• Title/Summary/Keyword: Arousal seeking

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The Influence of Consumer's Involvement and Arousal Seeking Tendency on Preference of Hanbok and Purchasing Behavior of Hanbok (소비자의 관여와 감각추구성향이 한복선호도와 한복구매행동에 미치는 영향)

  • Kim, Soon Ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.2
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    • pp.349-366
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    • 2022
  • The purpose of this study was to reveal the influence of consumers' Hanbok involvement and arousal seeking tendency on their Hanbok preference and purchasing behavior. The survey subjects were male and female consumers ranging in age from teens to those in their fifties. An online survey was conducted, and 627 people were analyzed. Version 26.0 of SPSS was used to perform a t-test as well as frequency, correlation, factor, reliability, and regression analyses. As a result, both Hanbok involvement and arousal seeking tendency derived four factors each. All four factors of Hanbok involvement had a significant effect on Hanbok preference. Two factors of arousal seeking tendency had a significant effect on Hanbok preference. Hanbok preference had a partially significant effect on Hanbok purchasing behavior. Hanbok involvement and arousal seeking tendency had a partially significant impact on Hanbok purchasing behavior. In conclusion, this study is meaningful in that it, for the first time, derived the factor of Hanbok involvement by considering the concept of involvement as it relates to Hanbok and identified that involvement and arousal seeking tendency are variables that affect Hanbok preference and purchasing behavior.

The Effect of Arousal Seeking Tendency on Physical Education Intrinsic Motivation and Physical Education Attitude of Middle School Students (중학생의 각성추구성향이 체육수업내적동기 및 체육교과태도에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.544-553
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    • 2016
  • Subjects consisting of 335 middle school students were analyzed using arousal seeking tendency scales to determine the effect on student's scores on scales for physical education intrinsic motivation and physical education attitude. The data were subjected to frequency analysis, correlation analysis, reliability analysis, exploratory factor analysis, and multiple regression analysis as statistical methods. The results were as follows. In the subscales of arousal seeking tendency, novelty seeking positively influenced interest, efforts, and competence. In the subscales of arousal seeking tendency, novelty seeking positively influenced physical education attitude, but thrill seeking negatively influenced health and fitness only. In the subscales of physical education intrinsic motivation, interest and efforts positively influenced physical education attitude, while both competence and tension partly influenced it. These findings indicate that improving both attitude and intrinsic motivation of middle school students toward physical education would require a method of teaching and learning that encourages students′ novelty seeking in the subscales of arousal seeking tendency.

The Role of Clothing Involvement in the Influential Relationship of Sensation Seeking Tendency and Explorary Behavior on Clothing (감각추구성향이 의복탐색행동에 미치는 영향에 있어 의복 관여의 역할)

  • 정유진;이은영
    • Journal of the Korean Society of Clothing and Textiles
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    • v.23 no.4
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    • pp.609-620
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    • 1999
  • The purpose of the study were first to propose and determine the influence of sensation seeking tendency on exploratory behavior related to clothing would be mediated by consumer's clothing involvement and second to examine whether sensation seeking tendency is applicable variable on segmenting market expecially using underlying factors of sensation seeking tendency. A questionaire was developed and data were collected from 342 women ranged in age from 0 to 34 years. They were conveniently selected as a proper sample for applying and examining sensation seeking tendency. Arousal seeking tendency scale(Mehrabian & Russel 1974) was selected for operationalizing sensation seeking tendency and exploratory behavior related to clothing. As a result of regression the indirect effect mediated by clothing involvement of sensation seeking tendency on exploratory behavior was larger than the direct one. The influences of factors of sensation-seeking tendency behavior was larger than the direct one. The influences of factors of sensation-seeking tendency were also investigated. The influence of change-seeking tendency and new enviornment seeking tendency was considerably mediated by clothing involvement but that of risk-seeing tendency was not. Artistic sensation seeking tendency had little effect on clothing involvement and exploratory behavior related to clothing. As a result of regression the indirect effect mediated by clothing involvement of sensation seeking tendency on exploratory behavior was larger than influence of change-seeking tendency and new enviornment seeking tendency was considerably mediated by clothing involvement but that of risk-seeking tendency was not. Artistic sensation seeking tendency had little effect on clothing involvement and exploratory behavior related to clothing.

