• Title/Summary/Keyword: Fun factors

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An Exploratory Study of the Utilitarian and Hedonic Values on Buying Intention in Mobile Service

  • Oh, Young-Sam;Lee, Young-Chul
    • Journal of Distribution Science
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    • v.10 no.9
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    • pp.23-29
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    • 2012
  • Purpose - The main purpose of this study is to find consumers' usage behavior in mobile services. To achieve these research goals, we empirically estimate the relationship between characteristics related to the use and provision of mobile services and factors influencing consumers' intentions. Research design / data / methodology - This study based on TAM, in which behavior is seen as a consequence of affect and intentions and used the theory of consumption values which is a means of explaining user decisions to employ a utilitarian and hedonic facet using by smart phone. Results - The result of the study verified that specific factors, such as expectations about pleasure and monetary value, had the biggest influence on the service usage pattern of mobile consumers. And typically, when consumers are expected to monetary damages, it will be avoided. However, in result of this study, it was found that mobile service users pay a high cost, but they are in pursuit of pleasure and fun. Conclusions - These results, a variety of applications in the mobile service are being provided to users. As information technology has developed, companies should have providing diverse application programs and good quality of services with advanced information technology.

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The Relationship between scuba diving participant's selective attribute, emotional response, and empirical value

  • Lee, Yoo-Chan;Jung, Sang-Ok
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.84-91
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    • 2021
  • The purpose of this study is to investigate the structural relationship between resort selection attributes, emotional responses, and empirical values of scuba diving participants. The general population who enjoys scuba diving in Korea was selected as the population. Using the convenience sampling method, 553 of the 600 questionnaire samples were extracted as the final valid sample. For data processing, frequency analysis, exploratory factor analysis, and Cronbach's α test were performed using SPSS 23, and confirmatory factor analysis and structural equation model analysis were performed with AMOS 18. The results are as follows: First, among the sub-factors of selection attributes, equipment, facility environment, and diving point showed a positive effect on emotional response, but staff service did not have any significant effect. Second, the emotional response positively affected by the selection attribute showed a positive effect on all factors of service excellence, consumer utility, fun value, and aesthetic value of empirical value. Therefore, scuba diving resort managers must recognize the importance of equipment, facility environment, and diving point among these selection attributes of customers. And to satisfy the customer needs the resort must accurately identify the needs for diving equipment, facility environment and diving point. Various methods for this should be explored through the needs of the identified customers, and efforts should be made to provide safe equipment, comfortable facilities, and various diving points.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

How do Elementary School Students Perceive Science Classroom? : Developing a Framework for Cultural Analysis of Science Classroom (초등학생들이 생각하는 과학수업의 특징: 과학수업 문화 분석틀 개발을 위한 기초 연구)

  • Park, Joonhyeong;Na, Jiyeon;Joung, Yong Jae;Song, Jinwoong
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.499-508
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    • 2015
  • The purposes of this study are to investigate elementary students' perception of science classroom through an analysis of students' answer to an open-ended question and to suggest a framework for the analysis of science classroom culture, as the first step to develop an analysis tool for qualitative exploration of science classroom culture. We analyzed 571 responses and developed an analysis framework with six categories (i.e. major factors; power structure of a classroom community; focused domains of the science classroom; student concerns; atmosphere of science classroom; participation form). The details of the six categories can be summarized as follows: (1) major factors were revealed to be practical work, fun, teacher, community and others; (2) the power structure of classroom community was in the order of peer students, teacher, and individual student himself/herself; (3) the focused domains of the science classroom perceived by students were more about affective and behavioral domains than cognitive one; (4) major student concerns were teachers' teaching, having practical work, and the understanding of and the sharing of knowledge and opinions (5) science classroom atmosphere was noisy and pranky but fun and interesting; (6) the students participation forms were to be total participation or voluntary participation or cooperative practice. Through this study, not only suggesting the framework, but we could also get implications for the cultural aspects of science classroom based on the results of data analysis in this study.

