• 제목/요약/키워드: Media Involvement Experience

검색결과 22건 처리시간 0.024초

웹미디어의 중독적 이용 경험과 개인의 자아정체성에 관한 연구 (A Study of Relationship of Webmedia addictive Experience and Self-identity)

  • 김성벽
    • 한국언론정보학보
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    • 제28권
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    • pp.7-41
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    • 2005
  • 본 연구는 웹 미디어 이용에 대한 성찰성을 강조하기 위한 것이다. 미디어 매개적 경험의 확산은 인간의 경험을 축소하고 상실케 함으로써 개인의 자아정체성 인식에 부정적으로 작용할 수 있다는 문제가 제기되고 있다. 특히 최근 증가하고 있는 웹 미디어의 중독적 이용경향은 심각한 우려를 자아내고 있다. 이러한 논의를 규명하기 위해, 본 연구는 웹 미디어의 중독적 이용경험과 자아정체성의 관계를 살펴보았다. 조사대상자를 이용량과 중독적 몰입도를 중심으로 9개 집단으로 구분했고, 이들의 자아정체성을 비교했다. 연구결과, 웹 미디어 중독적 이용경험과 자아정체성간에는 높은 유의미적 상관성이 제시되었다. 특히 웹 미디어 중독적 이용경험의 정도가 높은 집단이 낮은 집단에 비해 자아정체성이 상대적으로 낮게 나타남으로써 웹 미디어의 중독적 이용경험에 대한 우려를 실증해 주었다. 또한 웹 미디어에 대한 단순한 이용량보다는 중독적 몰입정도에 따라 자아정체성의 차이에 더 큰 유의미성이 나타났다.

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여가활동 소비자의 패션관여와 의복선택기준, 패션정보원에 관한 연구 (A Study on the Fashion Involvement, Clothing Selection Criteria and Fashion Information Sources of Leisure Activities Consumers)

  • 제은숙
    • 복식
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    • 제61권7호
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    • pp.51-66
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    • 2011
  • The study is intended to suggest the differentiated and subdivided indexes of the leisure fashion market and to provide the marketing strategy establishment and in-depth understanding of leisure fashion business by looking into the correlation between and among fashion involvement, clothing selection criteria and fashion information sources. This study was conducted by the questionnaire response method and the results were derived by using the SPSS 16.0 statistics program. The results of the study were as follows; 1) As a result of researching the difference between the leisure activities consumer groups and fashion involvement, there were significant differences in emotional and cognitive involvement. In the tour activity group and social activity group, emotional involvement was found to be higher than the cognitive experience while in the hobby and sports activity group, both involvements were equally as high. 2) As a result of researching the difference between the leisure activities groups and clothing selection criteria, it was found that the intrinsic and extrinsic criteria were high in the hobby and sports activity group and that the intrinsic criteria was high in the tour activity group and social activity group. 3) In the difference between the leisure activity groups and fashion information sources, it was found that media source, observation source and experience/personal source were high in the hobby and sports activity group. In addition, the experience and personal source were high in the social activity group. 4) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources, it was found that the emotional involvement, intrinsic criteria and observation source were higher in the group of females than males. 5) In the difference between and among fashion involvement, clothing selection criteria and fashion information sources depending on the ages of leisure activities consumers, it was found that the emotional involvement and observation source were high in the group of 20-24 yrs old consumers and that the emotional involvement, intrinsic criteria and observation source were high in the group of 25-29 yrs old consumers. Also, in the group of 30-34 yrs old consumers, the emotional involvement, observation source and experience/personal source were high.

Profiling Customer Engagement with "Snuggie" Experience in Social Media

  • Kim, HaeJung;Kim, JiYoung;Yang, Kiseol
    • 한국의류산업학회지
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    • 제15권1호
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    • pp.95-102
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    • 2013
  • In order to understand meaningful customer experience in social media, this study profiles customer engagement by exposing the essential brand experience rooms in hyper-reality contexts. This study selects Snuggie as a target brand as it uses multiple contact points, including social media, to provide meaningful experience to customers. With their unique marketing strategy, Snuggie became a popular brand among the U. S. customers beyond just a wearable blanket. Upon analyzing a total of 364 customer reviews about Snuggie in Amazon.com, five experience rooms were exposed; "Physical artifacts" and "customer involvement" are influential experience rooms which signify interactions between products and customers, while "intangible artifacts", "technology" and "customer placement" reflect a lower degree of experiential engagement. This approach suggests a theoretical foundation in understanding the customer engagement concepts by the means of brand experience dimensions in social media. The ability to create compelling engagement in social media depends on the successful facilitation of relationships and information, which lead to a creative, communicative and interactive experience.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

중노년여성의 의복 관여도와 정보원 사용과의 관계 (The relationship between level of clothing involvement and use of information sources of middle-elderly women)

  • 이옥희
    • 대한가정학회지
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    • 제34권2호
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    • pp.99-116
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    • 1996
  • The purpose of this study is, to analyze the relationship between level of clothing involvement and use of information sources. Data was obtained from 130 middle-elderly women living in Chonju, Iri. And it was analyzed by frequency, percent, mean, ANOVA, $\chi$2-testk. The results of this study were as follows : 1) Groups were divided into high and low involvement according to involvement level. 2) The higher was clothing involvement, the lower was age, the higher was education, and the more was income. 3) The higher was clothing involvement, the higher was use df information sources. Groups used mostly information sources by personal media or observation, experience. 4) The high income group used impersonal information source, the low income group used mostly personal information source.

