• Title/Summary/Keyword: Intention to Watch

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User's Willingness to Donate to a Personal Broadcasting Creator From a Rhetorical View (수사학적 관점에서의 인터넷 개인방송 크리에이터에 대한 이용자의 기부의사에 관한 연구)

  • Moon, Yunji
    • The Journal of Information Systems
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    • v.28 no.3
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    • pp.83-104
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    • 2019
  • Purpose Recently, Internet personal broadcasting has been widely spreaded as a new media type by replacing traditional legacy media such as TV. Considering this phenomenon, this study aims to explore the effect of Aristoteles' persuasion factors on Internet personal broadcasting from a rhetorical view. The reason why users watch the Internet personal broadcasting is that they are persuaded by creator's expertness, empathy, or content usefulness. These factors can be regarded as persuasion factors. Therefore, with Aristoteles' rhetorical persuasion factors composed of ethos, pathos, and logos, this paper tries to investigate how persuasion factors affect user's emotional\ attachment and voluntary donation intention. Design/methodology/approach This paper proposes a model of the relationships among three rhetorical factors, user's emotional attachment, and donation intention. Specifically, ethos is regarded as creator's expertness and trustworthiness, and pathos refers to creator's empathy and social interaction. Last, logos refers to content usefulness and credibility. For testing a hypothetical research model, this study collected 468 surveys and empirically tested hypotheses using a structural equation model. Findings This study investigated how rhetorical factors (ethos, pathos, and logos) and emotional attachment further influence user's donation intention. The findings suggest that rhetorical factors of ethos and pathos enhances emotional attachment, followed by donation intention. Contrary to an expectation, however, logos was not significantly related to emotional attachment. Creators of Internet personal media and MCN providers should focus on the different effects of rhetorical factors and pay attention to the role of emotional attachment to encourage user donation.

A Study on the Influence of SNS Utilization on the Future Behavior Intention of Performance Arts Consumers by Preferred Performance Arts Genre (선호하는 공연예술 장르별로 SNS 활용이 공연예술소비자의 향후 행동의도에 미치는 영향에 관한 연구)

  • Koo, Eun-Ja;Ahn, Sung-Sik
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.169-179
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    • 2017
  • The objective of this study is to identify the influence of utilization of SNS among consumers who watch performance art on their behavioral intention in the future when there has been an increasing usage of SNS among consumers along with an increasing importance of SNS in the field of performance art and also the influence of SNS characteristics on behavioral intention of performance art consumers in the future according to their preferred genres. According to the results of empirical analysis in this study, usefulness, pleasure, and social influence, as SNS characteristics, turned out to positively influence on behavioral intention in the future. According to the result of analysis in difference of influence on behavioral intention in the future depending on preferred performance art genre, usefulness, pleasure, and availability in order among SNS characteristics turned out to influence on behavioral intention in the future in pop-music/entertainment concert. In addition, only usefulness turned out to influence on behavioral intention in the musical. Usefulness and availability in order turned out to influence on behavioral intention in the act. Lastly, only usefulness turned out to influence on behavioral intention in the music/ballet. According to aforementioned results of the study, it implies that SNS characteristics of performance art audiences are influencing on behavioral intention in the future. In addition, since there is a difference in behavioral intention in the future among art consumers in each genre, it is required to differentiate utilization and strategies of SNS in each genre.

The Effect of Influencer Factors in Personal Media Contents on Purchase Intention (1인 미디어 콘텐츠의 인플루언서 요인이 상품 구매 의도에 미치는 영향: 브랜드 진정성의 매개효과를 중심으로)

  • Yu, Ines Hyunju;Kim, Hun
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.45-59
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    • 2020
  • This study is to examine the effects of personal media influencer's source credibility (attractiveness, trustworthiness, expertise) and content authenticity on brand authenticity and product purchase intention. An online survey was conducted, on which the respondents were asked to watch the embedded contents of the influencer provided on YouTube before answering the questionnaire. The results of the regression analysis showed that both influencer expertise and content authenticity had a positive effect on brand authenticity. Moreover, brand authenticity had a positive effect on purchase intention and had a mediating effect between purchase intention and content authenticity. The findings are meaningful in that they not only analyze empirical advertising effects of personal media and media contents but also expand the scope of research on authenticity. This study also provides strategic implications for personal media influencers and companies which want to collaborate with influencers.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

