• Title/Summary/Keyword: Dissonance

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Investigating the Influence of Perceived Usefulness and Self-Efficacy on Online WOM Adoption Based on Cognitive Dissonance Theory: Stick to Your Own Preference VS. Follow What Others Said (온라인 구전정보 수용자의 지각된 정보유용성과 자기효능감이 구전정보 수용의도에 미치는 영향에 관한 연구: 의견고수와 구전수용의 비교)

  • Lee, Jung Hyun;Park, Joo Seok;Kim, Hyun Mo;Park, Jae Hong
    • Asia pacific journal of information systems
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    • v.23 no.3
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    • pp.131-154
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    • 2013
  • New internet technologies have created a revolutionary new platform which allows consumers to make decision about product price and quality quickly and provides information about themselves through the transcript of online reviews. By expressing their feelings toward products or services on virtual opinion platforms, users extend their influence into cyberspace as electronic word-of-mouth (e-WOM). Existing research indicates that an impact of eWOM on the consumer decision process is influential. For both academic researchers and practitioners, investigating this phenomenon of information sharing in online website is essential given the increasing number of consumers using them as sources of purchase decisions. It is worthwhile to examine the extent to which opinion seekers are willing to accept and adopt online reviews and which factors encourage adoption. Discerning the most motivating aspects of information adoption in particular, could help electronic marketers better promote their brand and presence on the internet. The objectives of this study are to investigate how online WOM influences a persons' purchase decision by discovering which factors encourage information adoption. Especially focused on the self-efficacy, this research investigates how self-efficacy affects on information usefulness and adoption of online information. Although people are exposed to same review or comment about product or service, some accept the reviews while others do not. We notice that accepting online reviews mainly depends on the person's preference or personal characteristics. This study empirically examines this issue by using cognitive dissonance theory. Specifically, in the movie industry, we address few questions-is always positive WOM generating positive effect? What if the movie isn't the person's favorite genre? What if the person who is very self-assertive so doesn't take other's opinion easily? In these cases of cognitive dissonance, is always WOM generating same result? While many studies have focused on one direct of WOM which indicates positive (or negative) informative reviews or comments generate positive (or negative) results and more (or less) profits, this study investigates not only directional properties of WOM but also how people change their opinion towards product or service positive to negative, negative to positive through the online WOM. An experiment was conducted quantitatively by using a sample of 168 users who have experience within the online movie review site, 'Naver Movie'. Users were required to complete a survey regarding reviews and comments taken from the real movie page. The data reflected user's perceptions of online WOM information that determined users' adoption level. Analysis results provide empirical support for the proposed theoretical perspective. When user can't agree with the opinion of online WOM information, in other words, when cognitive dissonance between online WOM information and users' preference occurs, perceived self-efficacy significantly decreases customers' perception of usefulness. And this perception of usefulness plays an important role in determining users' intention to adopt online WOM information. Most of researches have been concentrated on characteristics of online WOM itself such as quality or vividness of information, credibility of source and direction of online WOM, etc. for describing effect of online WOM, but our results suggest that users' personal character (e.g., self-efficacy) plays decisive role for acceptance of online WOM information. Higher self-efficacy means lower possibility to accept the information that represents counter opinion because of cognitive dissonance, whereas the people that have lower self-efficacy are willing to accept the online WOM information as true and refer to purchase decision. This study suggests a model for understanding role of direction of online WOM information. Also, our result implicates the importance of online review supervision and personalized information service by confirming switching opinion negative to positive is more difficult than positive to negative through the online WOM information. This implication would help marketers to manage online reviews of their products or services.