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Investigating the Role of Memorable Tourism Experience towards Revisit Intention and Electronic Word of Mouth: A Study on Beach Tourists

  • Van Vien VU;Van Hao HOANG;Lan Huong VU
    • 유통과학연구
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    • 제22권2호
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    • pp.83-93
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    • 2024
  • Purpose: Although many studies have addressed destination marketing concepts, the relationship between beach tourists' memorable tourism experience (MTE), revisit intention and electronic word of mouth (eWOM) remains unknown. To address this issue, the authors established a model to investigate the effects of MTE's dimensions on revisit intention and eWOM. Research design, data and methodology: Drawing on 581 questionnaires from domestic beach tourists in Vietnam, a quantitative study approach was administered to empirically analyze a partial least squares path model in PLS-SEM. Results: The findings revealed that four dimensions of MTE including hedonism, local culture, meaningfulness and involvement have positive influence on beach tourists' revisit intention. Besides, meaningfulness and knowledge directly affect eWOM. It is worth noting that beach tourists' revisit intention significantly and directly influence their eWOM. The findings also confirm the indirect effects of hedonism, local culture, meaningfulness and involvement on eWOM through the mediating role of revisit intention. Conclusions: This study will be important to determine beach tourists' behavior through each dimension of MTE. This study also emphasizes on the direct effect of beach tourists' revisit intention on eWOM, as well as confirms its mediating role in the relation between MTE and eWOM. The findings will assist policymakers and destination marketers with strategies and effective future actions.

축구 동호회들의 축구 미디어 관여 경험에 관한 연구 (Analyses of the Relationships among Soccer Media Involvement Experience, Purchase Intent and Continued Participation intent in Soccer Clubs)

  • 최의열;김경현;임기현
    • 한국엔터테인먼트산업학회논문지
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    • 제13권4호
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    • pp.207-216
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    • 2019
  • 이 연구는 축구 동호인들의 축구 관련 미디어 관여 경험과 용품구매의사 및 참여지속의도 간의 관계를 통해 축구 동호회 및 관련 용품업체의 지속가능한 성장에 필요한 기초 자료를 제공하는데 목적이 있다. 이러한 연구 목적을 달성하기 위해 G광역시에 거주하는 축구동호인 327명에 대한 설문조사를 실시하였다. 탐색적 요인분석과 내적 일관적 분석을 통해 자료의 타당도와 신뢰도를 확보한 후 기술통계 및 상관관계 분석 그리고 다중회귀분석을 실시하여 다음과 같은 결론을 도출하였다. 첫째, 축구 관련 미디어 관여 경험 요인에서 기술의 수준이 가장 높았으며 다음으로 도전, 흥미 순으로 나타났다. 둘째, 용품구매의사 요인에서 대안평가 단계의 수준이 가장 높았으며, 다음으로 구매인식, 문제인식 그리고 정보탐색 순으로 나타났다. 셋째, 축구 관련 미디어 관여 경험은 용품구매의사에 영향을 미치는 것으로 나타났다. 특히 기술 요인이 용품 구매의사에 부(-)의 영향을 미치는 것으로 나타났다. 넷째, 축구 관련 미디어 관여 경험은 참여지속의도에 영향을 미치는 것으로 나타났다. 특히 기술 요인이 참여지속의도에 정(+)의 영향을 미치는 것으로 나타났다. 다섯째, 용품구매의사는 축구 동호인들의 참여 지속의도에 영향을 미치는 것으로 나타났다. 문제인식은 부(-)의 영향을 그리고 대안평가는 정(+)의 영향을 미치는 것으로 나타났다. 이 연구에서는 미디어 관여 경험 요인 중 기술이 가장 중요하게 고려되어야 할 것이며, 용품구매의사 결정단계를 보다 선제적으로 대응하여 이해할 필요가 있을 것이다. 따라서 이러한 관여도와 이해도를 높이기 위해서는 SNS를 활용한 상호 커뮤니케이션의 필요성이 강조된다.

