• Title/Summary/Keyword: Human Motivation

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Motivation for following College Sports Teams' Social Media Accounts (대학스포츠팀 소셜미디어의 이용동기)

  • Park, Jae-Ahm;Dittmore, Stephen W.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.11
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    • pp.6547-6555
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    • 2014
  • This study attempted to verify what motivates fans to follow college sports teams' social media and identify the motivational factors that can best predict fans' social media consumption. Confirmatory Factor Analysis (CFA) indicated that previously identified seven motives for online consumption, i.e., information, diversion, socialization, pass-time, fanship, team support, and technical knowledge, are compatible with the use of college sports teams' social media. In addition, a results of multiple regression found diversion, socialization, fanship, team support, and technical knowledge to significantly predict the level of social media consumption while information and pass-time did not significantly affect social media consumption. In particular, socialization had the greatest influence on social media consumption.

Clothing Behavior of Male Popular Music Enthusiasts (남자 대중음악 애호가의 의복행동에 관한 연구)

  • Jo, Sung Hee;Park, Mi Hye;Kim, You Jin;Shin, Ji Young;Park, Soon Jee
    • Korean Journal of Human Ecology
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    • v.24 no.1
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    • pp.79-96
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    • 2015
  • The purpose of this research was to analyze the clothing behavioral attributes of male music enthusiasts. A questionnaire was developed based on previous researches. Respondents were men who were concerned with music in terms of a job, a major or a hobby. A total of 200 responses were analyzed by SPSS 20.0 through factor analysis with Varimax rotation, ANOVA with post-hoc test(SNK-test) and ${\chi}^2$-test. Music preference was classified into 3 factors: New age/jazz, Hiphop/dance, and Metal rock/ballad factor. 5 Clothing purchasing orientation factors were extruded: hedonic, planned, convenience, brand pursued, and fashion pursued purchasing orientation. Using those factor scores, 3 groups were classified: Group1(G1), preferring Hiphop/dance music with lower hedonic and brand/fashion pursued purchasing orientation; G2, preferring Hiphop/dance music with no interest in clothing shopping and fashion; G3, preferring New age music with high convenience and brand pursued purchasing orientation. In addition, there were significant differences among groups in clothing behavior such as social ostentation, individuality, self-expression, fashionability, conformity; in purchase motivation such as hedonic and trend/designer oriented purchase motivation; in information source like advertisement/media source; and in store choice criteria such as store light/music and popularity. The findings showed even the enthusiasts for the same music showed the different sopping orientation and different clothing behavior, suggesting that a personal value or taste can be a plausible factor to figure out attributes of consumers. An interest/involvement in clothing could be helpful to subdivide the music enthusiasts as the target market.

The Development of Torque Sensor for Electric Bicycle (전기 자전거용 토크센서 개발)

  • Choi, Seong-Yeol;Jeon, Yong-Ho;Cho, Whang
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.6
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    • pp.873-880
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    • 2011
  • As environmental pollution, global warming, and exhaustion of fossil fuel become global issue recently, there has been strong research motivation to develop green energy technology. Along the same line of motivation, some research efforts have been put into the development of environment-friendly bicycle equipped with various smart energy technologies to increase the usability of the bicycle as short-distance transportation. Among the technologies related with new generation bicycle, PAS (power assist system) is one of the most important systems that are essential in efficiently integrating human power and the electrical power supplied by electric motor driven by battery. In this paper, a novel torque sensor technology which is core component for PAS is proposed. Unlike existing technologies, strain gauges are attached to rear shaft directly under the hub bearings, which eliminates the requirement of slip-ring, Furthermore, the sensor is able to not only measure the torque transmitted to driving axle by human but also estimate the position of the gear to which the chain is currently engaged.

