• Title/Summary/Keyword: Leisure Consumption

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The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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Urban alienation and the just city (도시적 소외와 정의로운 도시)

  • Choi, Byung-Doo
    • Journal of the Korean association of regional geographers
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    • v.22 no.3
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    • pp.576-598
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    • 2016
  • This paper is to reconsider some characteristics of philosophical discussion on alienation, especially focusing on Lefebvre's concept of alienation, and then to conceptualize a number of features of alienation in both industrial and postindustrial capitalist cities. The construction and development of modern city in industrial capitalism has brought about alienation from nature and from land(i.e. means of production), and in these contexts, has generated alienated labour of urban labourers, which has been deepened through development of modern technologies and divisions of labour. The transformation from industrial to postindustrial society can be seen not as alleviating but as further intensifying and expanding process of alienation. Urban alienation in postindustrial society has been spatially and temporally extended through processes of glocalization and of financialization with the development of credit system. It also has been widened to fields of consumption and leisure and to spheres of non-material production, and has get more deeply involved in capital circulation through built environment and landscape(or spectacles) of cities. Finally this paper is to re-examine briefly theoretical discussions on dealienation in order to conceptualize the just city for dealienation of labour and of urban space, in particular considering the concept of 'the right to the city' as practical strategy of urban dealienation, and to suggest further three kinds of justice for the just city, that is, justice for distribution, for production and for recognition.

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A Phenomenological Study on Growth Experience of Youth with Part-time Jobs (아르바이트 청소년의 성장경험에 관한 현상학적 연구)

  • Koo, Seung-Shin
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.406-419
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    • 2017
  • This study is to explore the essence and meaning of part-time job experience, in particular, to deduce growth experience through part-time jobs. This study is based on time-experience of phenomenological research method developed by the van Manen. For this research, the research data was collected by reviewing high school student part timer in Gyeonggi-do, those who had experience of average of two-year part time work or currently at work, and by undertaking in-depth interviews with seven of them from the March to April of 2017 with the agreements of the participants of this study. Time-experiences, i.e. part-time job experiences of youths, can be arranged as the following subjects. 'the feeling necessity part-time job and seeking it', 'adapting hard life of part-time', growth-experiencing through part-time work..The necessities for part-time job are feeling up consumption needs, aidsing domestic economy, pursuing independence, social and leisure life, self growth and preparing for the future. Adapting of part-time jobs are mastering, enduring, skillfuling work related to work adatation, and enduring ostracizing of old members, stopping and lasting, building bonds related to relationship adaptation. Growth-experiencing through part-time work are formig rational management for money, mental growth, preparing for the future. Based on these findings, the suggestion and limitation of the study were presented.

The Relationships between Emotional Labour and Depressive Symptoms Among Nurses in University Hospitals (대학병원 간호사들의 감정노동과 우울수준과의 관련성)

  • Kim, Kyung-Ok;Cho, Young-Chae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3794-3803
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    • 2013
  • The purpose of this study was to find out the relationships between emotional labour and depressive symptoms among nurses in university hospitals. Subjects were 514 nurses working at three university hospitals in Daejeon City, and the survey was a structured self- administered questionnaire based from April 1 until May 31 2012. As a results, the level of depressive symptoms by the subjects emotional labour level was significantly higher in the group with higher total average points of the emotional labour than the lower group, As for the correlation between the level of depressive symptoms and emotional labour factors, the depressive symptoms points showed significant positive correlation with the total points of the emotional labour. As a result of hierarchical multiple regression, age, leisure time, coffee consumption, subjective health status, physical burden of work, sense of satisfaction at work, fit to the job and emotional labour were selected as significant variables and related variables effecting the level of depressive symptoms. These variables' descriptive power was 39.4%, especially, it can be seen that 11.0% descriptive power increased by putting the emotional labor variables. The results above imply that there is significant relation between emotional labor and depressive symptoms and various variables such as socio-demographic characteristics, health-related behavior factors and job-related factors. Also, it can be seen that the emotional labour and depressive symptoms showed significant positive correlation. Therefore, the development and implementation of a program to control emotional labor appropriately should be required for lowering the level of depressive symptoms.