공동구매형 소셜커머스를 통한 패션제품 구매행동 연구 - 쇼핑가치, 태도, 구매의도, 의복관여도를 중심으로 - (A Study on the Buying Behavior of Fashion Products in the Group Buying Type of Social Commerce - Focused on Shopping Value, Attitude, Purchase Intention, and Clothing Involvement -)

  • 조윤진;서상우
    • 복식
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    • 제62권8호
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    • pp.134-148
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    • 2012
  • Social commerce is not only a new form of shopping malls that did not exist in the past, but also a new form of media as it gets combined with social networking services. The purpose of this study is to analyze the influence of clothing involvement on the relationship between shopping values, attitudes, and purchase intentions of consumers in the group-buying type of social commerce. A specialized Internet survey company carried out the survey targeting consumers in their 20s and 30s with experience of purchasing fashion products using group-buying type of social commerce. A total of 200 questionnaires were used for the final analysis. Descriptive statistics, factor analysis, t-test, and regression analysis were conducted by using SPSS 12.0 and AMOS 19.0. The results are as follows. First, diversity/informativeness, impulse/accumulation, price, convenience, reliability, interaction, and adventure were identified as shopping value dimensions. Second, especially in cases of diversity/informativeness, price, and interaction, there were significant differences between the high involvement group and the low involvement group. Third, five of the categories, which were diversity/informativeness, price, convenience, reliability, and interaction, had significant influence on attitude and purchase intention. When the attitude variable was included with shopping value as independent variables in the regression model to predict purchase intention, the attitude variable presented a full mediating effect or a partial mediating effect between shopping value and purchase intention. Also, the relationship among shopping value, attitude, and purchase intention was different to some degree according to the level of consumer clothing involvement.

의복관여에 따른 의복구매행동에 관한 연구 (A Study on Clothing Buying Behavior by Clothing Involvement)

  • 구양숙;추태귀
    • 복식문화연구
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    • 제4권2호
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    • pp.173-185
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    • 1996
  • The purpose of this study was to identify the relationship of clothing involvement and clothing buying behavior of women. A questionnaire was developed to measure clothing involvement, clothing purchasing motives, clothing purchasing criteria, fashion information sources, store selection criteria, and demographic characteristics. The questionnaire was administered to 430 female adults in Taegu. The data were analyzed using percentage, frequency, factor analysis, and t-test. The results of the study were s follows: 1. Subjects were divided into low clothing involved and high clothing involved groups. 2. Three dimensions of clothing purchasing motives were derived by factor analysis such as Aesthetic dependant, Impulsive, and Practical motive. Clothing purchasing criteria were factor analysed as Aesthetic, Qualitative, External, and Economical criterion. Fashion information sources were factor analysed as Printed & audio-visual oriented media, Marketer intensive search, Store search, Observation & Interpersonal search, and Experience. Store selection criteria were factor analyzed as Merchandise & Store atmosphere, Store convenience, and Brand & fashion. 3. There were significant differences between high involved and low involved consumers in clothing purchasing behavior. The high involved consumers showed more importance than low involved consumers about purchasing criteria expecially in aesthetic dependant. The high involved consumers put more importance to aesthetic, qualitative, and external criterion as clothing purchasing criteria. The high involved information sources. The high involved consumers were more concerned about merchandise & store atmosphere, and brand & fashion than low involved consumers in store selection criteria.

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정치엔터테인먼트 시청이 정치대화에 미치는 영향 관여도와 정치정보효능감의 매개 효과 (The Effects of Political Entertainment Viewing on Political Talk Mediating Roles of Audience Involvement and Political Information Efficacy)

  • 권오주;민영
    • 한국언론정보학보
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    • 제73권
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    • pp.7-34
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    • 2015
  • 이 연구는 제 18대 대통령 선거를 전후로 대중화된 정치엔터테인먼트가 시민들 간의 정치대화에 미치는 영향에 주목했다. 특히 정치엔터테인먼트 시청이 정치대화를 촉진할 수 있는 심리적 매개 요인으로 수용자 관여도와 정치정보효능감을 제시했으며, 등장인물과의 동일시와 준사회적 상호작용, 그리고 내용에 대한 몰입 등을 관여도의 하위 차원들로 고려했다. 총 317명을 대상으로 온라인 설문조사를 실시했으며, 이 중 해당 프로그램 시청 경험이 있는 273명을 분석 대상으로 삼았다. 분석 결과, 엔터테인먼트 포맷 위에 정치 메시지를 얹는 오락성이 강한 프로그램만이 시청자의 동일시와 몰입 수준을 높였으며, 이 중 동일시 경험은 정치지식에 대한 효능감을 증진시켰다. 나아가 이용자의 정치정보효능감은 정치대화 참여의사와 정치적 이견에 대한 경청의사에 긍정적인 효과를 나타냈다. 그러나 정치엔터테인먼트 시청이 동일시와 효능감을 매개로 정치대화나 이견경청에 미치는 간접적인 효과는 통계적으로 유의하지 않았다. 정치엔터테인먼트 시청은 정치정보효능감을 매개로 정치대화에 대한 참여적인 태도를 제고하는 것으로 나타났다.

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