• 제목/요약/키워드: Entertainment Factor

검색결과 287건 처리시간 0.031초

쿡방프로그램의 시청동기가 시청 후 행동에 미치는 영향 (Effects of Watching 'Cookbang' Program on Behavioral Motivations)

  • 김옥선
    • 한국식품조리과학회지
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    • 제32권6호
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    • pp.773-781
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    • 2016
  • Purpose: This research was undertaken to study the motivational behavioral effects after watching the 'Cookbang'. Methods: Between October 23 to November 7, 2015, 420 adults over the age of 20 were surveyed in the Gyeonggi Province and Seoul. The SPSS Statistics (ver. 18.0) was used for analysis of 401 (95.5%) questionnaires, 19 were excluded on the basis of insincerity. Results: Adult male to female ratio was 150 males (37.4%) and 251 females (62.6%). The maximum adults were in their 20s 166 (41.4%). There were 211 single persons (52.6%). Most of the respondents were employees. Highest number of respondents (192) found Korean cooking to be an interesting field. Many adults responded that they watched the 'Cookbang' program once a week. For companionship, majority of the male and female respondents said that they 'watch alone' and 'watch with their children', respectively. Maximum number of respondents in their 20s-60s said they'watch alone'. There was a significant difference in gender and age. Conclusion: The watching motivations drawn by factor analysis were 'information', 'entertainment' and 'psychology.' Regression analysis showed that 'entertainment' had a big effect on the use of restaurants, the selection of groceries, the desire for gourmet restaurant visit, and the selection of restaurants, whereas 'information' had the biggest effect on nutrition and health care.

소셜 네트워크 서비스의 속성 : 분류와 비교 (Attributes of Social Networking Services : A Classification and Comparison)

  • 손정웅;김진기
    • 산업경영시스템학회지
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    • 제41권1호
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    • pp.24-38
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    • 2018
  • Since a social networking service (SNS) isconsidered as an effective means to communicate and interact with customers, companies are trying to utilize SNS effectively. There is a lack of theory relating to the attributes of SNS. This study aims to investigate the attributes of SNS to classify SNS. Based on the social network theory, and previous studies on internet, blog, homepage, communication attributes, this study proposes the seven attributes to classify SNS: interaction, communication, entertainment, information, sharing, intimacy and connection. A pre-test, a pilot test and a main test are conducted. In the main test, 239 SNS users are participated. Through a factor analysis this study verifies the seven attributes of SNS. An analysis of variance with multiple comparisons of $Scheff{\acute{e}}$ method identifies that three attributes, interaction, communication and connection, are found to play significant roles to differentiate SNS. Looking at the overall mean values of the SNS by attribute, interaction, sharing, entertainment, intimacy and communication were relatively high in Facebook. Facebook showed higher values in attributes of interaction, sharing, entertainment, intimacy and communication. Twitter shows the relatively high scores for information and connection. Regarding interaction, Facebook shows higher scores than Twitter and Cyworld. For connection, Cyworld showed a significantly lower score than Twitter and Facebook. Cyworld was separated from the others in the light of communication. Cyworld is relatively weak in communication as it is limited to the message exchanges. The results will help in identifying major attributes for each SNS and classifying SNS.

관광블로그의 수용과 사용자만족에 관한 연구 (Study on acceptance and user satisfaction of tourism - Focused on TAM Model -)

  • 노영;변정우
    • 디지털산업정보학회논문지
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    • 제7권2호
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    • pp.185-203
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    • 2011
  • In recent years, blogs have become important resources for information sharing; and tourism blogs are providing a new way of sharing tour experiences. Blogs are becoming very popular amongst web users to share their life experiences with other web users around the world. Specifically the goals of this research are; (1) to suggest theory framework of acceptance and user satisfaction about toruism blogs based on TAM, (2) to examine relationships between exogenous variables and (3) to suggest effectiveness of tourism blogs in a marketing perspective. The research model and hypotheses were developed based on the theories of technology acceptance model. Questionnaire was used to collect data. The analysis of this study is designed as individual level to examine the causal relationship among variables. The the reliability and validity of data was tested by explanatory factor analysis, Cronbach's alpha coefficient, confirmatory factor analysis, and correlation analysis. Also, the structural equation model(SEM) analysis was performed to test the usefulness of the model. The analysis results revealed that interaction, entertainment, system quality and information quality are major influential variables on the perceived usefulness of tourism blog. Also, entertainment and system quality are influential variables on the perceived ease of use of tourism blog.