A Study on character create of Animation (애니메이션 캐릭터 설정 요소 분석)

  • Lim, Woon-Joo
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.659-664
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    • 2012
  • This research has chosen the animation character creation as a part of research for effective communication with audience due to the character taste getting diversity. The way of characters creation in this research suggest as follows. First, animation character action and a way of thinking, which makes regulation factor is a global outlook. It expresses a outer factors include appearance, style, action, facial expressions, tone of voice, hobbies, occupation, status and internal factors shows nature, conception, culture. Second, the given condition of general tendency of animation character, Cultural background, and Key characteristics and experiences is built up by global outlook. Third, the attractive of animation character show up the familiarity, originality, fun, various senses, and flexibility. Fourth, it is harmony of new global outlook and character. The establishment of animation character is that the familiarity which is easy approach to audience with special global outlook, the originality which is different from other works, fun with laugh, at different times in different ways to interact with more flexibility, various sense to be delivered to audience for easy setting is the most desirable.

A Study of Factors Affecting Intention to Use of Using Technology-based Self-services for Smart Airport (스마트 공항 추진을 위한 기술기반셀프서비스의 사용의도에 영향을 미치는 요인에 관한 연구)

  • Bae, Ji Hyun;Park, Jihye;Lee, Hanna;Choi, Jeongil
    • Journal of Korean Society for Quality Management
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    • v.47 no.4
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    • pp.795-806
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    • 2019
  • Purpose: The purpose of this study was to propose useful suggestions by analyzing the causal relationship between technology-based self-service for smart airport and intention to use. Methods: The data was collected by using the structured questionnaires. The proposed research model is tested using 231 valid questionnaires by R.3.2.1 plspm package. Results: The results of this study are as follows; the effecting factors of technology based self service for introducing smart airport, it was found that the effects of personal innovativeness and enjoyment and responsiveness, social impact were significant for acceptance and personal innovativeness was not significant on perceived usefulness. This study suggests significant factors on the implementation of smart airports and technology-based self-service. It also introduced new technologies in the future by looking at various characteristic factors that affect the intention of using technology-based self-service to promote smart airports. Conclusion: Airports and aviation industries need to have easy access to the airport's technology-based self-services to build a successful smart airport and create an environment that can be used appropriately at the time the customer wants. Also when customers use technology-based self-service devices, they should consider to maximize the positive emotions (emotional values such as pleasure or fun) that customers feel.

A Study on Smoking and Relevant Factors among High School Students in Seoul Province (서울시내 일부 고등학생의 흡연 관련요인 분석)

  • Ahn, Byoung Ho;Park, Keeho;Kye, Su Yeon
    • The Journal of Korean Society for School & Community Health Education
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    • v.13 no.3
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    • pp.57-71
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    • 2012
  • Objectives: This study examines the situation regarding smoking among high school students in Seoul Province and identifies smoking-related factors. Methods: The study sample consisted of 1,000 high school second-grade students from 6 high schools in Seoul. The PRECEDE model was used to assess the students' needs. We carried out an educational diagnosis on attitudes, outcome expectations and social norms. Date were collected from June. 7 to 21, 2011, and were analyzed using SPSS-15.0 according to the study objectives. Results: Of 906 respondents, 9.4% had experiences to smoking: 12.7% were male and 5.7% were female. Smoking-related factors from among general characteristics were statistically significant depending on the degree of gender($x^2$=14.515, p=.001), school performance($x^2$=40.289, p=.001) and friends 'smoking status($x^2$=88.615, p=.001). Factors concerning attitudes toward smoking were statistically significant depending on the students' perceptions as follows: 'Smoking is fun(t=-14.801, p=.000)', 'Smoking looks cool(t=-10.349, p=.000)', 'People who smoke have more friends(t=-11.295, p=.000)', 'Smoking helps me manage stress(t=-15.059, p=.000)' and 'Smoking is not harmful to the body if you exercise(t=-6.388, p=.000)'. Factors concerning outcome expectations were statistically significant depending on their perceptions as follows: 'Tobacco smells good(t=-8.939, p=.000)' and 'Smoking helps in weight management (t=-7.304, p=.000)'. Factors concerning social norms were statistically significant depending on the following perception: 'My friends will not like it if I smoke(t=4.605, p=.000)'. The following influence high school students attitudes toward smoking: School performance (OR=11.66, 95%CI=1.67~81.37; OR=18.27, 95%CI=2.58~129.24; OR=26.74, 95%CI=3.06~233.79), Friends smoking status(OR=80.05, 95%CI=6.94~922.77), 'Smoking is fun(OR=12.90, 95%CI=3.87~43.04; OR=63.41, 95%CI=10.66~377.09)', 'Smoking looks cool(OR=0.15, 95%CI=0.03~0.64)', 'Smoking is not harmful to the body if you exercise(OR=1.44, 95%CI=0.03~0.62)', 'When there is no work to do, smoking is a good way to pass the time(OR=21.68, 95%CI=4.27~109.90)', 'When you are angry, smoking calms you down.(OR=13.39, 95%CI=3.92~45.65; OR=8.69, 95%CI=1.67~45.13)' and 'My parents consider it important that I do not smoke(OR=10.05, 95%CI=1.00~100.43)'. Conclusions: The study suggests that effective ways to discourage of high school students from smoking are changing their attitudes toward smoking, reducing the motivation to smoke, and controlling the number of cigarettes. Therefore, aiming at preventive education. Schools must provide accurate information about the effects of smoking. Thus, health education should actively involve preventive education not only in schools but also at home, the societal and national levels. Cooperation between various sectors of society is required for this.

