediating role between interaction, entertainment, attractiveness, professionality, awareness and purchase intention. On the other hand, economics was analyzed to have no mediating effect. The implications of this study are as follows. Companies and show hosts that sell products in live commerce should sell products that can inspire consumers rather than simply sell products. In addition, it is considered that content that provides entertainment and attractions gives pleasure to consumers. If not only a well-recognized show host, but also people with high recognition in various fields such as influencers and creators, become show hosts, consumers' content flow and purchase intentions will increase. And vendors must offer interesting content development and reasonable prices. Show hosts need to focus on active communication with consumers.

Effect of Customer's Emotion Experienced during Internet Shopping On Shopping Behavior According to Internet Shopping Motivation (인터넷 쇼핑동기에 따른 인터넷 쇼핑몰 특성과 고객감정 및 행동과의 관계)

  • Kim, Sang Hee;Kim, Kyung Ae;Park, Man Suk;Yang, Ji Hoon
    • Management & Information Systems Review
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    • 제30권1호
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    • pp.1-37
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    • 2011
  • Prior researches on Internet shopping have focused on cognitive, technological factors, but this research is focused on emotions experienced during internet shopping. Examines emotion types experienced during internet shopping and shopping mall characteristics influencing emotional response and effect of emotions on internet shopping behavior, specifically focusing on shopping motivation difference. The data, collected from a sample of 323 internet shoppers, indicate that emotion types experienced during internet shopping and shopping mall characteristics influencing emotional response and emotional response influencing internet shopping behavior are difference among shopping motivation. Theses results provide insights on internet shopping mall management according to shopping motivation.

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A Study on the IPTV Use Perception and Factors Influencing IPTV Adoption (IPTV 이용자의 이용인식과 수용결정요인에 관한 연구)

  • Kim, Mi-Sun
    • Korean journal of communication and information
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    • 제52권
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    • pp.177-202
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    • 2010
  • IPTV has been drawing attention as a representative convergence media. The analysis of the convergence media, as like IPTV, requires an investigation into the use perception and multidimensional factors. So this research examines the IPTV usage, based on the Technology Acceptance Model. The analysis was made with the 500 users, based on the online survey. The first results is concerned with the user characteristics. A positive influential relationship between the user characteristics and use perception was confirmed, along with the individual attribute and environmental influence. The second, 'perceived ease of use' was found to positively influence 'perceived usefulness' and 'perceived playfulness'. This finding suggests that it is an important diffusion strategy to enhance the ease of use of IPTV. The third is the emphasis of playfulness of IPTV. Since IPTV is multimedia, playfulness played a significant role in diffusing IPTV. The application of the TAM to the media analysis of IPTV, which reflects the environments of the convergence media and use perception, was successful in drawing a significant outcome.

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