Narrative Structure and Ludonarrative Dissonance in the Video Game, "Red Dead Redemption 2" (<레드 데드 리뎀션 2>의 서사 형식과 서사 부조화)

  • Chun, Bum-Sue
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.5
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    • pp.59-72
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    • 2020
  • Video games have become a powerful tool to tell a complex story realistically thanks to modern technology. Rockstar Games' Red Dead Redemption 2 (2018), is a video game title that touts cinematic qualities such as superb acting by the voice actors and jaw-dropping cinematography as well as a rich narrative following the protagonist, Arthur Morgan's quest for redemption. Using Aristotle's Poetics and Robert Mckee's Aristotelian theory on storytelling, this study highlights Arthur's gradual change from a ruthless gunman to an altruistic hero, from which it derives the theme of redemption, and his super-objective to protect those he cares about. Then, it also explains a variety of possibilities in the narrative of the game determined by the opened-ended game mechanics, particularly the "honor" system, which reflects Arthur's moral choices on the narrative presentation with different sets of dialogue and endings. However, the study ultimately argues Red Dead Redemption 2 to be incohesive in its storytelling due to "ludonarrative dissonance," a concept coined by Clint Hocking, which indicates a conflict between the narrative and game mechanics of a video game. It's mainly because the game's various narrative choices bring changes to neither the theme nor Arthur's super-objective. Furthermore, the double-standard of evaluation in the "honor" system, and its numeric ranking system of honor also lend themselves to ludonarrative dissonance even further. After all, the study ultimately claims ludonarrative dissonance in Red Dead Redemption essentially disrupts the game's narrative unity, which is Aristotle's one of most emphasized upon traits of any story and signifies the game's instability as a storytelling medium.

The Qualitative Study on the Emotional Labor of Fashion Sales Personnel -Focused on Fast Fashion Sales Personnel- (의류 판매원의 감정 노동에 관한 질적 연구 -패스트 패션 판매원을 중심으로-)

  • Lee, Seung-Hee;Kim, Gi-Hyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.5
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    • pp.534-548
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    • 2012
  • This study investigates the emotional labor of fast fashion sales personnel using the qualitative research method. The research was performed through an in-depth interview with 10 sales personnel (managers, coordinators, head cashiers, and sales associates) who experienced fast fashion brands from July to October in 2011. The results of this study provide that fast fashion brands do have specific feeling rules and display behavior. Even though the sales personnel spend an extremely short time (about 1 minute) to serve customers, most of them experience exhaustion, fatigue, burnout and self-alienation because of emotional dissonance. Sales personnel do deep-acting and surface acting simultaneously and interviewees who have longer and more sales experience express less emotional dissonance. To reduce the negative results of emotional labor, the company plays an important role through the organizational culture; in addition, deep-acting could be recommended for a beginner until they are comfortable with sales. The results of this study provide the elements of emotional labor in a fast fashion and practical suggestions for store operation and sales personnel training.

A Study on Ludo-narrative Harmony in the Video Game "Ghost of Tsushima" (비디오 게임 "고스트 오브 쓰시마"의 게임플레이-스토리의 조화성 고찰)

  • Chun, Bumsue
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.87-104
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    • 2021
  • Ludo-narrative dissonance is a prevalent problem among open-world genre video games. However, Ghost of Tsushima (2020) alleviates this issue by designing its characters and narrative structure influenced by Akira Kurosawa's samurai films. The game's protagonist represents "Bushido," a samurai code, and the structure exudes similarity to Joseph Campbell's "Hero's Journey," which heavily influenced Kurosawa's films. The developers also designed the gameplay mechanics such as level-up system, map design, and side quests based on these narrative traits, ultimately making the goal of the narrative and the gameplay mechanics cohesive.

