• Title/Summary/Keyword: Enjoyment

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User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea (모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구)

  • Jin, Yu;Kim, Jong Woo;Lee, Hong Joo
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

The Effects of Enjoyment Factors on Recreation Specialization of Water Sports Participants (해양스포츠 참여자의 즐거움 요인이 레크리에이션 전문화에 미치는 영향)

  • NAM, Sang-Back;KWON, Il-Kwon
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.2
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    • pp.356-365
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    • 2016
  • The purpose of this study was to verify the influences of sport enjoyment factors on recreation specialization of water sports participants. The study conducted a research survey through purposive sampling method after selecting 4 water sports center in Busan. 260 questionnaires distributed and 246 were selected as final valid sample by removing 14 questionnaires that have insufficient answers. Then data were analyzed through exploratory factor analysis, reliability analysis, correlation analysis, and multiple regression analysis using SPSS Window ver. 20.0. The results were as followings. First, the enjoyment factors have a positive effect on recreation specialization. Second, escaping from daily routine and improving technical skill dimensions of enjoyment factors have an influence on centrality of life. Third, improving technical skill dimension of enjoyment factors have a positive effect on past experience. Lastly, flow and improving technical skill dimensions of enjoyment factors have an influence on economic investment.

A Study on the Development of Enjoyment Indicators of Public Libraries (공공도서관 향유지표 개발에 관한 연구)

  • Cha, Mi-Kyeong;Pyo, Soon-Hee
    • Journal of the Korean Society for Library and Information Science
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    • v.42 no.4
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    • pp.329-354
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    • 2008
  • The purpose of this study is to develop the indicators for measuring enjoyment of public libraries by the community. The term, enjoyment is defined as the community members' use and appreciation. Four types of enjoyment indicators are constructed through literature review: basic(environment), state(use), result(outcome), and essential(to enhance enjoyment). The prepared enjoyment indicators are evaluated and selected by focus groups interviews of professionals(researchers, librarians and policy makers). Those selected indicators are tested and revised through a internet survey of 508 Kyungi residents. Based on the analysis of the results this study suggests a total of 46 enjoyment indicators.

An Empirical Study on the Factors Influencing User Acceptance of Hedonic Information Technology (헤도닉 정보기술의 수용에 관한 영향 요인 연구)

  • Kim, Jong Uk
    • Journal of Information Technology Applications and Management
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    • v.20 no.4
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    • pp.111-125
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    • 2013
  • This study investigates how enjoyment (or playfulness) affects user acceptance of hedonic-oriented (or pleasure) information technology based on the technology acceptance model (TAM). A research model was made to examine the effect of enjoyment on the user acceptance of hedonic information technology. 186 responses were collected from university students who had experiences on Daum's Digital View which is a well-known example of digital signage technology. The result of the statistical analysis reveals that enjoyment also had a strong effect on the acceptance of hedonic information technology, in addition to perceived usefulness and perceived ease of use. However, perceived usefulness is reported to most strongly influence the adoption of Digital View. The effect of enjoyment on intention to use was also significant, but enjoyment shows a much low degree of influence than perceived usefulness on intention to use.

The Relationships among of Sport Enjoyment, Participation Satisfaction, and Participation Adherence Intention of Water Leisure Sports Participants in Busan (부산지역 해양레저스포츠 참여자의 스포츠즐거움, 참여만족 및 참여지속의사와의 관계)

  • CHOI, Deok-Hwan;KWON, Jae-Yoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.28 no.5
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    • pp.1459-1469
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    • 2016
  • The purpose of this study was to analyze the relationships among sport enjoyment, participation satisfaction, and participation adherence intention of water leisure sports participants in Busan. The study conducted a research survey through purposive sampling method after selecting 3 water leisure sports center in Busan. 360 questionnaires distributed and 352 were selected as final valid sample by removing 8 questionnaires that have insufficient answers. Hypothesis test on collected data was conducted by using SPSS 20.0 and AMOS 19.0 programs. The results were as followings. First, sport enjoyment had a significant effect on participation satisfaction. Second, sport enjoyment had effect on participation adherence intention. Third, participation satisfaction had effect on participation adherence intention. Fourth, sport enjoyment had directly positive effect on participation adherence intention. In addition, it had effect on participation adherence intention as the partial mediation of the participation satisfaction.

Relationships among Mobile Fashion Shopping Characteristics, Perceived Usefulness, Perceived Enjoyment, and Purchase Intention -Mediating Effect of Ease of Use- (모바일 패션 쇼핑 특성, 지각된 유용성과 즐거움, 구매의도의 관계 -사용용이성의 매개효과-)

  • Kim, Chunyeon;Hwang, Jin Sook;Cho, Jaejeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.2
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    • pp.161-174
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    • 2015
  • This study investigates relationships among mobile fashion shopping characteristics, perceived usefulness, perceived enjoyment, and purchase intention as well as examines the mediating effect of ease of use in mobile fashion shopping. A final sample of 379 (from the distributed questionnaires) was used for data analysis. The statistical analyses used for the study were PASW 18.0 to verify the reliability of items and AMOS 16.0 to conduct confirmatory factor analysis and structural equation modeling. The results were as follows. Both measurement models and structural models showed an acceptable model fit. Three constructs of mobile fashion shopping characteristics were significantly associated with perceived usefulness, perceived enjoyment, and ease of use. In addition, ease of use influenced perceived usefulness and perceived enjoyment. Perceived usefulness and perceived enjoyment had a positive impact on attitude and attitude influenced purchase intention positively. Finally, there was a mediating effect of ease of use on the relationship of mobile fashion shopping characteristics, perceived usefulness and perceived enjoyment. The findings provide useful implications for fashion marketers to build effective mobile fashion shopping strategies.

