• 제목/요약/키워드: Enjoyment Factors

검색결과 324건 처리시간 0.02초

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

  • 남상백;권일권
    • 수산해양교육연구
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    • 제28권2호
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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.

사회적 요인과 게임적 요인이 모바일 소셜 네트워크 게임 몰입에 미치는 영향 (Effects of Social Factors and Game Factors on Commitment of Mobile Social Network Games(M-SNG))

  • 한주영;이새봄;이상철;서영호
    • 품질경영학회지
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    • 제44권3호
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    • pp.601-616
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    • 2016
  • Purpose: The purposes of this study are (1) to examine why users commit to M-SNG and (2) to understand what factors impact M-SNG users' enjoyment, motivation and commitment. Methods: We use a questionnaire survey to collect 190 data on users' perception on M-SNG. we also use a structural equation modeling method with Smart PLS 3.0 Results: Playfulness, design aesthetics, competition and social identity are found to be statistically significant factors affecting enjoyment and motivation. Also, enjoyment and motivation are found to be statistically significant factors affecting commitment. Conclusion: We suggest three points of view as game factors, socio-game factors, and social factors. Game factors are more important than other factors. Also, enjoyment is a more powerful factor than motivation in affecting user's commitment to using M-SNG.

스키수업 참여 대학생들의 스포츠 재미와 여가만족 및 지속적 참여의도와의 관계 (The Relationships among Sport Enjoyment, Leisure Satisfaction and Continuous Participation Intention in Ski Class)

  • 남상백;권재윤;김영준
    • 수산해양교육연구
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    • 제29권3호
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    • pp.655-664
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    • 2017
  • The purpose of this study was to verify the relationships among sport enjoyment, leisure satisfaction, and continuous participation intention in ski class. The study conducted a research survey through purposive sampling method. 280 questionnaires distributed and 271 were selected as final valid sample by removing 9 questionnaires that have insufficient answers. Hypothesis test on collected data was conducted by using SPSS 20.0 and AMOS 18.0 programs. The results were as followings. First, sport enjoyment factors a significant effect on psychological satisfaction, environmental satisfaction. Second, sport enjoyment factors had effect on re-participation intention, word of mouth intention. Third, leisure satisfaction had effect on re-participation intention, word of mouth intention. In addition, it had effect on continuos participation intention as the partial mediation of the leisure satisfaction.

온라인 쇼핑몰의 재이용 의도에 영향을 미치는 요인 : 쇼핑 즐거움과 집중도를 중심으로 (Factors Influencing the Reuse Intention of Online Shopping Mall : Focusing on Shopping Enjoyment and Concentration)

  • 조현;박상선;배윤수
    • 한국IT서비스학회지
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    • 제12권1호
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    • pp.201-213
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    • 2013
  • The use of online shopping mall has been increasing rapidly, which reflects the convenience and economic benefits associated with its usage. As with traditional offline businesses, internet businesses have to manage customer relations to provide better services in order to ensure their business sustainability. In this regard, identifying the influencing factors to reuse intention of online shopping mall is very important. In this paper, we aim to examine the effects of perceived and individual variables on intention to reuse in the context of online shopping mall. In order to analyze the antecedents, we selected perceived and individual factors such as shopping enjoyment, concentration, perceived variety and maximizing tendency. For empirical analysis, we surveyed real users of online shopping mall. As a result, all antecedents showed significant influence on intention to reuse except perceived variety and among the variables the concentration has top standardized coefficient. In addition, perceived variety has significant effect on shopping enjoyment but not on concentration. Maximizing tendency is related to shopping enjoyment and concentration significantly. The results of this research can be useful guidelines for online shopping mall providers.

Factors affecting millennials' intentions to use social commerce in fashion shopping

  • Bounkhong, Tiffany;Cho, Eunjoo
    • 복식문화연구
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    • 제25권6호
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    • pp.928-942
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    • 2017
  • Social media has become an integral part of consumers' daily lives. Individuals connect with one another on social networking sites to like, share, and post information and experiences. As social media become popular among millennials, a growing number of fashion retailers use social media networks in the context of online commerce transactions. Accordingly, an increased number of fashion retailers has been using social media as an advertising tool and a retail channel. Despite the popularity of social media among millennials, empirical findings are limited to reveal factors associated with young consumers' intentions to use social commerce in fashion shopping. This study sought to examine factors affecting millennials' intentions to use social commerce in fashion shopping by adopting the technology acceptance model. A total of 524 college students completed an online survey in the U.S. The results of structural equation model confirmed that perceived ease of use, usefulness, and enjoyment had a positive impact on millennials' attitudes and intentions toward fashion shopping in social commerce. While both perceived ease of use and usefulness positively influenced enjoyment, usefulness had a stronger impact than ease of use. Compared to usefulness, enjoyment had much stronger impact on attitudes. Further structural model analysis revealed a direct, positive influence of perceived usefulness of social commerce on perceived enjoyment of social commerce, which has not been explored in prior studies. These findings provide theoretical and managerial implications.