댄스스포츠 활성화를 위한 동호인의 참여 동기에 관한 연구 (The Study on The Participation Motivation of Dance Sports Activation in Dance Sports Club Members)

  • 박종임
    • 한국엔터테인먼트산업학회논문지
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    • 제14권2호
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    • pp.97-107
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    • 2020
  • 본 연구는 2019년 3월부터 2019년 4월까지 2개월 동안 진행되었으며, G 광역시의 댄스스포츠 동호인들을 모집단으로 선정하였다. 조사대상은 편의표본추출법을 사용하였으며, 자기평가기입법으로 응답자에게 직접 작성토록 하였고, 댄스스포츠 통호인들을 대상으로 총 300부를 최종적으로 사용하였다. 자료처리는 SPSS Ver. 23.0 버전의 통계 프로그램을 활용하여 전산처리하였다. 설문지의 타당도와 신뢰도를 검증하기 위해 탐색적 요인분석과 Cronbach' α 방법을 실시하였고, 각 변인간의 상관성과 공선성을 확인하기 위하여 상관관계분석을 실시하였으며, 각 변인간의 인과관계를 살펴보기 위하여 다증회귀분석을 실시하여 다음과 같은 결론을 얻었다. 첫째, 참여 동기(인지 지향, 건강지향, 기술지향, 시설지향)는 재미요인에 긍정적인 영향을 미치는 것으로 나타났다. 둘째, 참여 동기(건강지향, 기술지향, 시설지향)는 운동중독에 긍정적인 영향을 미치는 것으로 나타났다. 셋째, 재미요인은 운동중독에 긍정적인 영향을 미치는 것으로 나타났다. 결과를 종합해 보면, 참여 동기가 재미요인과 운동중독에 영향을 미치는 것으로 나타났으며, 이러한 원인은 댄스스포츠 동호인들의 심리적으로 긍정적인 참여 동기가 운동에 대한 재미와 운동 중독에 정적인 영향을 미치는 것으로 판단된다.

한국 여성 소비자의 화장품 소비성향이 제품선택속성과 정보탐색행동에 미치는 영향 (Effects of Korean Female Consumer's Propensity to Consume Cosmetics on the Product Selection Attributes and Information Search Behavior)

  • 주영주
    • 한국엔터테인먼트산업학회논문지
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    • 제13권7호
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    • pp.61-74
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    • 2019
  • 본 연구의 목적은 화장품 소비자들의 성향을 파악하고, 소비성향 요인을 중심으로 제품선택속성과 정보탐색행동에 어떠한 영향을 주는지에 대하여 영향관계를 알아보고자 한다. 이를 통해 화장품 시장의 차별화된 마케팅 전략수립 방안을 찾음으로서 기업 경영에 필요한 실무적 시사점을 제안하고 화장품 산업에서 마케팅 방향을 설정하는데 유용한 정보를 제공하고자 하는 것에 의의를 두고 있다. 연구의 결과는 다음과 같다. 각 변수의 요인을 추출한 결과 쇼핑성향은 유행추구 성향, 쾌락 추구 성향, 과시 추구 성향, 경제 추구 성향으로 도출되었고, 제품선택속성은 브랜드 요인, 서비스 요인, 마케팅 요인, 품질 요인으로 도출되었으며 정보탐색행동은 구매 전 탐색, 지속적 탐색으로 도출되었다. 변수 간 영향관계를 알아보기 위해 선행연구를 근거로 3개의 가설을 설정하였다. 검증한 결과 첫째, 소비성향은 제품선택속성에 부분적 영향을 미치는 것으로 나타났다. 둘째, 소비성향은 정보탐색행동에 부분적 영향을 미치는 것으로 나타났다. 제품선택속성은 정보탐색행동에 부분적 영향을 미치는 것으로 나타났다.