Alterations of Human Autonomic Nervous System Activity on Capsaicin Ingestion, and Variants of UCP1 and β3- -adrenergic Receptor Polymorphism (캡사이신 섭취와 UCP1 과 β3- adrenergic Receptor Polymorphism의 다양성에 대한 자율신경활동의 변화)

  • Ko, Ki-Jun;Shin, Ki-Ok
    • Journal of Life Science
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    • v.17 no.8 s.88
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    • pp.1075-1081
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    • 2007
  • We investigated whether 1) capsaicin ingestion (100 mg) enhances autonomic nervous system (ANS) activities associated with thermogenic sympathetic activity as energy metabolic modulator, 2) UCP1 and ${\beta}_{3}$-AR variants of each subjects influence with ANS activity. Eight healthy males (24.7 ${\pm}$ 1.8 yr) volunteered for this study. The cardiac autonomic nervous activities evaluated by means of heart rate variability of power spectral analysis and energy metabolism were continuously measured during 5-min rest for total 90-min resting condition with placebo or capsaicin oral administration chosen at random. The results indicated that there were no significant differences in heart rate during rest between both trials. Autonomic nervous activity increased in capsaicin tablet trial, but the difference did not reach the statistical significance. Capsaicin, however, induced significantly lower respiratory gas exchange ratio at Test3 (CAP: 0.80 ${\pm}$ 0.02 vs. 0.85 ${\pm}$ 0.02), means ${\pm}$ SE, p<0.05). In conclusion, it may be suggested the capsaicin consumption as a valuable supplement for the treatment of individual with hyperlipidemia and/or obesity by improving lipolysis. Further studies will also be considered genetic variants such as UCP1 and/or ${\beta}_{3}$-AR associated with obesity.

The New Urbanization Process and Changing Spatial Structure of Seoul (서울의 신도시화 과정과 공간구조의 변화)

  • 이경자;홍인옥;최병두
    • Journal of the Economic Geographical Society of Korea
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    • v.6 no.2
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    • pp.443-470
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    • 2003
  • This study is to consider economic, political, socio-cultural and environmental characteristics of the new urbanization process and its spatial structures and urban policy of Seoul in the 1990s. Some experimental findings which have been identified throughout this study can be summarized as follows. First of all, Seoul, the largest city in S.Korea has experienced a restructuring process of economy, which has been promoted by the development of producer services as well as knowledge- based or high tech industries. Secondly, the autonomy of Seoul has increased after the introduction of local self-government, with relatively higher self-management of local finance than other cities, strengthening the tendency of enterpreneurialism, empowering civil movements, and increasing the political participation of women. Thirdly, in the socio-cultural aspect, the material wants to gain a certain identity through consumption, using urban environments culturally, varying consuming attitudes and ways of leisure times in relation with the rapid development of transportation and information communication. Fourthly, in the environmental aspect, Seoul has tried to introduce the concept of sustainable development in terms of increasing wants on the quality of life, and to develop a pro-environmental eco-city with environmental rehabilitation, constructing green space and eco-park. Finally, in the spatial dimension, Seoul has shown a structuration of multi-centers, with highly spectacular urban landscapes and seemingly authentic urban planning. These results make us confirm that Seoul has been in the process of new urbanization which can be distinguished from the previous one.

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Study of the Factors Determining Life Satisfaction of Local Residents in Chungbuk Province (지역주민의 생활 만족도에 영향을 미치는 결정요인 연구 -충청북도를 대상으로-)

  • Cho, Taek-Hee;Bae, Min-Ki
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.591-601
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    • 2017
  • The purpose of this research was to identify the effects of factors determining life satisfaction (LS) of local residents in chungbuk province. After reviewing the literature, this research selected and developed the 9 categories and specific indicators of LS. This research had obtained data through a face to face investigation using questionnaire, which surveyed 1,619 residents at 11 local governments in chungbuk province. This research analyzed the data using descriptive statistical methods and multiple linear regression method. This research found that 1) the level of overall LS had 4.433 points out of 7, the level of residential environment satisfaction had highest point (4.911), but the level of leisure culture satisfaction had lowest point (4.155), 2) in multiple regression analysis, The effect of income and consumption level on LS was highest. The degree of labor and life-social services was important factor to increase LS. The results of this study were expected to provide many implications for implementing policies to improve LS in the country and local governments.

