• Title/Summary/Keyword: Enjoyment Factors

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The Impact of Digital Video Marketing within the Context of TikTok in the Tourist Industry in Vietnam

  • Eun-Mi Lee;Pham Thi Quynh Anh
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.56-63
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    • 2024
  • Tourism is a crucial sector in Vietnam, benefiting significantly from the surge in short video content and the rapid growth of TikTok, a popular new social media platform with a large daily user base. This study explores how digital video marketing factors on TikTok, such as perceived enjoyment, credibility, interactivity, and subtitling, affect users' awareness of destinations and their intention to visit. The findings indicate that perceived enjoyment, interactivity, and subtitling positively influence destination awareness, which in turn impacts the visit intention of TikTok users.

An Empirical Study on the Aesthetic Consciousness and the Aesthetic Enjoyment of Fashion as an Art (예술로서 패션의 미의식과 미적 향수에 대한 실증적 연구)

  • Yun, Ji-Young
    • Journal of the Korean Society of Costume
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    • v.59 no.2
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    • pp.42-58
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    • 2009
  • This study researches previous aesthetic categories and organizes new one which is applied to fashion design. With the frame of the new aesthetic category, a survey about aesthetic consciousness and aesthetic enjoyment are conducted. Also, this study discusses about the variety of the aesthetic consciousness and aesthetic enjoyment which are arisen from peculiarity of fashion and the necessity of the systemized criticizing theory. Through the survey of aesthetic consciousness about fashion designer's clothes, there are possibilities of varieties in visions and critics about fashion works. But it is necessary to read in right way about kunstwollen and symbolic meaning of designer. In order to read aesthetic consciousness inside of a fashion designer's works properly, the interpretation method which follows in systematized phases such as iconology and semiology is necessary. Contemplation for the 'clothes' which is a part of an art Is not just simply see the object and judge subjectively but examine the factors which have influenced to the formation, kunstwollen, and symbolic meaning. Also, the process and the attitude which enjoy the aesthetic value have to be analyzed and criticized which based on systemized interpretation frame. The 'Clothes' is one artistic object which expresses kunstwollen of fashion designer and he or she puts in a sentiment and an ideology into the clothes and which reflects the present society and effects to the descendant.

Investigating the Determinants of Online Consumer Engagement on Multiplex Social Network Sites: A Value Exchange Perspective

  • Zhu, Zong-Yi;Kim, Hyeon-Cheol
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.139-157
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    • 2019
  • This study is intended for demonstrating the impacts of different factors on the formation of online consumer engagement behavior of young Chinese moviegoer in Korea. Based on Value-Exchange Model [Itani et al., 2019], we build research model to reveal the relationships among perceived enjoyment, perceived movie information value, multiplex-audience relationship quality, multiplex usage satisfaction, and online consumer engagement through experiments on valid data we collected from 186 participants who had lived in Korea and experienced the multiplex pages of top 3 movie theaters, where Smart PLS 3.0 is the tool used for statistical analysis. The experimental results show that both perceived enjoyment and perceived movie information value positively correlate to multiplex-audience relationship quality, and multiplex audience relationship quality significantly influences multiplex usage satisfaction and online consumer engagement. In addition, it is found that relationship quality plays the role of mediator between perceived enjoyment and satisfaction. The findings from this study offer both academic and managerial implications for movie distributors who are interested in developing potential Chinese consumer market in Korea.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

The Effects of Motivational Factors on the Intention to Contribute Knowledge to Online Communities (온라인 지식 커뮤니티에서의 지식기여 의도의 동기요인)

  • Kim, Jong-Ae
    • Journal of the Korean Society for Library and Information Science
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    • v.43 no.3
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    • pp.297-312
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    • 2009
  • This study examined the intrinsic and extrinsic motivational factors affecting the intention to contribute knowledge to online communities. It examined enjoyment, knowledge self-efficacy, and commitment as the intrinsic motivational factors, and anticipated reciprocity, image, and subjective norm as the extrinsic motivational factors. The results showed that intrinsic motivational factors, enjoyment and knowledge self-efficacy were found to have significant influences on attitudes towards knowledge contribution to online communities, but commitment was not. Of the extrinsic motivational factors, anticipated reciprocity was found to have a significant influence on attitudes toward knowledge contribution to online communities, but image and subjective norm were not.

Study on the Effect of Sociability, Ease of Use, Usefulness, Enjoyment on Acceptance Intention in e-Learning -A Perspective of the Extended Technology Acceptance Model- (이러닝에서 사회성, 사용용이성, 유용성, 즐거움이 수용의향에 미치는 영향 연구 -확장된 기술수용모델 관점-)

  • Lee, Jong-Man
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.417-425
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    • 2012
  • The purpose of this paper is to examine factors influencing e-Learning acceptance intention through extended Technology Acceptance Model(TAM) applying TAM, the motivation theory, and the social response theory. To do this, this paper proposes and analyzes a theoretical model consisting of factors such as perceived sociability, perceived ease of use, perceived usefulness, perceived enjoyment, and e-Learning acceptance intention. Our findings are revealed as following: First, perceived usefulness and perceived enjoyment have positive effects on e-Learning acceptance intention. Second, perceived ease of use has positive effects on determinants of e-Learning acceptance intention. Third, perceived sociability not only has direct influence on e-Learning acceptance intention but also has indirect influence carried by perceived usefulness.