Effects of Initiation and Perceived Similarity on the Evaluation of Online Communities (온라인 커뮤니티 속 가입절차 및 지각된 유사성에 따른 평가의 차이)

  • Yoo, Jihyun;Kang, Hyunmin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.21 no.4
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    • pp.25-36
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    • 2018
  • Nowadays, it is hard to imagine one's life without smart phones or the internet. Furthermore, not only do people form groups offline, but also online. Based on the cognitive dissonance theory, there have been many studies about how an offline group's initiation affects attitudes toward the group. However, there has not been a study about how an online group's initiation can affect attitudes toward the group. Therefore, this study aims to find out how cognitive dissonance aroused by initiation affects the attitudes toward the online community, which represents groups that are formed online. In addition, this study examined how perceived similarity affects changes in attitude aroused by cognitive dissonance. Participants were assigned to a group in three ways as follows: without a registration process, with a simple registration process, and/or with a complex registration process. Perceived similarity was calculated by the difference between the current body mass index (BMI) and the target BMI of the participant. Attitudes toward the online group were measured by perceived source credibility, perceived information quality, satisfaction, information usefulness, and continuance intention. Contrary to the cognitive dissonance theory, the results showed that when applied to offline social groups, there were conflicting results. There were cases where there was no difference in the evaluation between initiation conditions. However, other cases showed that groups with the most complex registration process were found to have the worst evaluation. People were more favorable toward the group when the perceived similarity was larger. Interestingly, people who had higher perceived similarity had more positive attitudes toward the groups that had been assigned with a registration process compared to the group formed without a registration process. Conversely, people with lower perceived similarity had more positive attitudes toward the group when there was no initiation process. Online communities may use the results of this study to design more suitable registration processes for their communities.

Purchasing Avoidance of Digital Convergence Products: Focusing on the Customer's Psychological Factors and the Innovation Resistance (디지털 컨버전스제품 구매회피에 관한 연구: 소비자의 심리적 요인과 혁신저항을 중심으로)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Lee, Eun-Kyung;Oh, Dae-Yang
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.270-284
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    • 2009
  • There is a big attention to digital convergence products(DCP) nowadays. However, consumers' response on the DCP is not always positive. These products may not match consumers' value and consumers may not know how to use them, because the DCP is generally innovative products. DCP marketers should learn that why consumers do not purchase them. Thus, this paper examines and identifies the consumers' purchase-avoiding psychological factors and antecedents on DCP. In detail, It is empirically checked that how the relationship between purchase-preventing factors such as complexity, incongruence, uncertainty, and unreasonability and purchase-avoiding psychological factors such as dissonance, innovation resistence, and perceived loss is. Also, these purchase-avoiding psychological factors' influence on the purchase-intention is empirically checked. As results, complexity and incongruence have an effect on the innovation resistence significantly. Uncertainty and unreasonability influence perceived loss variable. Unreasonability also influences consumers' cognitive dissonance variable. Additionally, cognitive dissonance have an influence on innovation resistence positively, and such innovation resistence influence consumer's purchase-intention negatively. Therefore, marketers should think twice about the roles of these purchase-preventing factors before launching.

Emotional Labor between Service Job vs. Non-Service Job and Effect of Emotional Labor on Depression and quality of Life (서비스직과 비서비스직의 감정노동 및 감정노동이 우울과 삶의 질에 미치는 영향)

  • Kim, Hwan;Han, Sumi;Choi, Hyera
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.177-188
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    • 2019
  • Emotional labor is the process of regulating feelings or emotions and expressing them in the way that fulfill job requirement. There have been many studies about characteristics or related variables of service workers' emotional labor, but are few studies comparing emotional labor between service workers and non-service workers. Therefore we are to examine the differences of emotional labor among the different types of workers. And as depression and lowered quality of life are well known negative consequences of emotional labor, we also intend to study the relationship between depression, quality of life, and emotional labor. Data were collected from 125 sales workers, and 186 cyber university full time students. And as to assure the student participants to be non-service workers, we limited the participant job as administrator, soldier or housewife. To compare differences of groups, one-way ANOVA was performed with Fisher's LSD as post hoc comparison. On overload in customer reception, service workers showed significantly higher scores, and on demand of emotional regulation/emotional dissonance/depression, both service workers and housewives showed significantly higher scores. Also analysis of multiple regression was performed, and the result showed that, emotional dissonance increased depression but decreased quality of life, while support/care increased quality of life, but decreased depression. With the result, implications and limitations of this study were discussed.