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The Effects of Experiential Barriers on Absorbing Experience in Adventure Sports - Focusing on the Moderating Effects of Arousal Seeking and Reactance Tendency - (모험 스포츠의 경험 장벽이 모험스포츠 몰입경험에 미치는 영향 - 감각추구성향과 반항성향의 조절효과를 중심으로 -)

  • Jeong, Yun-Hee
    • Management & Information Systems Review
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    • v.34 no.3
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    • pp.215-230
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    • 2015
  • This study defined the types of barrier and conducted the impact of barrier in adventurous sports. There are many research on adventurous sports, but these researches have several limitations. First, these studies have overlooked important role of barrier in adventurous sports. Also, previous studies on barriers haven't showed the moderating effects of personality on barriers. So, this study attempts to complement the lack of existing research and this purposes of the study is as follows. First, it is to show the positive impacts of barriers on absorbing experience that had been overlooked in the previous researches. Second, it is to propose the moderating effects of personality-arousal seeking, reactance tendency- on the relationship between barriers and absorbing experience. Survey research is employed to test these hypotheses. Previous researches, such as marketing, adventure sports, hedonic research, have been referenced to measure constructs. We collected data involving various adventure sports, and used 171 respondents to analyze these data using moderating regression. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding adventure sports and implying an enhanced ability to satisfy target consumers of it.

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Korean Emotional Laborers' Job Stressors and Relievers: Focus on Work Conditions and Emotional Labor Properties

  • Lee, Garam
    • Safety and Health at Work
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    • v.6 no.4
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    • pp.338-344
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    • 2015
  • Background: The present study aims to investigate job stressors and stress relievers for Korean emotional laborers, specifically focusing on the effects of work conditions and emotional labor properties. Emotional laborers are asked to hide or distort their real emotions in their interaction with clients. They are exposed to high levels of stress in the emotional labor process, which leads to serious mental health risks including burnout, depression, and even suicide impulse. Exploring job stressors and relieving factors would be the first step in seeking alternatives to protect emotional laborers from those mental health risks. Methods: Using the third wave data of Korean Working Conditions Survey, logistic regression analysis was conducted for two purposes: to examine the relations of emotional labor and stress, and to find out job stressors and relievers for emotional laborers. Results: The chances of stress arousal are 3.5 times higher for emotional laborers; emotional laborers experience double risk-burden for stress arousal. In addition to general job stressors, emotional laborers need to bear burdens related to emotional labor properties. The effect of social support at the workplace is not significant for stress relief, unlike common assumptions, whereas subjective satisfaction (wage satisfaction and work-life balance) is proven to have relieving effects on emotional laborers' job stress. Conclusion: From the results, the importance of a balanced understanding of emotional labor for establishing effective policies for emotional laborer protection is stressed.

THE IMPACT OF STRESS ON ADDICTION

  • Goeders Nick E.
    • Proceedings of the Korean Society of Applied Pharmacology
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    • 2004.11a
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    • pp.18-34
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    • 2004
  • This paper will review data obtained primarily from our preclinical investigations that show that exposure to stress has a significant impact on drug taking. Stress increases reward associated with psychomotor stimulants, possibly through a process similar to sensitization, and a growing clinical literature indicates that there is also a link between substance abuse and stress in human addicts. One explanation for the high concordance between stress-related disorders and drug addiction is the self-medication hypothesis, which suggests that a dually-diagnosed person often uses the abused substance to cope with tension associated with life stressors or to relieve symptoms of anxiety and depression resulting from a traumatic event. However, another characteristic of drug self-administration is that drug delivery and its subsequent effects on the HPA axis are under the direct control of the individual. This controlled activation of the HPA axis may result in the production of an internal state of arousal or stimulation that is actually sought by the individual (i.e., the sensation-seeking hypothesis). During abstinence, however, exposure to stressors or drug-associated cues can stimulate the HP A axis to remind the individual about the effects of the abused substance, thus producing craving and promoting relapse. Stress reduction, either alone or in combination with pharmacotherapies targeting the HPA axis may prove beneficial in reducing cravings and promoting abstinence in individuals seeking treatment for addiction. Of primary importance is to reduce the impact of cocaine-associated environmental stimuli on the HPA axis so that they no longer function as triggers for relapse.

