• Title/Summary/Keyword: Perceived Enjoyment

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Impacts of Intrinsic Motivation and Gender Difference on Video Game Genre Usage: A Multiple Group Comparison Approach (내재적 동기와 성차가 비디오 게임 장르 이용에 미치는 영향: 다중 그룹비교 접근법을 이용한 이론적 모델 검증)

  • Kim, Jung Kyu;Ahn, Jungsun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.67-76
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    • 2013
  • By integrating of intrinsic motivation theory and flow theory, this study sought to investigate the causal linkage among optimal balance of video game player's perceived skill and challenge, flow experience, intrinsic motivation and video game genre usage. A path analysis showed that the different types of video game usage were directly influenced by players' intrinsic motivations, which were also reinforced by players' flow experiences of enjoyment. However, the path model with a multiple group approach provided no strong evidence for gender differences in the relationships between the variables of interest.

An Effects of Experience Economy for Accepting Knowledge Based Mobile Augmented Reality : Hedonic Information System Perspective (체험경제요인이 지식기반 모바일 증강현실의 수용에 미치는 영향 : 쾌락적 정보시스템 관점)

  • Chung, Namho;Lee, Hyunae;Koo, Chulmo
    • Knowledge Management Research
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    • v.14 no.5
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    • pp.121-136
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    • 2013
  • Augmented reality, which has recently drawn great attention, has along history in technical terms. However, the latest emergence of mobile augmented reality using smartphones is allowing people to access augmented reality more easily and faster than ever. However, a review of existing studies shows that most of them have focused on the technical realization of augmented reality, whereas few studies have dealt with how users perceive augmented reality. For users, augmented reality is a means of knowledge transfer, which enables the experience of more abundant reality by providing additional informatio nsources to objects or landscapes. There fore, the element of experience must be considered for the perception of users. In addition, the current augmented reality technology certainly provides users with more fun than any other existing technologies. In this regard, this study intended to divided experiences not only into sensory experiences, but also into entertainment, educational, escapist, and esthetic experiences based on the experience economy theory suggested by Pine and Gilmore(1998). Moreover, this study intended to examine whether mobile augmented reality applications, which are highly popular as a means of the experience economy, influence the usefulness, convenience, and enjoyment perceived by users, and to identify which of these cognitive elements influence usage intentions.

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Understanding Determinants of User Attitudes towards Location-based Mobile Advertising: An Empirical Analysis (위치기반 모바일 광고 태도의 결정요인에 관한 실증적 연구 : 광고 특성 및 소비자 개별화 특성을 중심으로)

  • Shin, Kwang-Sun;Cho, Hwi-Hyung;Hong, Il-Yoo
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.313-332
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    • 2019
  • Purpose As mobile devices are in widespread use and location-based mobile advertising has grown rapidly in recent years, there exists a sharp increase among researchers as well as practitioners in the interest in the determinants of user's attitudes towards location-based Mobile advertising. The purpose of the research is to understand the predictors of attitudes towards location-based Mobile advertising and of the relationship between attitudes and behavioral intention. Design/methodology/approach To this end, we have conducted an online survey using 412 users who have the prior experience of viewing location-based advertising via their mobile devices. We excluded 31 invalid responses and performed an empirical analysis based on 381 responses. Findings The findings indicate that all the factors but 'perceived enjoyment' each have a significant, positive relationship with consumer attitudes towards location-based Mobile advertising. Furthermore, advertising attitude is positively associated with behavioral intention. We provide implications and future research directions based the research findings.

Social Cues, E-Social Ambience, and Emotions in Web-Based Fashion Retailing: A Case of U.S. Shoppers

  • Lee, Eun-Jung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.12
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    • pp.1318-1329
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    • 2012
  • In-store atmospherics involve quantified physical and social aspects; however, the social quality of a web-based retailing context has largely been under-examined. This study addressed some antecedents and consequences of social ambience in virtual shopping (or e-social ambience) within a web-based U.S. retailing fashion context. This study explored the role of social cues as a viable antecedent to e-social ambience and emotions as its consequence. A conceptual framework was built postulating the effect of social cue for web content, on e-social ambience, emotions, and e-shopping enjoyment. The experimental results (n=488) on a fictitious retail T-shirt website confirmed the positive correlation among the variables; in addition, the level of social cues included within the web content significantly increased the level of customer-perceived e-social ambience of the website and subsequent positive on-site emotions. On-site emotions positively influence purchase intentions. The results expand the current understanding of e-store management by providing novel insight relevant to fashion companies that wish to provide customers with a quality website shopping experience.

Virtual World-Based Information Security Learning: Design and Evaluation

  • Ryoo, Jungwoo;Lee, Dongwon;Techatassanasoontorn, Angsana A.
    • Journal of Information Science Theory and Practice
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    • v.4 no.3
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    • pp.6-27
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    • 2016
  • There has been a growing interest and enthusiasm for the application of virtual worlds in learning and training. This research proposes a design framework of a virtual world-based learning environment that integrates two unique features of the virtual world technology, immersion and interactivity, with an instructional strategy that promotes self-regulatory learning. We demonstrate the usefulness and assess the effectiveness of our design in the context of information security learning. In particular, the information security learning module implemented in Second Life was incorporated into an Introduction to Information Security course. Data from pre- and post- learning surveys were used to evaluate the effectiveness of the learning module. Overall, the results strongly suggest that the virtual world-based learning environment enhances information security learning, thus supporting the effectiveness of the proposed design framework. Additional results suggest that learner traits have an important influence on learning outcomes through perceived enjoyment. The study offers useful design and implementation guidelines for organizations and universities to develop a virtual world-based learning environment. It also represents an initial step towards the design and explanation theories of virtual world-based learning environments.