가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서 (A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective)

  • 박천호;이채현;정성미;최정일
    • 한국IT서비스학회지
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    • 제22권2호
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.

골프 참여자의 재미 요인, 여가 만족, 심리적 웰빙 간의 구조적 관계에 관한 연구 (A Study on the Structural Relationship among Enjoyment Factors, Leisure Satisfaction, and Psychological Well-being in Golf Participants)

  • 범철호
    • 한국산학기술학회논문지
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    • 제16권12호
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    • pp.8336-8342
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    • 2015
  • 본 연구에서는 골프 참여자의 재미 요인, 여가 만족 및 심리적 웰빙 간의 구조적 관계를 실증적으로 분석하는 데 그 목적이 있다. 최종 322부의 설문지가 연구 자료로 이용되었으며, SPSS 18.0과 AMOS 18.0 프로그램을 활용한 결과는 다음과 같이 나타났다. 첫째, 골프 참여자의 재미 요인들은 여가 만족에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 단지 흥미만이 자아실현과 긍정적인 관계가 있는 것으로 나타났다. 셋째, 여가 만족은 자아실현을 높이는 것으로 나타났지만, 쾌락적 웰빙에는 통계적으로 유의한 영향이 나타나지 않았다.

SNS에 대한 인지요인이 구전효과에 미치는 영향 (Effects of Perceived Factors on the Word-of-Mouth of SNS)

  • 조현
    • 한국IT서비스학회지
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    • 제11권3호
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    • pp.227-240
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    • 2012
  • Given the prevalence of internet and web 2.0, SNS(Social Network Service) market is growing rapidly. IT providers which focused marketing point on network hub have become to disseminate SNS mainly now. Many users are using the various functions of SNS to communicate each other or share the information. At this point, identifying the influencing factors to WOM(Word-Of-Mouth) of SNS is very important. In this paper, we aim to examine the effects of perceived variables on the WOM of SNS. In order to analyze the antecedents, we selected perceived factors such as perceived usefulness, perceived easiness, perceived enjoyment and perceived crowd. For statistical analysis, we surveyed real users of SNS. As a result, all antecedents of WOM showed significant influence and among the variables the perceived enjoyment has top standardized coefficient. In addition, perceived crowd has significant on perceived easiness, perceived enjoyment but not on perceived usefulness. The result of this research can be useful guidelines to increase SNS Market.

대학 수업에서의 SNS 활용에 대한 학습자의 태도와 지속적 이용의도 변인 연구 (Affecting factors of learner's attitude and intention to use of SNS in college education)

  • 전병호
    • 디지털산업정보학회논문지
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    • 제12권2호
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    • pp.51-59
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    • 2016
  • SNS has been emerging as an educational tool, because of its features such as discussion on course topics, feedback from peers and group collaboration. The purpose of this study is to investigate the affecting factors of learner's attitude and intention to use of SNS in college education. Based on prior studies self-efficacy, educational expectancy, subjective norm, habit and enjoyment were identified as affecting factors. According to the results of multiple regression analysis, all factors(self-efficacy, educational expectancy, subjective norm, habit and enjoyment) were found to be significantly related to the learner's attitude and intention to use. Result shows that educational expectancy and enjoyment are much more significantly related to the learner's attitude and intention to use of SNS in college education. It can provide a guideline of effective strategy for SNS utilization in college education.

Effect of Gender on Character Evaluation: Factors Affecting Enjoyment

  • Ulusoy, Ezgi;Lee, Hye Eun
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.214-221
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    • 2019
  • This study attempted to extend Korean Wave literature by investigating (a) the influence of protagonists' personality characteristics and the role of empathy under the affective disposition theory, and (b) the power of some external factors in the entertainment media selection. After watching an episode of the popular Korean drama, Secret Garden, participants completed a survey in the United States. Results demonstrated that (a) the effect of personality characteristics varied across gender and (b) external factors affects the entertainment media selection positively. Findings indicate that media enjoyment is dependent on the audience's external factors.