Loving or Eating?: Eating Meat and Mind Perception toward Animals and Sexually Objectified Women (사랑할까, 먹을까?: 동물과 성적 객체화된 여성에 대한 마음지각과 고기를 먹는 행동의 관계)

  • Shin, Hong-Im
    • Science of Emotion and Sensibility
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    • v.22 no.2
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    • pp.69-82
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    • 2019
  • Do animals have a mind? Our understanding about whether animals have minds depends on our relationship with animals, as we cannot determine animals' actual minds. These two studies presented here thus examined the meat paradox, that is, an inconsistency between love for animals and the act of enjoying eating meat in the context of mind perception. Study 1 examined whether mind perceptions toward various animals are classified on the basis of experience-related capacities, such as feeling pain, and agency-related capacities, such as having self-control. In Study 2, mind perceptions toward cows and sexually objectified women were classified on the basis of food condition and non-food condition. In the food condition (experimental condition), cows were portrayed as products for meat consumption, whereas in the control condition, they were described as animals living on a farm, eating grass. The results of Study 2 demonstrated revealed that mind perception was positively associated with how morally incorrect it was to eat animals. Study 2 thus demonstrated that the scores of mind perception toward cows and sexually objectified women in the experimental condition were significantly lower than those in the control condition. These reduced mind attribution in the experimental condition implied that people may be motivated to reduce cognitive dissonance between their attitudes toward animals, such as loving them, and their behaviors, such as, eating meat. In addition, these results suggest that objectification toward animals may impact the objectification and mind perception toward human beings as well. These findings highlight the role of dissonance reduction in the meat paradox and objectification theory so as to understand basic psychological processes involved while making moral choices in everyday life.

The Effects of Emotional Labor on Job Stress and the Professional Identity of Sports Coaches for People with Disability (장애인스포츠지도자의 감정 노동이 직무스트레스 및 전문 직업 정체성에 미치는 영향)

  • Hong-Young Jang;Seung-Deuk Roh
    • Journal of Industrial Convergence
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    • v.21 no.5
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    • pp.123-132
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    • 2023
  • The purpose of this study is to examine the effects of emotional labor on job stress and the professional identity of sports coaches for people with disability. 190 surveys targeting sports coaches for people with disability working at sports associations for people with disability, rehabilitation sports centers, and welfare centers for people with disability in the metropolitan area were collected and used for analysis. Using the SPSS 22.0 statistical program, the collected data were subjected to frequency analysis, correlation analysis, and multiple regression analysis. As a result of the study, it was confirmed that emotional dissonance, a sub-factor of emotional labor, affects role ambiguity and role overload in job stress. The expression diversity, a sub-factor of emotional labor, had an impact on publicity, use of professional organizations, and sense of responsibility, which were sub-factors of professional identity. It was confirmed that emotional dissonance affects the autonomy of professional identity and the sense of responsibility. It was also confirmed that role ambiguity, a sub-factor of job stress, had an effect on professional identity, and that role overload had an effect on publicity and autonomy. As a follow-up, a detailed in-depth study including perceptions and thoughts on the types of emotional labor of sports coaches for people with disability according to national regions and categories other than metropolitan areas is needed.

Concept Analysis of Nurses' Emotional Labor (간호사의 감정노동 개념분석)

  • Ahn, EunKyong
    • Journal of Korean Academy of Rural Health Nursing
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    • v.10 no.1
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    • pp.5-15
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    • 2015
  • Purpose: This study was conducted to analyze the concept of nurses' emotional labor. Method: Rodgers's evolutionary concept analysis was used. Result: Nurses' emotional labor can be defined by two attributes: emotional distortion and self-regulation process. Antecedents of nurses' emotional labor include interactional, organizational and personal factors. The consequences of nurses' emotional labor are emotional dissonance and internalization of organizational display rules. Conclusion: Appropriate instrument to operationalize the concept need to be developed.