• Title/Summary/Keyword: Entertainment Value

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Relations among Participants in Sport for all, Satisfaction of Participation and Intention to Adhere to Exercise II (A Study on Sports Values of Participants) (생활체육 참여자와 참여만족, 운동지속의사와의 관계 II (참여자의 스포츠가치관을 중심으로))

  • Lee, Sheng-Yen;Suh, Dong-Hwan
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.507-514
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    • 2016
  • This study was to find out relations among sports values of participants in sport for all, satisfaction of participation and intention to adhere to exercise. Objects of study were participants in sport for all and data had been collected by convenience sampling method. Among 250 copies of data, 233 copies had been used for final analysis. Collected data had been analyzed with frequency analysis, correlation analysis, multiple regression analysis by using of SPSS 21.0. The results from those processes are as below. First, value of personality, physical value, psychological value, and social value have positive effects on satisfaction of participation. Second, value of personality, psychological value, value of entertainment and physical value have positive effects on intention to adhere to exercise.

Pre- and Post-Tax Audit Differences of The Firm Value (세무조사전후의 기업가치의 차이)

  • Park, Sang-Seob;Lee, Hyun-Joo
    • Management & Information Systems Review
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    • v.34 no.2
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    • pp.207-227
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    • 2015
  • This study addresses and examines differences in firm value after tax audits by the Korean Internal Revenue Service. Tax audits can potentially depreciate a firm's value due to the mass cash outflow that often results from the additional tax charges involved. However, tax audits that reveal negative aspects of a business, such as excessive entertainment expenses, fraudulent accounting, or inappropriate business practices, may have positive effects on a firm's value, as the monitoring involved can improve accounting transparency and reduce agency costs. This study shows that there is typically an increase in a firm's value in the year after a tax audit has been conducted, in comparison with the previous year. This result suggests that firm value can increase after a tax audit is conducted, despite the possible value depreciation resulting from a mass cash outflow.

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Experimental Investigation of Entrainment of Ambient Gases into Diesel Spray (디이젤 噴霧 周圍氣體의 엔트레인먼트에 관한 實驗的 硏究)

  • 하종률;김봉곤
    • Transactions of the Korean Society of Mechanical Engineers
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    • v.12 no.3
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    • pp.534-540
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    • 1988
  • A study on the mixing process of fuel with ambient gas is necessary to verify combustion process of a diesel engine, especially the mechanism of its ignition delay. In this study, a single shot of diesel spray was injected through either a constant pressure injection system and bypass type injection system. Measurements were made on the flow characteristics of ambient gas and its time history using a hot wire anemometer and a high speed camera. The gas flow direction was determined by a smoke tracer method. (1) The ambient gas of spray flows away at the stagnation part where static pressure value is positive and flows in at the penetration part of a negative value with the steady entrainment length of 0.7. (2) The steady entertainment velocity around the spray in creases from the nozzle tip to the downstream, has the maximum value at the mixing boundary part, and represents zero at the stagnation boundary part after which the stream flows reversely at the stagnation part.

The Value Formation of Digital Image by Users' Interaction in Online Games (온라인게임에서 사용자 인터랙션에 의한 디지털 이미지의 가치 형성에 관한 연구)

  • Yoo Wang-Yun
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.17-24
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    • 2006
  • Online games take place by the interactions among users and their contents change endlessly with their organic characteristics. Especially, digital images that make a great impact on game play such as characters or items form their own value beyond the establishment scope of their designer even outside of the game world. The users who pay fees for using them establish the concept of possession for the images and information designed in the games. Then, business transactions are formed among them who are in agreement with their values and their possession rights can be changed. In this way, digital images in the online games form new values by the interaction among other users or game systems. Meanwhile, the more the interaction and a sense of solidarity in the community increase, the higher their value becomes.

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A Study on Consumers' regulatory focus as a determinant of perceived value of online shopping mall VMD (온라인 쇼핑몰VMD에 대한 지각된 가치의 영향요인으로 소비자 조절초점 역할에 관한 연구)

  • Suh, Yonghan
    • Management & Information Systems Review
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    • v.33 no.5
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    • pp.213-232
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    • 2014
  • Sensitivity to online store stimuli (VMD attributes) and response (online store loyalty) may depend upon consumers' regulatory focus (emotional state). In other words, consumers' sensitivity to online store atmosphere and consequent store loyalty can be influenced by the match between their regulatory focus (promotion focused vs. prevention focused) and the type of the online store VMD benefits Study 1 results indicate consumers have a different evaluation about online store atmosphere depending on their regulatory focus. Promotion-focused consumers were significantly more sensitive to visual appeal and entertainment attributes of online store atmospherics than prevention-focused consumers. Conversely, prevention-focused consumers were significantly more sensitive to security and privacy attributes of online store, than promotion-focused consumers. Study 2 results indicate for promotion-focused shoppers, hedonic value toward online store atmosphere was associated with greater online store loyalty. In contrast, prevention-focused shoppers were influenced more by the utilitarian attributes on online store loyalty than promotion-focused shoppers. The current findings indicate that shoppers with promotion-focused are more easily persuaded by visual and entertainment-oriented online store cues. Conversely, shoppers with prevention-focus are more easily persuaded by safety and privacy-oriented online store cues.