A Study of Factors Influencing the Intention to Use Smartphone (스마트폰 사용 의도에 영향을 미치는 요인 연구)

  • Lee, Moon-Bong
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.4
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    • pp.139-149
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    • 2011
  • Smartphone is a new information technology that converges PDA into a mobile phone. Based on the Technology Acceptance Model, this study examines factors influencing the intention to use smartphone. Independent variables of this research are composed of the subjective norm, innovativeness, perceived usefulness, perceived ease of use, perceived enjoyment, cost relevance. Questionnaires are collected from 289 students who are using a smartphone. The results are following: first, the subjective norm, innovativeness, perceived usefulness, the perceived enjoyment, and cost relevance have positive effect on the intention to use smartphone, but the perceived ease of use has not. Second, the perceived enjoyment is found to be the strongest predictor of the intention to use.

An Empirical Study on Influencing Factors of Mobile Game Satisfaction through Mediating Factors of Self-fulfillment and Flow (자아성취감과 몰입 매개요인을 통한 모바일게임 만족도 영향요인의 실증적 연구)

  • Lee, Jin Hyung;Kim, Chul Soo
    • Journal of Information Technology Services
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    • v.18 no.2
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    • pp.17-35
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    • 2019
  • The objective of this study is to extract affecting factors on game satisfaction of a mobile game through the two mediated variables, self-fulfillment and flow. To apply mobile environment changed into the research model of a mobile game, we classify independent factors into three types such as system characteristics, cognitive characteristics, and individual characteristics. The previous studies for using mobile game have been based on intrinsic motivation, such as flow, as a mediated factor. However, the flow variable has some limitations in explaining user satisfaction aspects of mobile game, and the self-fulfillment variable is popularly used as an important mediated factor in the field of sports science. Because users of mobile game often attain their goals as sports event, we utilize self-fulfillment as well as flow as mediated variables. We developed a research model that includes independent factors, mediated variables of self-fulfillment and flow, and a dependent variable of game satisfaction. The data were collected from 438 users of mobile game and were used for analysis. Based on the survey results, we found the followings: (1) Immediate connectivity, enjoyment, relationship, early adopter tendency, and competitiveness affect self-fulfillment, and self-fulfillment affects the flow. (2) Enjoyment and competitiveness affect self-fulfillment, flow, and game satisfaction simultaneously.

A Study on Factors Affecting Intention using Blog (블로그 사용의도에 미치는 영향요인 연구)

  • Kim, Jun-Woo;Kim, Yon-Soo;Park, Cheon-Woong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.29 no.3
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    • pp.96-102
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    • 2006
  • The purpose of this study is to identify the factors affecting intention to use blog. For this end, the individual characteristics(Subject Norm, Perceived Enjoyment, and Self-Efficacy) and the variables used in TAM(Perceived Ease of Use, and Perceived Usefulness) were used to explain the research model. The suggested research model has been empirically tested with the questionaries. The result of research shows that the individual characteristics such as 'Perceived Enjoyment' and 'Self-Efficacy' and the variables of TAM have significant impact on users' intention using blog.

A Study on the Evaluation Factors of Websites that Offer Clothing and Ornament Related Information (의류관련정보를 제공하는 웹사이트 평가요인에 관한 연구)

  • 박길순;류신아
    • Journal of the Korean Society of Costume
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    • v.52 no.7
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    • pp.71-85
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    • 2002
  • The purpose of this study is (1) to research on the diverse evaluation criteria suggested in the existing literatures, selected the contents of the evaluation according to the evaluation factors, and examined whether they are appropriate for the evaluation of websites that offer Clothing and Ornament related information through reliability analysis - all to set the evaluation criteria for the websites that acquire data. In addition. (2) contents of evaluation which are deemed important by the users and developers were compared and recommended as the detailed evaluation contents according to evaluation factors. The results of this study were as follows. 1. The evaluation factors for the fashion websites that provide Clothing and Ornament related information were selected as follows: contents of the information(11 contents of evaluation), ease of use(12), screen design(10), accessibility(9), sensitive enjoyment(4), scope of information use(3), purpose(1), and target user(1). As result of reliability analysis. Cronbach's a contents of the information (0.76), ease of use (0.77), screen design (0.85), accessibility (0.81), sensitive enjoyment (0.71), and scope of information use (0.52). 2. When the level of importance for the detailed evaluation contents was examined from the user and developer point of view, recency of information. rapid speed for the websites access. fast loading of webtext and fast transmission speed topped the list as first, second and third places.