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Multimedia UCC Services as a Web 2.0 and Consumer Participation (웹2.0의 동영상 UCC 서비스현황과 소비자 참여)

  • Kim, Yeon-Jeong;Park, Sun-Young
    • Journal of Families and Better Life
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    • v.26 no.1
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    • pp.95-105
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    • 2008
  • This paper identifies current status and key determinants of participation in multimedia UCC as a web2.0 paradigm. Significant factors composed of IT digital convergence environments and young generation's value, attitude to connecting to web (human relation, visual expressionism, arousal, et al). This paper analyze multimedia UCC service status & current status of participation level of UCC users. The research implemented to analysis customer click streaming data (inter-temporary page-view, unique user)of small-mid multimedia UCC Company and to 2nd data(ww.rankey.com) for page-view and unique user to participation tendency by age and sex about total participation amount of multimedia UCC. In case of young generation be familiar with new internet service, Internet web space meaning important information seeking media and 1 person media able to connect to new web network as prosumer. In UCC centered internet business, web based customers implemented the role of prosumer as generate web contents and consuming to net-working.

Media Habits of Sensation Seekers (감지추구자적매체습관(感知追求者的媒体习惯))

  • Blakeney, Alisha;Findley, Casey;Self, Donald R.;Ingram, Rhea;Garrett, Tony
    • Journal of Global Scholars of Marketing Science
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    • v.20 no.2
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    • pp.179-187
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    • 2010
  • Understanding consumers' preferences and use of media types is imperative for marketing and advertising managers, especially in today's fragmented market. A clear understanding assists managers in making more effective selections of appropriate media outlets, yet individuals' choices of type and use of media are based on a variety of characteristics. This paper examines one personality trait, sensation seeking, which has not appeared in the literature examining "new" media preferences and use. Sensation seeking is a personality trait defined as "the need for varied, novel, and complex sensations and experiences and the willingness to take physical and social risks for the sake of such experiences" (Zuckerman 1979). Six hypotheses were developed from a review of the literature. Particular attention was given to the Uses and Gratification theory (Katz 1959), which explains various reasons why people choose media types and their motivations for using the different types of media. Current theory suggests that High Sensation Seekers (HSS), due to their needs for novelty, arousal and unconventional content and imagery, would exhibit higher frequency of use of new media. Specifically, we hypothesize that HSS will use the internet more than broadcast (H1a) or print media (H1b) and more than low (LSS) (H2a) or medium sensation seekers (MSS) (H2b). In addition, HSS have been found to be more social and have higher numbers of friends therefore are expected to use social networking websites such as Facebook/MySpace (H3) and chat rooms (H4) more than LSS (a) and MSS (b). Sensation seekers can manifest into a range of behaviors including disinhibition,. It is expected that alternative social networks such as Facebook/MySpace (H5) and chat rooms (H6) will be used more often for those who have higher levels of disinhibition than low (a) or medium (b) levels. Data were collected using an online survey of participants in extreme sports. In order to reach this group, an improved version of a snowball sampling technique, chain-referral method, was used to select respondents for this study. This method was chosen as it is regarded as being effective to reach otherwise hidden population groups (Heckathorn, 1997). A final usable sample of 1108 respondents, which was mainly young (56.36% under 34), male (86.1%) and middle class (58.7% with household incomes over USD 50,000) was consistent with previous studies on sensation seeking. Sensation seeking was captured using an existing measure, the Brief Sensation Seeking Scale (Hoyle et al., 2002). Media usage was captured by measuring the self reported usage of various media types. Results did not support H1a and b. HSS did not show higher levels of usage of alternative media such as the internet showing in fact lower mean levels of usage than all the other types of media. The highest media type used by HSS was print media, suggesting that there is a revolt against the mainstream. Results support H2a and b that HSS are more frequent users of the internet than LSS or MSS. Further analysis revealed that there are significant differences in the use of print media between HSS and LSS, suggesting that HSS may seek out more specialized print publications in their respective extreme sport activity. Hypothesis 3a and b showed that HSS use Facebook/MySpace more frequently than either LSS or MSS. There were no significant differences in the use of chat rooms between LSS and HSS, so as a consequence no support for H4a, although significant for MSS H4b. Respondents with varying levels of disinhibition were expected to have different levels of use of Facebook/MySpace and chat-rooms. There was support for the higher levels of use of Facebook/MySpace for those with high levels of disinhibition than low or medium levels, supporting H5a and b. Similarly there was support for H6b, Those with high levels of disinhibition use chat-rooms significantly more than those with medium levels but not for low levels (H6a). The findings are counterintuitive and give some interesting insights for managers. First, although HSS use online media more frequently than LSS or MSS, this groups use of online media is less than either print or broadcast media. The advertising executive should not place too much emphasis on online media for this important market segment. Second, social media, such as facebook/Myspace and chatrooms should be examined by managers as potential ways to reach this group. Finally, there is some implication for public policy by the higher levels of use of social media by those who are disinhibited. These individuals are more inclined to engage in more socially risky behavior which may have some dire implications, e.g. by internet predators or future employers. There is a limitation in the study in that only those who engage in extreme sports are included. This is by nature a HSS activity. A broader population is therefore needed to test if these results hold.