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Influence Factors of Use Intention of Chatbot by Applying Components of Experience-based Communication and Context-based Communication (체험 기반 커뮤니케이션 및 상황 기반 커뮤니케이션 구성요소를 적용한 챗봇 이용의도 영향요인)

  • Park, You-Young
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.149-162
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    • 2020
  • This paper applied components of experience-based communication in terms of experience theory of Burnd H. Schmitt and context-based communication in the messenger platform environment through the scenario-based survey method, in order to study the influence of individual experiences, shared experiences, ubiquitous connectivity, and contextual usefulness on the perceived value and use intention of chatbot. Through this, the study is to provide companies in various service industries with practical approaches to further promote the use of chatbot. The implications of this study are as follows. First, as most chatbots still do not exceed the human planning level of designing them, it is necessary to consider how to design individual experience elements functionally according to the customer's intention to speak when developing the chatbot. Second, the chatbot should be designed not only from the perspective of completing specific tasks at any real time in anywhere, but also from the overall perspective of enhancing the quality of interaction, including the situation to which the customer belongs. Third, since the chatbot is likely to be anthropomorphized by users, it is important to be cautious about determining the chatbot's 'persona' and 'tone and manner' when developing the chatbot. Customer satisfaction is the most important criterion for the success of chatbot development. In other words, the quality of planning and data rather than the quality of artificial intelligence algorithms determines the utilization of chatbot. This is why companies are trying to make interactions with chatbot as close as possible to human interactions.

Analyzing Brand Community Members' Desired Value : Focusing on Case of BTS and ARMY (브랜드 커뮤니티 구성원의 추구가치 분석 : 방탄소년단과 아미 사례를 중심으로)

  • Lee, Min-ha
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.89-99
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    • 2021
  • A brand community refers to a group of people who have a passion and loyalty for the brand, and is attracting attention as an effective marketing strategy to increase brand equity because it actively tends to support and promote the brand without expecting compensation. The objective of this study is to identify factors that are needed for sustainable brand community management. Existing studies on brand community management have mainly been conducted by quantitative methods measuring consumer satisfaction and dissatisfaction towards brand community activities, however, this study applied qualitative methods using means-end chains and laddering approaches in order to deeply identify a consumer's desired value on brand community activities. An in-depth interview of 41 members of BTS ARMY, a representative example of brand community, has been conducted and analyzed. The result of this study is as follows. In order to encourage active brand community activities, it is important to provide brand community members with a variety of high-quality brand-related content for a unique aesthetic experience, and a forum where all members can interact and exchange information and ideas to enhance brand value and experience. Finally, to nurture a strong brand community as a partner to co-create brand equity, rather than just a fan community, it is needed to build an environment that fosters opportunities for brand community members to increase self-respect and fulfillment through their brand community activities.

Humanistic Approach To Well-being (웰빙(Well-being)에 대한 인문학적 접근)

  • Cho, Yong-Ki;Kim, Seung-Nam
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.321-346
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    • 2019
  • The cycle of human life has a limited time to death. Everyone cannot help but think how to live in the limited time and then they try to reach toward their happiness. Their pursuit for the happiness gives rise to the new trend called 'Well-bing'. Generally speaking, it means to eat well, to feel their own satisfaction with their lives and to spend a time on doing what they want to do. However, considering their current lives which are tough and harsh, it could be impossible for them to accomplish the well-being stated above. From this point, it is natural to think what real well-being means. Its real meaning would be understood by identifying its cause if well-being is the way to happiness. Based on the thesis stated above, let me look into the desire of human being. It has both side; it should be eliminated or overcome as a deficiency and disability in human life while it could be an driving force to let the human being keep their lives. They can find the real meaning of well-being and their happiness can be realized through the control of their desires. Above all, according to the control for them, they can accomplish their happiness or fail to do it. The trend of well-being can be kept in our culture when moral value is reflected to the well-being. Finally, it orients to the purpose of happiness. It also means that everyone shares moral and positive value one another in the process of challenge to achieve their goals. In order to realize it, they should be satisfied with their current situation and have a balance with everything related to themselves.

Story Value Analysis of Sharing between Mutual Media with the Cases Oriented in Films and Games (매체 상호간 공유 가능한 Story Value 분석 - 영화와 게임의 사례를 중심으로 -)

  • Lee, Ja-Hye;Kim, Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.72-80
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    • 2008
  • The movie and game are on the center of entertainment industry. The OSMU(One Source Multi Use) method of two media is the most conspicuous in sharing stories. Particularly, the storytelling of a game emphasizes a harmonization between the elements that can be used for a game on narrative point of view(the traditional plot like novel, film and etc.) and the elements reflecting the interactivity, the characteristic of a game. In the gaming made with a film and filming made with a game, the main element of successful storytelling is the story value. In this paper, we describe through the case analysis of the gaming made with a film and filing made with a game in three aspects based on hero's journey steps of Joseph Campbell and $Gr\acute{e}mas's$ actant model theory, which they are the story event, the type and relation of characters, and the complication type between the characters. we, consequently, believe that the compatible storytelling between two media (film and game) and the setting way of characters could be made with the successful diversification in OSMU.

Fandom as a Prosumer : Study on Information Behavior of Fandom (프로슈머로서의 팬덤: 팬덤의 정보행동에 관한 연구)

  • Lee, So Young;Kim, Hyang Mi;Chu, Kyounghee;Seo, Jungchi
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.747-759
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    • 2013
  • This study posits the activities of the fandom as information behavior: information producing, information diffusion, information sharing. The authors identify the underlying motivation and needs which lead fandom to these behavior on the basis of contents theory. In particular, the manner in which the those needs influence the information behavior of fandom is explored. The data used in this study came from various Fan Caf$\acute{e}$s which are communities of star fan. The results from the survey shows that the fandom is a kind of culture closely connected to social needs. Fandom can be viewed as an important driving force in the entertainment industry as they are co-creating the value in entertainment market.