An Exploratory Analysis on Adoption of Potential Customers in Transmedia Storytelling : Emphasis on Korean TV Drama and Movie (잠재고객의 OSMU(One Source Multi Use) 콘텐츠 수용에 대한 탐색적 분석 : 영화, 드라마를 중심으로)

  • Park, Bong-Won;Lee, Kun-Chang
    • Korean Management Science Review
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    • v.27 no.2
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    • pp.81-95
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    • 2010
  • There is an increasing interest in contents such as movie, drama and game using transmedia storytelling. It includes Le Grand Chef, The War of Flower, Dae Jang Geum, The Matrix, Harry Potter and The Lord of the Rings. However, transmedia contents have not always been successful. To study the factors affecting possible outcomes of transmedia storytelling, we analyzed the intention on transmedia of potential consumers who have not been exposed to transmedia contents before. To this end, we investigated two different cases : first, potential customer intention to watch dramas which will be produced after launching comic-based movies; second, potential customer intention to see movies which will be made after broadcasting comic-based TV dramas. In each case, we analyzed the outcomes from potential customers by applying several variables including gender, exposure to the original and components of contents (plot, quality of act and music etc). Our study showed that potential customers prefer movies or TV dramas with quality of acting, directing, casting and storylines. Interestingly, the quality of acting is more important in dramas than in movies and casting is an appealing factor to potential customers in movies. In TV drama cases, potential customers have high watching intentions when they read the original content. Among them, male potential customer have low watching intentions on TV drama when they did not read the original content. However, female potential customers have high watching intentions on TV drama regardless of the previous exposure to the originals. In movie cases, female potential customers have higher intentions on seeing movies than male. These results suggest that one needs to consider several factors such as casting, acting and gender for generating transmedia contents with a high probability of success.

Research of Patients Satisfaction on the Medical Services of the Upper Gastrointestinal Series (위장조영검사에 대한 의료서비스 만족도에 관한 연구)

  • Kim, Gyoo-Hyung;Lim, Cheong-Hwan
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.199-205
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    • 2015
  • This study was conducted with examinees who chose upper gastrointestinography (UGI) among those who visited the hospital for health examination in order to improve the visitors' satisfaction with services. A questionnaire survey was conducted with the examinees, and 147 examinees who visited the hospital during the two months from May 2014 participated in the survey as the subjects of pre education examination while 164 examinees who visited during the months from July 2014 participated as the subjects of post education examination. The pre education subjects were surveyed about anxiety, need of explanation, method of explanation, satisfaction with UGI, etc., and a video was prepared based on the results and provided to the post education subjects and then they were surveyed about change in anxiety, satisfaction with the explanation in the video, helpfulness of the video, intention to watch the video again, etc. In the pre education survey, the average value of anxiety was 2.62, and the need of explanation was 2.52, In addition, 78.2% of the subjects chose guide video as a method of explanation, and satisfaction with UGI was 1.55. In the post education survey, the average value of changed anxiety was 1.45, satisfaction with video explanation was 2.80, helpfulness was 2.79, and intention to watch the video again was 2.80. In the results of T-test between the pre and post education groups, they showed statistically significant in anxiety and satisfaction (p<0.05). Moreover, the findings of this study confirmed that video education and information on UGI provided in advance reduce patients' anxiety and increase their satisfaction with examination.

A Study on the Factors Inf-luencing Intention to Use Internet VOD Movies (인터넷 VOD 이용의도에 영향을 미치는 요인에 관한 연구 - 인터넷 VOD극장을 중심으로 -)

  • Hwang, Joon-Seok;Lee, Zoon-Ky;Lee, Jae-Kyoung
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.2
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    • pp.221-229
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    • 2009
  • The development of the Internet and telecommunication technology has lead to the diversification of the distribution channel of movies. Internet users can easily watch movies through the Internet VOD(Video On Demand) theaters without a restriction of time and space. In this study, we try to understand the intention to use of internet VOD movies using the concepts of Technology Acceptance Model and Flow Model. We also consider the concepts of sensitivity of holdback period and availability of various choice in movie genre, along with demographic factors such as age and gender. Through our study we enhance our understanding on how and when users use the Internet VOD for their movie watching.