Development and Evaluation of the Educational Program for South Korean Middle School Students in Preparation for Reunification on North Korean Family Living Culture (중학생을 위한 통일대비 가정생활문화교육 프로그램 개발과 평가)

  • Lee, Hana;Kim, Yookyung;Song, Jieun;An, Soon-Hee;Lee, Yonsuk;Lee, Yhe-Young;Lee, Yoon-Jung;Lim, JungHa;Jung, Min-Young;Chung, SoonHwa;Han, Youngsun
    • Journal of Korean Home Economics Education Association
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    • v.29 no.3
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    • pp.105-124
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    • 2017
  • This study aimed at developing an educational program for South Korean adolescents on North Korean family living culture so that the students become familiar with the values and everyday lifestyles of North Korea. Understanding of North Korean culture is considered important as a foundation for social integration in prospect of future reunification. The contents of the program were developed based on the analysis of North Korean defectors' interviews and review of the literature and media reports on North Korean family culture. The program consists of 12 units of 40-minute sessions with the following topics: economy and consumption, leisure activities, family relationships, dating and spouse choices, fashion changes, clothing acquisition and care, food choices and local diets, dietary problems, housing, and neighborhood. The program was implemented between December 21 and 30, 2015 in a middle school located in Seoul. This program is expected to be useful in preparing the students as future leaders to create harmonious family living culture in the reunified Korea.

Analyses of Spectators' Expenditure Determinants in a Professional Baseball Team (프로야구 관람객의 소비지출 결정요인 분석)

  • Cho, Woo-Jeong;Choi, Eui-Yul
    • 한국체육학회지인문사회과학편
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    • v.55 no.1
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    • pp.457-467
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    • 2016
  • Understanding professional baseball fans' expenditure is expected to provide fundamental marketing information that help increase each team's marketing profits and values and produce a better economic impact on its community. In this regard, this study employed a survey method with a total of 372 residents located in Changwon. A questionnaire included factors such as demographics, consumption patterns and perceived socio-psychic effect(PSE), all of which were derived from literature review. A binary logistic regression was modeled with a dichotomous dependent variable, expenditure(30,000 won more or less). The following were input in the model as the independent variables in order to see the relationships; gender, marriage, education, occupation, income, location, age, leisure type, distance, companion, transportation, interest, and PSE. The results of the logistic regression analysis are as follows. Overall, the model was statistically significant, χ²(21, N=372)=59.159, p=.000. Cox and Snell R² was reported as .147 and .200 respectively. So, the model accounted for between 14.7% and 20.0% of the variation in expenditure. Among the independent variables, income, location, companion, and PSE were found to be the significant factors to expenditure. For income, subjects with 2 million won less of income, compared to those with 4 million won more, were .38 times less likely to pay the money of 30,000 won more. For location, subjects in Masan, compared to those in Jinhae, were 3.49 times more likely to pay 30,000 won more. Subjects in Changwon, compared to those in Jinhae, were 3.05 times more likely to pay 30,000 won more. For companion, people visiting the stadium alone, compared to those with friends/colleague, were .36 times less likely to pay 30,000 won more. For PSE, the odds of 30,000 won more paid increased by 1.37 times with one-unit increase in PSE.

The Characteristics of Elderly Consumer Behaviors in the Consumption of Aging friendly products (고령친화 용품의 소비와 관련된 노인 소비자 행태 특성 -대구시를 중심으로-)

  • Kim, Young-geun
    • 한국노년학
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    • v.29 no.1
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    • pp.21-35
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    • 2009
  • The aim of this study is to make clear the characteristics of elderly comsumer behaviors and to provide information for the organ and company preparing aging friendly industry. This information is actual data which analyzed elderly consumer behaviors according to sociology of Population criterion. The first survey was conducted to 600 elderly about the degree of products preference, the criterion of products selection, actual purchaser, the preferring medium. To compare elderly consumer behaviors to young consumer behaviors, the second survey was conducted to 400 elderly and young persons. The results are in following. First, the crucial factors of elderly consumers making select products is the function of products. Second, when planning marketing for elderly consumers, company needs to investigate factors affecting elderly consumers behaviors, for instance the educational level, a monthly income level, age, sex, and so on. Third, elderly consumers were the most interested in health products. Specially, male elderly consumers in leisure sports and tour products. Fourth, elderly consumers is active for economic respect and independent for social respect.