Exploring Strategy of Health Contents for Smart Media : Utilizing Information and Data (스마트 미디어 환경에 적합한 헬스 콘텐츠 전략 탐색 : 정보와 데이터 활용을 중심으로)

  • Yoon, Hongsuk;Shin, Dong-Hee
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.85-96
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    • 2015
  • With the emergence of smart media and devices which are able to continuous data monitor, the usage patterns of access and acquire health information are changed. Health contents should be provided to promote intrinsic motivation considering the way of cognizing and processing data in human information interaction. For this, planning for prevention centered health contents is required to utilize personal information and medical big data for engagement with the contents. Therefore, this paper reviews previous studies of health communication dealing with users' information literacy like e-health literacy. In addition, the paper classifies ways of communication when mediate IT as immediacy, interaction and data capturing. In conclusion, strategies of health contents for promoting users' intrinsic motivation are explored and its implications are discussed.

Effect of Online Social Network to build virtual Human Capital (온라인 모임이 사회적 자원 형성에 미치는 영향)

  • Yun, Ho-Seong;Park, Jung-Hee;Lee, Ki-Dong
    • Journal of Digital Convergence
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    • v.8 no.1
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    • pp.71-79
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    • 2010
  • Impact of online social network to cyber community has increased much attention recently. The biggest challenge in fostering a social network is to the extent whether it helps to build human capital network or social community. We propose what critical factors influence the formation of online capital network. The study uses three independent factors as motivation, self disclosure, and interactivity and two dependent factors as knowledge sharing and strengthening relationships to create virtual capital connection. Data collected from 256 university students to test the proposed model. The results of the study shows that all hypothesis are supported except one with strengthening relationship. Implications and limitations of this research are discussed.

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A Study on the Effect of Transformation Leadership on the Job Performance of Employees by AMO Model (AMO모델에 의한 직원의 직무수행에 미치는 혁신적 리더십의 효과에 관한 연구)

  • Li, Nan;Jung, Gi-Young;Kim, Hyung-Ho
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.41-50
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    • 2020
  • This paper analyzed leadership behavior and employee performance through empirical analysis method based on AMO theory. In this study, the ability of the leader (A), task motivation (M), and opportunity (O) were chosen as factors to analyze the relationship between transformative leadership and job performance of the subordinate staff, and the self-efficiency (O) and intrinsic motivation (M) were selected at the individual level and team atmosphere (O) at the organizational level to build a research model. 507 valid data were obtained from the survey and statistical analysis was conducted using SPSS23. Studies have shown that transformative leaders have a significant impact on employee performance. This study provides research results of empirical theory to understand the behavior of the leader in the performance of the employees and also suggests implications for the management of the company's human resources.

An Analysis of the Affective Effect of Whole Brain Based Cooperative Learning for the Gifted (영재 교육을 위한 전뇌 이론 기반 협동학습의 정의적 효과 분석)

  • Kim, Soon-Hwa;Song, Ki-Sang
    • Journal of Gifted/Talented Education
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    • v.21 no.2
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    • pp.255-268
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    • 2011
  • The 21st century is called as the "Age of knowledge flood", and thus the importance of the ability which can use knowledge creatively is more emphasized. Also, not only individual problem solving but also solving problems through effective communication skills with group members are needed, and therefore, it is requested to train potential gifted learner working together with others to practice cooperation and eventually grown up as a competitive human resource to adapt successfully in future environment. In this paper, to show the effectiveness of cooperative learning in gifted learners, members for cooperative learning group has been selected using whole brain theory from the 42 gifted middle school students who participated in summer gifted learner vacation program. From the analysis of the learners' learning motivation and frequency of interactions whole brain based cooperative learning is effective for enhancing both learning motivation and interactions. Therefore, the whole brain based cooperative learning is an effective pedagogy for enhancing the motivation as well as facilitating interactions within gifted learners.

