• Title/Summary/Keyword: 일탈감

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Effects of Innovation and Peer Pressure on Color Make-up Behaviors of Middle and High School Students (여중고생의 혁신과 또래압력이 색조화장행동에 미치는 영향)

  • Nam, Hun-Ihl;Song, Kie-You;Lee, Jay
    • CRM연구
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    • v.3 no.2
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    • pp.1-20
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    • 2010
  • Due to the nature of teenage students' common tendency of being drawn to consumption conformity engendered by popular trends, and further expanding their unique collectivist culture, this study presumes that middle and high school female students as well have an influential factor that creates their distinctive trait. This study is intended to investigate the students' personal characteristics and effects of social reference groups, and further scrutinize how these influences transcends to deviant make-up behaviors. A total of 297 subjects, middle and high school female students, participated in a survey, using questionnaires focused primarily on the degrees of color makeup and the influences imposed by classmates. The findings of the study are as follows. First, regarding makeup behavior displayed by middle and high school female students, social self-esteem had positive influence on innovation and peer pressure. Second, perceived visibility conversely had negative impacts on innovation and peer pressure. This indicates that if perceived visibility is at a salient level, this already signifies lack of innovation. Third, makeup innovation and peer pressure demonstrated by middle and high school students all showed positive influence on their makeup behaviors. Additionally, peer pressure, in comparison to innovation, had greater influence on makeup behaviors, which indicates that peer pressure play a great role in makeup behavior of middle and high school students. Fourth, makeup behaviors showed strong impacts on makeup satisfaction and rendering deviant behaviors, which indicates that a new direction and perspective regarding middle and high school students' makeup behavior is critical.

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Effect of Cultural Tour Experience Hahoe Village at Andong on Touring Satisfaction and Behavioral Intention (안동 하회마을 문화관광체험이 관광만족과 행동의도에 미치는 영향)

  • Cho, Tae-Young;Seo, Tai-Yang
    • The Journal of the Korea Contents Association
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    • v.9 no.7
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    • pp.361-370
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    • 2009
  • This research, targeting the visitors to Hahoe Village at Andong, which is a cultural tourist attraction with its traditional cultural heritage well preserved, aimed at offering applicable implications to the staff in charge of management of Hahoe Village at Andong by clarifying which cultural tour experience factor has an effect on touring satisfaction and visitors' behavioral intention as a follow-up attitude from touring satisfaction, i.e. effect relationship between the intention of re-visit and intention of recommendation in a structural viewpoint. To sum up this research result, first, there are two factors of cultural tour experience: education and escape. These were found to have a positive effect on touring satisfaction. Second, four factors of cultural touring experience was found to have a positive effect on visitors' behavioral intention. Third, touring satisfaction was found to have a positive effect on visitors' behavioral intention

The Impact on Attitude-Change of Experience Programmes at Cultural Heritage Sites (문화유산 관광지 프로그램의 체험성이 방문객 태도변화에 미치는 영향)

  • Yun, Ja-Yon;Youn, Seung-Ho;Um, Seo-Ho
    • Korean Journal of Heritage: History & Science
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    • v.48 no.3
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    • pp.120-137
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    • 2015
  • This study aims to understand the ways in which experience programmes affect visitors' attitude at cultural heritage sites. Through a literature review, this study constructed measurement scales that specifically measure experience at the cultural heritage sites. Afterwards, this study measured visitors' experience, satisfaction, and attitude at cultural heritage sites. This study found that visitors experience fun, authenticity, leaning, and a sense of escaping/togetherness through the experience programmes. Second, authenticity, fun and learning influence their satisfaction in terms of their visit, whereas a sense of escaping/togetherness does not link to their satisfaction. Third, visitors' satisfaction is the key determinant in changing their attitude. Fun is the key determinant that directly influence visitors' attitude change, whereas authenticity is the key determinant that indirectly influence visitors' attitude change.

A Study on the Metaverse Experience Economy Factors and Advertisement Acceptance Intention (메타버스 체험경제 요인과 광고 수용의도에 관한 연구)

  • Lee, Sangho;Kim, Taegyu;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.8 no.5
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    • pp.99-109
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    • 2022
  • The purpose of this study is to verify the effect of experiential economy factors using metaverse on the intention to accept advertisements reflecting new technologies. The subjects of this study were those located in G Metropolitan City and J Province, and those who experienced metaverse. From August 1 to September 10, 2022, 150 people participated in the survey without face-to-face. Analysis methods were frequency analysis, factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and three-step mediated regression analysis. The conclusion is as follows. First, the influence of metaverse experience on advertisement acceptance intention was shown in the order of relational experience, educational experience, and escapist experience. Second, it was found that the relational and educational experiences of metaverse partially mediate metaverse usefulness and affect the advertisement acceptance intention. Third, it was found that the relational and educational experiences of the metaverse partially mediate the metaverse presence and affect the advertisement acceptance intention. Also, it was found that the metaverse's escapist experience completely mediates the metaverse's presence and affects the advertisement acceptance intention. Fourth, it was found that the escapist experience of metaverse completely mediates the ease of use of metaverse and affects the advertisement acceptance intention. It is expected that this study will contribute to the construction of a new platform in the advertising market using various platforms of metaverse.