Fashion Behavior and Optimum Stimulation Level of Male and Female University Students (남녀대학생(男女大學生)의 패션행동(行動)과 최적자극수준(最適刺戟水準))

  • Kim, Jin-A;Yoo, Tai-Soon
    • Journal of Fashion Business
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    • v.1 no.2
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    • pp.55-64
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    • 1997
  • This study adapted OSL (Optimum Stimulation Level) to induce the customer's behavior, especially customer's fashion behavior. The purpose of the fashion advertisement was to accelerate the purchasing desire for the clothes by catching the customer's attention. OSL is one of the methods. OSL can satisfy customers' desires using the new stimulation that reveals a customer's individual characters. In general, women are more concern about fashion and sensitive to the clothes of new fashion than men. But nowadays, many of the men are also concern about their appearance and fashion. The differences between men and women in fashion behavior and in each factor, of OSL, especially a relationship between OSL factor and fashion behavior are researched in this study. Such differences analyzed to find the sources that can satisfy their various desires. This study was expected to provide good information to plan advertising strategy in unpredictable market situation. The subjects for this study were 308 male and female university students. Mehrabian and Russell (1974),s ASTS(Arousal Seeking Tendency Scale) was adapted to measure the OSL, and twenty questions regarding fashion leadership and clothing importance released by Kwon, Shin, Lee, are adapted to measure the fashion behavior. An ANOVA was used as statistical analyzing method to find out the difference between men and women in fashion behavior. The relationship between fashion behavior and difference between men and women in OSL factors were measured by MANOVA. Conclusions were as follows; 1. In consciousness degree of fashion leadership and clothing importance in the fashion behavior, women were higher than men. 2. There was a difference between men and women in OSL's each factors in "unusual stimuli" and "sensuality", but there is no significant statistical difference in factors of "change", "risk", "new environment". Therefore women are higher than men in the stimulation level of "unusual stimuli" and" sensuality". 3. Low element of OSL relating to fashion behavior is from "change" and "unusual stimuli". 4. For the relationship between OSL and fashion behavior, fashion leadership and clothing importance were recognized better in the group of higher level of "change" and "unusual stimuli" irrespective of sex. In the case of "change" which is one of OSL factors, High OSL groups were higher than low OSL groups in the consciousness level of the fashion leadership and clothing importance. In men's case, High OSL-Change groups were higher than Low OSL-Change groups in the fashion leadership, but there was no difference between two groups in the consciousness of the clothing importance. In the case of "Unusual Stimuli", High OSL groups were superior to Low OSL groups in the fashion leadership, but there was no significant difference between two groups in the clothing importance. In women's case, High OSL-Change groups were superior to Low OSL-Change groups. In the case of "Unusual Stimuli", High OSL groups were superior to Low OSL groups in the fashion leadership, but there was no difference between two groups in the clothing importance.

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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