The Influences of Shopping Enjoyment and Risk Reduction on Behavioral Intention in Internet Shopping Malls using a Moving Virtual Model (움직이는 가상 모델을 활용한 인터넷 쇼핑몰에서 쇼핑의 즐거움, 위험감소가 미래행동의도에 미치는 영향)

  • Yang, Hee-Soon;Choi, Young-Lim
    • Fashion & Textile Research Journal
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    • v.13 no.3
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    • pp.390-397
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    • 2011
  • This study investigates the influences of shopping enjoyment and risk reduction on customers' attitude and the behavioral intention in the Internet shopping mall using a moving virtual model. For this study, we produced a moving virtual model to present a fashion product. The virtual model walks for about one minute on the stage. After respondents viewed it, they completed a questionnaire. The questionnaire consists of online shopping enjoyment, risk reduction, customers' attitude and behavioral intention. Respondents are limited to females aged in their 20s and 30s, who have experienced Internet shopping and are highly interested in fashion products. 411 samples were used for the final analysis. Cronbach's alpha, factor analysis, and multiple regression analysis were conducted. The results are as follows. Online shopping enjoyment and risk reduction influenced the behavioral intention directly as well as through the attitude. However, the size of the influence indicated that online shopping enjoyment is larger than risk reduction. Therefore, Internet malls should utilize the moving virtual model to provide customers with enjoyment and risk reduction, which will increase customers' favorable attitudes and the behavioral intention such as purchase intention and word of mouth.

The Effects of Characteristics of Live Commerce on Consumer Responses -Focusing on Elaboration Likelihood Model- (라이브 커머스의 특성이 소비자 반응에 미치는 영향 -정교화 가능성 모델을 중심으로-)

  • Hakyoung Cho;Minjung Park;Jungmin Yoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.2
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    • pp.371-391
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    • 2023
  • This study examines the impact of live commerce characteristics on customer responses in the ELM perspective. Based on ELM, the central route is composed of information completeness, accuracy, and currency, and the peripheral route is composed of streamer credibility, streamer reputation, social presence, and system quality. An online survey of female customers aged 20 to 49 who have purchased beauty products through live commerce within the past three months was conducted. The results demonstrate that information completeness and information currency exert significant impact on perceived usefulness and enjoyment. Social presence and system quality also exert significant impact on perceived usefulness and enjoyment. Moreover, perceived usefulness and enjoyment had significant impact on behavioral intention. The effect of information completeness on perceived usefulness and enjoyment was much stronger for high product involvement groups. Furthermore, the effect of streamer reputation on perceived enjoyment was much stronger for high product involvement groups. In contrast, the effect of social presence on perceived usefulness and enjoyment was much stronger for low product involvement groups. This study suggests theoretical implications for applying ELM to live commerce and practical implications for differentiated live commerce marketing strategies.

The Effect of Perceived Affordances of Gamified Avatar Fashion Styling on Metaverse Engagement Behavior Intention (지각된 아바타 패션 스타일링 게임 어포던스가 메타버스 인게이지먼트 행동 의도에 미치는 영향)

  • Jeeweon Wee;Namhee Yoon;Yoon-Jung Lee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.3
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    • pp.560-576
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    • 2023
  • Drawing on gamification affordance theory, this study examines the relationships among key affordances of avatar fashion styling, perceived enjoyment, and engagement behavior intentions-defined as the intention to share content on avatars in the metaverse platform-and the moderating role of metaverse familiarity. Based on survey data collected from 198 Korean ZEPETO users with avatar fashion styling experience, the hereby proposed research model was tested with structural equation modeling. The results demonstrated that self-expression and competition positively influenced perceived enjoyment, which subsequently affected customers' engagement behavior intention. Furthermore, metaverse familiarity as a moderating effect intensified the positive association between affordances and perceived enjoyment as well as between perceived enjoyment and engagement behavior intentions. The individual interaction effect of each affordance dimension on perceived enjoyment was different, with self-expression having a greater influence on enjoyment among the high-familiarity group and competition having a greater influence on enjoyment among the low-familiarity group. Considering that users with low metaverse familiarity might have higher needs for social interaction for adaptation, competition, being more socially triggering, might have affected these users more crucially.

Continued Usage with Attachment on Mobile Devices Influencing Perceived Value and Perceived Enjoyment (지각된 가치와 지각된 즐거움과 모바일 디바이스의 지속적인 사용)

  • Kwon, Soon Jae
    • The Journal of Information Systems
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    • v.24 no.1
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    • pp.119-145
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    • 2015
  • The concept of attachment between users and Information Systems; specifically on mobile devices was examined in this study. Furthermore, the moderating effect of users' past experience also was investigated. The empirical study was done involving 240 university students; to investigate the participants' perceived value, perceived enjoyment, attachment and also continuous usage of mobile devices. Additionally, participants' past experience was also enquired to examine its moderating effects. The results show that attachment is mediating both perceived value and perceived enjoyment with continuous usage. Meanwhile, past experience negatively moderates perceived enjoyment with attachment and also negatively moderates attachment with continuous usage.