The Effects of Chinese Tourists' Perceived Experiential Value on Product and Store Satisfaction (중국 관광객의 지각된 쇼핑 경험 가치가 제품 및 점포 만족도에 미치는 영향)

  • Lee, Ha Kyung;Kim, Jimin;Kim, Eung Tae;Choo, Ho Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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    • pp.561-573
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    • 2015
  • The influence of tourists on the retail market in Korea continues to grow, and China has become the largest outbound-spending nation in the world. Korea's retail industry must comprehend the sophisticated consumption behavior of Chinese tourists. Hence, we explored how the experiential value of shopping in Korea affected Chinese tourists' satisfaction levels regarding stores and products. Findings from this study suggest entertainment and escapism mediate the effect of experiential value on consumer attitudes toward products and stores. This research was conducted with Chinese female tourists who shopped in Korea during their latest visit to this country. CFA and SEM were implemented using AMOS 20.0. The analysis of survey data produced interesting results. Visual appeal, crowding, and service excellence had positive impacts on entertainment, and they had a positive influence on both store satisfaction and product satisfaction. Regarding escapism, crowding and economic benefits had positive impacts, whereas visual appeal and service excellence had no effects. Results showed that escapism had a negative influence on attitudes toward both products and stores. To be clear, escapism refers to the status of absorption by which consumers are highly occupied with pleasant feelings, therefore, shopping when the motive of escapism is high is likely to be less rational and more impulsive. In this study, the diverse roles of different emotions associated with entertainment and escapism in the context of tourism shopping were identified. The findings provide practical implications for developing retail strategies and highlight the importance of the experiential values of shopping for tourists.

Search of Gender-Specific Theory through Empirical Testing of Factors of Girls' Delinquency based on Feministic Perspectives (페미니스트 관점에 근거한 소녀비행 요인의 검증을 통한 성-특성적 이론의 모색)

  • Kim, Ji-Youn;Jo, Hyun-Bin
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.275-285
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    • 2010
  • This research examines the relation of dissatisfaction about own real conditions, deviant labeling, self-esteem, abuse from parent, victimization and juvenile delinquency(smoking, drinking, run-away, assault, taking away stuffs or money, larceny). The evidence of a strong relation of these factors and girls' delinquency is well known through empirical researches by feminist criminologists. Feminist criminology had attention to the gender-specific factors that could explain girls' delinquency. Most of conventional delinquency theories, such as social bond theory, differential association theory, focused on bad boys' deviant behaviors. These theories has not been designed to apply to girls' troubles. According to the conclusion of the research, there seems to support researches of feministic perspectives.

Impact of Sense of Satisfaction with Regional Festival Experience Program upon Intention for Re-visit - With Focus on Andong International Mast Dance Festival - (지역축제 체험프로그램 만족이 재방문의사에 미치는 영향 - 안동국제탈춤페스티벌을 중심으로 -)

  • Lee, Jae-Man
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.370-379
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    • 2009
  • The author in this study carried out survey by questionnaires on the spectators who participated in the Andong International Mask Dance Festival being held from Sept. 26, 2008 to Oct. 5, 2008. Survey was designed to find out what was influence of sense of satisfaction from experience program upon spectators' intent for re-visit for such program in future. Result of analysis showed that experience program of Andong International Mask Dance festival was constituted of diverse aspects accordingly level of satisfaction by spectators for the program was very high. Also spectators' sense of anticipation for experiencing feeling of uniqueness and creativity appeared to be very high. In terms of level of satisfaction spectators showed high level satisfaction with sense of convenience and creativity aspect thus it was revealed that spectators' sense of satisfaction with festival experience program had significant impact on their intention for re-visit in future. In consideration of such fact there seemed to be need for versatile approach to experience program of Andong International Mask Dance Program and continuous research and development of experience program in order to meet changing desire of tourists thus there is urgent need for developing creative and more active experience program In future.

A Scheduling Algorithm for Fixed and Route Deviated Demand Responsive Transportation Service (고정 및 일탈노선을 대상으로한 수요감응 교통 "알고리즘" 개발에 관한 연구)