An Analysis on the Impact of KS-SQI Service Quality on Customer Behavior and User Experience : Focusing on OTT Service (KS-SQI 서비스 품질이 고객 행태에 미치는 영향과 사용자 경험 평가 분석 : OTT 서비스를 중심으로)

  • Lee, Chae-Hoon
    • Journal of Information Technology Services
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    • v.19 no.5
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    • pp.125-136
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    • 2020
  • The subject of this study is user experience analysis for OTT mobile app services. Application service quality was quantitatively measured by utilizing KS-eSQI evaluation model from a service quality perspective. The purpose of this analysis is to analyze how service reuse and other people's intention to recommend services are affected by service quality. In addition, further analysis of user experience will qualitatively look at what efforts are needed to improve OTT service quality and provide a user-friendly environment. According to the survey, the higher the level of KS-eSQI service quality, the higher the reuse of OTT services and recommendation of others. In particular, the dimensions of primary services and unexpected additional services had a higher impact on customer loyalty and recommendation of others than in other industries. Moreover, the following three implications were found to improve app services from a customer experience perspective. First, images and video thumbnails that highlight the strength of the content they provide should be actively utilized. Second, it is necessary to provide service companies with evidence for data-based work recommendations. Third, it should provide a viewing environment in which users can respond more intelligently to the various situations and conditions when they actually watch.

Wearable Designs for Hair Designers with 3D Virtual Images and 3D Printed Models

  • Byeon, Na Rae;Koo, Sumin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.44 no.5
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    • pp.923-949
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    • 2020
  • Improving work efficiency and satisfying customers through personalized services is becoming more important in an increasingly competitive hair industry. Wearables may help to improve hair designers' work efficiency and customer satisfaction by analyzing customer and hair designers' conditions and provide hair stylingrelated data. However, there is limited research on developing wearables for hair designers (WHDs), and many existing wearables were developed without understanding user needs and perceptions. This research investigated preferences, perceptions, and intentions on WHDs based on hair designers in the U.S., which is the largest hair market. Specific design options that hair designers preferred and possible options to meet requirements that hair designers expect for wearables were identified and suggested in WHD design guidelines. Second, most people preferred a WHD design of a black-colored bracelet/watch that can be a necklace designed with preferred functions; in addition, 3D virtual images and 3D printed models were prototyped. Third, developed designs were evaluated. More than 70% of users were satisfied and considered it as useful and easy to use, with an intention to purchase. The results are expected to provide insights to designers when developing WHDs.

A Study about Impact of Mindfulness on Perceived Factors of Information Technology Acceptance (마음챙김이 정보기술 수용의 인지적 요인에 미치는 영향 연구)

  • Hyun Mo Kim;Ying Ying Pang;Joo Seok Park
    • Information Systems Review
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    • v.21 no.1
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    • pp.1-22
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    • 2019
  • Mindfulness is the process of actively noticing new things. Today, companies have introduced and run mindfulness programs because the mindfulness has possible applications of productivity and innovation in corporation. However, role of mindfulness has not been clearly investigated in behavior research of Information System. The purpose of this study is to confirm the effects of mindfulness on technology acceptance process. Based on UTAUT Model, we examined how mindfulness in technology acceptance process moderate antecedent factors of acceptance intentions and use behavior. For empirical research, we conducted a survey on acceptance of smart watch of internet of things for employees of companies applying the mindfulness programs. then, we analyzed survey sample in empirical methodologies. Based on the empirical analysis, cognizance of alternative technologies in mindfulness factors increased the impact of performance expectancy on acceptance intention. Novelty seeking in mindfulness factors increased the impact of effort expectancy on acceptance intention. Awareness of local context in mindfulness factors decreased the impact of social influence on acceptance intention. engagement with technology in mindfulness factors increased the impact of facilitating conditions on use behavior. This study suggests academic implications and practical implications based on the results of the research. The implications will help to support and extend the theory of technology acceptance model while providing practical insights for IT acceptance by suggesting ways to utilize mindfulness in corporation.