Prediction Model of Exercise Behavior in Patients with Rheumatoid Arthritis (류마티스 관절염 환자의 운동 행위 예측 요인)

  • 이은옥;김인자;김종임;강현숙;배상철
    • Journal of Korean Academy of Nursing
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    • v.31 no.4
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    • pp.681-691
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    • 2001
  • Purpose: The exercise status in patients with rheumatoid arthritis, associations between exercise behavior and personal factors, and associations between exercise behavior and exercise-specific cognitions and their effects were assessed. Method: Four hundred thirty nine outpatients with rheumatoid arthritis were studied. The exercise status was measured by a single item. The intensity was multiplied by the frequency and duration of each exercise. The product of these intensity values for all exercises was defined as exercise behavior. Based on the Pender's revised health promotion model, exercise benefit, barrier, self-efficacy, enjoyment and social support were chosen as exercise specific cognitions and affect variables. Path analysis was used to identify the predictors of exercise behavior. Results: Compared to the duration before being diagnosed, the number of subjects who exercised regularly increased after being diagnosed. However over half of the subjects refrain from any sort of exercise and the type of exercise is very limited. Among the variables, exercise barrier, self-efficacy, and social support were found to be significant predictors of exercise behavior, and only previous exercise experience was found to be significant predictors of all behavior specific cognitions and affect variables. Conclusion: These findings suggest that studies should explore exercise behaviors and strategies to emphasize the cognitive-motivational messages to promote exercise behaviors.

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An Analysis on the Relationship among Personality Traits, Empowerment and Customer Orientation of Nurses in a Teaching Hospital (대학병원 근무 간호사의 성격적 특성, 권한부여 및 고객지향성간의 관계분석)

  • Youn, Kyung-Il
    • Korea Journal of Hospital Management
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    • v.8 no.2
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    • pp.5-23
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    • 2003
  • To survive in the competitive environment, hospitals pay more attention to patient satisfaction than ever before. Nurses are the employee that have frequent interactions with patients in a hospital, and therefore, the effective management of nursing staff is crucial to maintain high level of patient satisfaction. Searching for a way to an effective human resource management in nursing, this study attempted to investigate the pre-dispositional factors of customer orientation of registered nurses in a hospital. The customer orientation concept is originated from marketing literature and defined as the attitude of employee that focus on establishing a long term relationship rather than short term gains in dealing with customers. The study hypothesized that the personal trait of individual and the perceived level of empowerment affect the level of customer orientation of nurses. We tested the hypothesis 10 a teaching hospital. Three-hundred seventy two nurses were surveyed and 235 responses were collected. Out of the 235 responses, 24 responses were discarded due to the incomplete answers to the questionnaire and 211 responses were analyzed. The data were analyzed using factor analysis and multiple regression analysis. The results showed that the enjoyment dimension of customer orientation was affected by the agreeableness, consciousness, and openness of personal traits and the need dimension of customer orientation was affected by the agreeableness and level of empowerment. Based on the results the research and nursing resources management implications were discussed.

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Critical Factors Influencing Consumer Online Purchase Intention for Cosmetics and Personal Care Products in Vietnam

  • NGUYEN, Lan;LE, Hoa Chi;NGUYEN, Thuy Thu
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.9
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    • pp.131-141
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    • 2021
  • With the rapid development of the Internet, online shopping has grown so fast that almost any good or service can be sold online today. The popularity and rapid growth of e-commerce signal a huge market opportunity for e-retailers. From the organizational perspective, it is necessary to evaluate and explore what drives customers to buy their products or to use their services. This study, therefore, aims to explain the online purchase intention and its determinants of Vietnamese customers for cosmetics and personal care products. Quantitative data was collected from an online survey conducted among university students, then was put into SPSS and AMOS for further analysis. Descriptive statistics, Cronbach's alpha test, exploratory factor analysis (EFA), regression analysis, and SEM were used to examine data from 434 valid answers. The research findings reveal that four factors positively affect purchase intention: Shopping enjoyment has the most significant impact, followed by trust, benefit, and website quality. On the other hand, perceived risk negatively influences purchase intention. While the cosmetics and personal care industry is thriving with a huge number of producers and consumers throughout the world, this study contributes to the existing literature in terms of capturing customers' needs and developing effective strategies to attract more online users.

Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.375-385
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    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

A Study on the Impact of Live Commerce Interaction on Consumer Emotional Responses and Behavioral Intentions (라이브 커머스의 상호작용이 소비자의 감정반응 및 행동의도에 미치는 영향에 관한 연구)

  • YuRong Sun;Byoung-Jai Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.2
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    • pp.35-49
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    • 2024
  • With the development of e-commerce, live streaming e-commerce, as an emerging marketing method, is on the rise. It integrates various ways of information delivery, providing consumers with unprecedented shopping experiences, particularly through its interactive nature, which can increase audience engagement and immersion. This study delves into how interactive elements in live streaming e-commerce influence consumer emotions and purchase intentions. By employing literature review and empirical analysis methods, we analyzed various interactive factors in the live streaming e-commerce environment and revealed the process through which these factors stimulate audience emotions and lead to specific purchasing behaviors. The results confirm that the interactive appeal of live streaming e-commerce significantly influences consumers' positive emotional responses, consequently enhancing purchase intentions. This study aims to explore the relationship between the interactive features of live streaming e-commerce and consumer emotional responses and purchase intentions, thereby filling theoretical gaps in the field of live streaming e-commerce and proposing new marketing theories. Additionally, by analyzing how interactive features stimulate consumers, optimal live content strategies can be proposed for live streaming e-commerce platforms and hosts, thus aiding in the improvement of marketing strategies and sales effectiveness.