  • 유병석
    • Journal of Korean Society of Transportation
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    • v.2 no.1
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    • pp.33-68
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    • 1984
  • 수요감응교통체계는 승객들의 통행요구에 따라 보다 신속하고 효율적으로 안락하고 편리하게 경제적으로 교통서비스를 제공하는 것이다. 특히 기존의 공공교통수단이 미치지 못하는 저밀도 도시 지역의 통행수요를 만족시키는데 좋은 수단으로써 관심의 대상이 되고 있다. 즉 리무진 같은 소형차량을 이용하여 승객의 통행요청에 따라 개인적인 door-to-door 서비스를 제공하는 것이다. 본연구는 수요감응교통체계의 대안으로서 도시 서비스에 있어서 고정.노선변경승객 써비스에 대한 $\ulcorner$스케쥴 알고리즘$\lrcorner$을 개발하는데 목표를 둔바 목적함 수는 Waiting time, Riding time,Scheduled vehicle의 노선용량제한등과 같은 승객써비스 시 간제약에 대해서 각기 개별차량 여행과의 차를 극대화하여 보았다. 사용자중심 Sub-program과 PASS의 두 Sub-program으로 구성된 Simulation 모형을 활용할 경우 어떠 한 도시 써비스지역에서의 고정노선 혹은 변경노선 각각에 대해서 임시적인 차량운행의 감 응식 효율 증진에 크게 기여할 수 있는 것으로 나타났다.

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Psychological and behavioral profiles of adolescent on probation and high school students: With specific focus on moral disengagement, self-efficacy, delinquency, and academic achievement (보호관찰 청소년과 일반 청소년의 심리 행동특성 비교: 도덕적 이탈, 자기효능감, 가출, 학업성취를 중심으로)

  • Youngshin Park;Uichol Kim;Sooyeon Tak
    • Korean Journal of Culture and Social Issue
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    • v.12 no.2
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    • pp.45-76
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    • 2006
  • This article compares the psychological and behavioral profiles of adolescents on probation and high school students. A total of 253 adolescents on probation and 257 high school students completed an open-ended questionnaire developed by the present researchers and structured questionnaire that assessed moral disengagement and self-efficacy developed by Bandura (1995), delinquent behavior and academic achievement. Adolescents on probation reported that they engaged in delinquent behavior due to the fault of others and they were angry for being forced to be on probation. They are not likely to take responsibility and morally disengage from their delinquent actions. When compared to high school students, adolescents on probation are likely to report low self-efficacy, low academic grade, and less likely to feel proud of themselves. They are more likely to meet their friends in Internet and video game rooms and less likely to focus on academic achievement. Results of ANCOVA indicate that adolescents on probation have higher scores on moral disengagement, social efficacy, but lower score on efficacy for self-regulated learning. They are more likely to run away from home and have lower academic grade. The results of the discriminant analysis indicate that running away from home, social efficacy and moral disengagement are predictive of adolescents on probation and academic achievement and efficacy for self-regulated learning are predictive of high school students.

Lifestyels, community experiences, and immersion in online game world (온라인 라이프스타일에 따른 공동체 활동과 게임 몰입에 대한 탐색)

  • Whang, Leo Sang-Min;Kim, Jee-Yeon
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.770-779
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    • 2006
  • 한국 사회에서 사이버 공간, 특히 온라인 게임 세계가 사용자들에게 단순한 게임이나 가상 공간이 아닌 다양한 활동을 통해 현실과는 다른 방식의 또 다른 인생을 살아가는 새로운 생활공간으로 기능하고 있다. 본 연구에서는 온라인 게임 공간에서의 라이프스타일 유형을 확인하고, 리니지 2 와 메이플스 토리라는 두 가지 MMORPG 게임에서 이 유형이 어떻게 나타나는지를 확인하였다. 온라인 게임 '리니지'에서 구분된 온라인 라이프스타일은 '싱글 플레이어', '공동체지향 게이머', '탈사회적 게이머'였다.'리니지 2'를 대상으로 연구 결과, 온라인 게임 공간에서의 공동체 활동은 크게 공동목표, 집단유대감, 집단존중감, 집단영향력의 요인들로 구성되어있는 것으로 확인되었다. 온라인게임 사용자들은 온라인 게임에서 현실감, 조작용이성, 성취감, 친밀감, 소속감, 일탈적 행위를 통한 카타르시스를 통해 재미를 느끼는 것으로 확인되었다. 하지만, 이런 성향은 메이플스토리라는 저 연령층의 게임에서는 비교적 다르게 나타났다. 혈맹 또는 길드의 가입 비율은 비슷한 수준이었지만, 활동방식은 라이프스타일에 따라 다르게 나타났다. 게임세계에서의 라이프스타일은 연령이나 게임 사용기간에서는 큰 차이가 없는 것으로 나타났다. 그러나 공동체 활동과 온라인 게임에서 얻는 재미의 하위 요인들에서는 분명한 차이가 있는 것으로 확인되었다. 공동체 활동과 재미를 느끼는 측면에서의 차이로 인해 결국 온라인 게임에 몰입하는 정도도 차이가 있는 것으로 나타났다. 본 연구는 사이버 공간에서의 사람들의 심리적, 행동적 특성, 특히 온라인 게임에서의 사람들의 공동체 활동과 재미의 요소들을 탐색하였다는 측면에서 의의가 있다. 사람들이 온라인 게임 세계에 몰입하도록 만드는 요인들을 구체적으로 확인할 수 있었다는 측면에서 향후 사이버 공간을 기획하는 사람들에게 구체적인 시사점을 제시할 것이다.

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