The Effects of Drinking Motivation on female college student Perceptions and Behaviors of Drinking. (여대생의 음주 동기가 음주에 관한 인식과 행동에 미치는 영향)

  • Son, Eun-Gyo;Jung, Hwa-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.161-169
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    • 2018
  • The purpose of this study was to investigate the effect of alcohol drinking motivation on the drinking behaviors of female college students. It is necessary to examine the drinking behavior of female college students not only for their academic performance and health status but also for future reproduction concerns. The subjects of this study included 296 college students in their 20s. Research data was analyzed using SPSS 24.0 and AMOS 22 statistical programs. Results of this study found academic and human relationships had the greatest effect on the stress level of female college students. In addition, the perception of drinking was more influential on the drinking problem, and female college students who perceived anxiety through the drinking problem tried to change the behavior of drinking. Also, the perception of drinking by the influence of alcohol was more significant than that of drinking by college students who perceived anxiety through drinking problem. Second, if drinking is beneficial in the internal or external motivation of the individual, it maintains drinking behaviors and changes the behavior of drinking when experiencing the problem of drinking. Through these results, we aim to contribute to the reduction of the negative risk of alcohol by understanding the drinking preference of female college students and examining the drinking culture according to drinking motives.

Analysis of Game User's Motivation-Action Structure on Social Network Games (소셜 네트워크 게임 사용자의 동기-행동구조 분석)

  • Kim, Mi-jin;Kim, Yeong-sil
    • Journal of Korea Entertainment Industry Association
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    • v.5 no.2
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    • pp.77-86
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    • 2011
  • This paper is aimed at analyzing the relationship between users' actions in relation to a SNG (Social Network Game), which mainly targets communities, and the motivations that give rise to such selective actions. The subjects of existing researches on game area have rarely dealt with game users but mainly focused on the studies and utilization of game production technologies; and, in cases of studies on games users, their subjects have been hardly more than observations of users' behaviors in relation to the performance to achieve certain goals or themes of a game; for example, upgrading a character's level or obtaining rewards through "defeat". Therefore, it is necessary to analyze the actions of SNS game users from the perspective of behavioral selections caused by various motivations of human beings rather than approaching from the perspective of problem solving methods. In order to accomplish this goal, fist of all, Lazzaro's People Fun model and motivation theory of SNS users will be analyzed. Secondly, relevant materials from 13 SNG cases will be collected. Games' events and the functional actions of users will be classified. Lastly, the primary actions of SNG users will be classified into 8 different types and motivations - action patterns will be analyzed based on the classified materials.

The Role of Processing Fluency in Product Innovativeness Judgment

  • Cho, Hyejeung
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.31-52
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    • 2013
  • The metacognitive experience of the ease or difficulty with which new, external information can be processed, referred to as 'processing fluency,' has been shown to influence a wide range of human judgments including truth judgments, familiarity judgments, risk perception, evaluation, and preference (see Alter and Oppenheimer 2009 for a review). The current research explores the possibility of a consumer's product innovativeness judgment based on the difficulty of processing new information. In specific, this study examines if the inferential link between (dis)fluency-(un)familiarity can feed into the perception of innovativeness. This study also explores how a consumer's processing motivation can moderate the consumer's reliance on processing fluency in judgments and how the influence of fluency can vary depending on judgment task orders. In an experiment, participants rated a new product's innovativeness and then indicated their product attitude (or vice versa depending on the judgment task order condition) after reading a product review article that was printed in either an easy-to-read or a difficult-to-read font (for fluency manipulation). The findings show that low need for cognition individuals infer higher product innovativeness when processing product information is difficult rather than easy, consistent with the common assumption that 'new information is more difficult to process than familiar information.' The findings also suggest that once low fluency is attributed to innovativeness, it may no longer lead to a negative response to the product. High need for cognition individuals' judgments on product innovativeness are not affected by fluency. The findings also demonstrate a judgment task order effect on the use of fluency in judgments (e.g., Xu and Schwarz 2005). This study provides the first evidence that an individual's fluency experience can be used as a source of information in product innovativeness judgments especially under low processing motivation conditions. The findings can help marketers better understand the malleability of consumer judgments and perceptions of product characteristics (e.g., product innovativeness) by demonstrating an interesting interplay of processing fluency, processing motivation, and judgment task-related contextual factors.

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