웹 사이트 성공 영향요인 도출과 웹 사이트 유형별 비교 분석 (Deriving the Success Factors for Retailing Web Sites: A Comparison of Web Site Types)

  • 임미희;최수영;이희석
    • Asia pacific journal of information systems
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    • 제14권2호
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    • pp.1-20
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    • 2004
  • Finding the factors to affect the success of the business web sites is critical to enhance their competitiveness. This paper categorizes these factors into 4 quality measures: system, information, service and entertainment. The success is measured via user's satisfaction and loyalty. It surveys 474 Internet users to explore the effect of the quality measures on web site success. We confirm the causal effect of quality factors on users' satisfaction and loyalty. Furthermore, a comparative study is performed for web site types, such as finance, e-commerce(shopping mall), and entertainment. We note that the effect differs in web site types.

정보기술 발전에 의한 관계 기반 고객 만족도 개발을 위한 연구 (Relationship Based Customer Satisfaction by the Development of Information Technology in Sports Industry)

  • 염지환
    • Journal of Information Technology Applications and Management
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    • 제20권4호
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    • pp.207-219
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    • 2013
  • The study examined relational marketing in terms of transaction specific satisfaction and cumulative satisfaction in the professional sport industry. The study evaluated the motivation of spectators visiting professional baseball games in 2012 and the satisfaction factors of relationship marketing. In this study, the satisfactions were considered in terms of single satisfaction associated with transaction and gradual satisfaction associated with customer loyalty. The relationship marketing was established considering each factor of marketing strategies, facility, game performance and entertainment. The study categorized the factors for customers to visit games as facility, game performance and entertainment with marketing strategies. The study found out that the customer satisfaction was related with both transaction specific satisfaction and cumulative satisfaction where cumulative one is longer term related. Moreover, cumulative satisfaction will be more related with the long term team financial performance.

웹 사이트 유형별 성공 요인 비교 분석

  • 임미희;최수영;이희석
    • 한국지능정보시스템학회:학술대회논문집
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    • 한국지능정보시스템학회 2003년도 춘계학술대회
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    • pp.349-359
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    • 2003
  • Finding the factors to affect the success of the business web sites is critical to enhance their competitiveness. This paper categorizes these factors into 4 quality measures: system information, service and entertainment. The success is measured via user's satisfaction and loyalty. It surveys 474 Internet users to find the effect of the quality measures on web site success empirically. We confirm the causal effect of quality factors on users' satisfaction and loyalty. Furthermore, a comparative study is performed fur Web site types, such as finance, e-commerce (shopping mall), and entertainment. We note that the effect differs in web site types.

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The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • 제5권2호
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

Relationship between Content Characteristics, Immersion, and Customer Purchase Intention in Live-streaming Commerce

  • Bir Bahadur TRIPURA;Jae-Hyeon KIM;Sung Eui CHO
    • 융합경영연구
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    • 제11권3호
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    • pp.67-79
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    • 2023
  • Purpose: This study examines the relationship between content characteristics and customer viewing and purchase intention in live-streaming commerce. Research design, data, and methodology: For this purpose, seven independent factors such as entertainment, artistry, storytelling, informativity, interactivity, reliability, and technicality are extracted based on previous literature. The viewing intention and purchase intention are adopted as dependent factors. The role of 'immersion' is investigated as a mediating factor between the independent and dependent factors. Results: The results showed that entertainment, artistry, technicality, and reliability significantly affected immersion, and immersion affected viewing intention and purchase intention. Immersion was found to play a mediating role between content characteristics and consumer viewing and purchase intention. Conclusions: The results indicate that the content characteristics not only attract customers but also affect their immersion, viewing intention, and purchase intention directly or indirectly in the live-streaming commerce sector.