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A Study on the Customer Satisfaction and Re-Purchase Intention on Characteristics of Social Shopping (소셜쇼핑의 특징이 고객만족 및 재구매의도에 미치는 영향)

  • Gu, Seung-Hwan;Wang, Ping;Jang, Seong Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.4
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    • pp.2048-2061
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    • 2014
  • This paper redefines the concept of social shopping as the part of social commerce and identifies the significant factors to the customer satisfaction and repurchase intention for the social shopping using the factor analysis based on the selected elements from the previous research results. Structural equation modeling(SEM) result shows that 3 significant factors to the customer satisfaction are price, convenience of web site use and fun. But Security, reliability, diversity did not affect significantly satisfactorily. From the resulting factors to the customer satisfaction, users of social shopping seems to be satisfied with site entertainment like looking around and comparison shopping. The main purpose of visiting social shopping sites is considered as not only purchase of goods or services but also entertainment in the community and cyberspace. The results of this study, it provides an indication of the aspects of marketing that can be used in social shopping practice.

A Study on College Women's Online Shopping Motivation Effect on Satisfaction Level in Purchasing Fashion Products (여대생의 패션제품 온라인 쇼핑동기 요인이 쇼핑 만족도에 미치는 영향 연구)

  • Kwon, Jin;Kim, Yong Mun;Um, So Hee;Lee, Young Sook;Woo, Hyun Ri
    • Journal of the Korean Society of Costume
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    • v.67 no.4
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    • pp.21-37
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    • 2017
  • Fashion market in the past had a physical structure, and the supply and demand developed within that space. However, this has changed with the development of online fashion market, as it no longer requires physical space. The purpose of this study was to examine the satisfaction level of online shopping purchase based on the purchase motivation of women in their 20's. It aimed to look into how the online media affected the market, and find ways to improve the shopping malls according to the demands of the market. This study examined the effect of female students' online shopping motivation on their satisfaction with a premise that purchase motivation is related to the satisfaction level. The researched subjects were selected among female college students, and the regression analysis was done using the collected questionnaires. Results showed that economic purchase motivation, product purchase motivation, hedonic purchase motivation, and social purchase motivation had positive correlation to satisfaction level. The most influential factors to the satisfaction level were convenient purchase motivation and product purchase motivation, then social purchase motivation in shopping. Hedonic purchase and economic purchase were less influential than other factors in online shopping. Social purchase motivation factor is least influential when compared to others. As for detailed purchase motivations affecting the satisfaction level, reasonable price, latest fashion goods, interest and fun of online shopping, and the ease of shopping were important factors. The research result indicates that alternative shopping solutions can be better understood by examining the online shopping satisfaction according to purchase motivation, and improve current online shopping malls.

A Study on the Factors Affecting the Intention to Purchase Digital Items (디지털 아이템 구매의 영향요인 연구)

  • Byun, Wan Soo;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.243-251
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    • 2012
  • Digital items, considered as virtual assets, include avatars, accessories for the avatars, digital wallpapers, and game items, etc. The objective of this study is to examine the factors influencing the purchase of digital items. Factors, based upon Uses and Gratifications theory, including image making, self-expression, social awareness and fun-seeking, are introduced as salient variables for purchasing digital items. In addition, social identification and flow are also considered as key motivators. Statistical results indicates that social identification affects both flows and the intension to purchase digital items, and then flow next influences intension to purchase. It was also found that motives based upon Uses and Gratifications theory influences social identification, but have no impact on flow. As a conclusion, the academic and practical implications of these findings are also discussed.