According to some previous studies, it has been suggested that affect has influence on consumers' behaviors. It has been also argued that affect has stronger influence on behavior related to tour and leisure. However, only a few studies have dealt with relationship between affect and tour considering the important correlation. This research examines on the influence of various affects on tourists' attitude and repurchase intention. This study assumes that affect takes three sub-categorized factors - pleasure, arousal and domination. It is a frequently used consumer behavior area called PAD. The purpose of this research is to examine affect and their causes experienced during tour on affectional travel agency service quality. To test the hypothesis, survey data obtained from 482 outbound tourists were used. Result shows that affect(PAD dimension) aroused by tour experiences(affectional travel agency service quality) significantly influence each attitude and repurchase intention. The implication of this finding is that marketers can gain maximum profit by providing positive affect. Because of the judgement that more future studies on unique characteristics of the affect of tour are needed, this study also describes some limitations and suggestion for the future study.
Seok, Bum Joon;Kim, Nambeom;Min, Kyung Ha;Park, Dohyun;Kim, Seog Ju
Sleep Medicine and Psychophysiology
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v.25
no.1
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pp.21-26
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2018
Objectives: The current study aims to develop Korean Social Affective Visual Stimuli (K-SAVS) to arouse social affect. Methods: K-SAVS is composed of pictures of social situations among East Asians. Each picture contains a negative, positive, or neutral affect. Positive and negative stimuli were presented to one group of subjects. Negative and neutral stimuli were presented to another group of subjects. All subjects were required to fill out Affective Valence and Arousal Manikin. Results: In the initial test, 18 positive affective stimuli pictures (1 set) and 36 negative affective stimuli pictures (2 sets) were chosen from 95 stimuli pictures. Positive affective stimuli pictures showed higher valence (p < 0.001) and lower arousal (p < 0.001) than negative affective stimuli pictures. In the confirmatory test, 18 neutral stimuli pictures (1 set) were additionally selected out of the total of 79 pictures of neutral stimuli pictures and the pictures used in the former experiment. Neutral stimuli pictures showed higher valence (p < 0.001) and lower arousal (p < 0.001) than negative affective stimuli pictures. Conclusion: K-SAVS can be a valid and useful tool for inducing specific social affects of Koreans.
Recently, as consumer interest in DIY increases and the industry develops, theoretical interest in DIY is also gradually increasing, but in-depth research has hardly been conducted. In particular, research on DIY marketing from a marketing perspective is lacking, and moreover, the influence of the characteristics of individuals participating in DIY has hardly been studied. Therefore, the purpose of this study is to supplement the limitations of these existing studies by examining the effect of individual characteristics on DIY experience and intention to continue. We propose affect intensity, need for cognition, and self-efficacy as personal characteristics that influence DIY experience. In addition, we hypothesized the effects of these variables on the DIY experience such as sense, feel, think, act, relate, and the effect of the DIY experience on intention to continue DIY. We analyzed 231 copies of data for consumers who have experienced DIY in various fields, and the results are as follows. As expected, it was found that affect intensity positively influenced sense and feel, need for cognition had a positive effect on think, and self-efficacy had a positive effect on act and relate. As expected, it was found that affect intensity had an effect on sense and feel, need for cognition had an effect on think, and self-efficacy had a positive effect on act and relate. And it was confirmed that all DIY experiences had a positive effect on the intention to continue DIY. This study provides theoretical and strategic implications by confirming the influence of personal characteristics of DIY consumers and approaching DIY from the perspective of a comprehensive experience.
Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
Journal of the Korea Computer Graphics Society
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v.28
no.3
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pp.67-77
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2022
The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.
In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.
Purpose - Vietnamese customers have a crowd psychology when choosing and buying cars, they believe the advice and comments of those who have used the product. This paper aims to explore how factors in the relation between employees and customers affect to the customer's positive word of mouth (WOM) through customer satisfaction. Research design, data, and methodology - A survey was conducted with 250 customers. This research focus on six factors: (1) familiarity, (2) care, (3) personal connection, (4) employee competence, (5) customer satisfaction, (6) positive WOM. By using Exploratory Factor Analysis (EFA), Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM), this research determined the impact of relation between eployees and customers to the customer satisfaction in order to have the positive WOM to another customers. Results - This result shows that 3 factors: care, personal connection and service quality, have positive effects to customer satisfaction. Moreover, the similar relationship is found between customer satisfaction and positive WOM. The familiarity is not significant in this research. Conclusions - The research results indicate that positive WOM has an important impact of market development for automobile business enterprises in Vietnam. Therefore, administrators should have appropriate strategies to encourage positive WOM to customers.
Kim, Sun-Young;Lee, Ji-Eun;Choi, Jeong-Woo;Han, You;Beak, Kung-Hee;Huh, Hyu-Jung;Chae, Jeong-Ho
Anxiety and mood
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v.10
no.1
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pp.52-58
/
2014
Objective : The purpose of this study is to develop the one-session positive psychology based strength enhancing workshop and verify effect of this program. This program is composed of lecture based on positive psychology and activities for identifying and utilizing personal character strengths. Methods : Total 81 participants were participated in this study. Positive Resources Test was assessed the change of personal positive resources at pre-, post program and subjective satisfaction for the workshop was measured at the post program. Repeated-t test was performed to identify the effect of this program. Results : Among the positive resources, satisfaction with life, positive affect, gratitude, acceptance, personal growth, efficacy, flow, resilience, hope, spirituality are significantly increased after program. Conclusion : Although this study is a single-session program without control group for comparison, it is meaningful to try a short-term intervention concise the program consisting of more than 8 sessions. This study will be based on the future development a variety of positive interventions.
Purpose - The aim of this study is to investigate the benefit-sharing activities. They affect contract renewal intention between franchisers and franchisees that are linked through a contract with the intention of building their relationship from the level based on dynamic trust. This study will show a new approach on qualitative growth and consolidation of competitive power and may well be able to suggest practical ways to strengthen directions in the field of franchise industries. Research design, data, and methodology - In this study, based on literature review, we separated logistical-supporting activities and non-logistical-supporting activities from benefit-sharing activities. We modeled how benefit-sharing activities influence contract renewal intention of franchisees by dynamic trust. In particular, considering the possibility of trading concepts and characteristics of trust between providers opportunistic behaviors was defined as variables, depending on the situation and dynamic characters reveal their relationship trust concept. That is, dynamic trust having the possibility of changing depending on opportunistic risks and interdependencies by Lewis & Weigert(1985, 2012) was classified into transitional-based trust, calculated based trust, relational-based trust and balance-based on trust. The total of 104 samples from domestic franchisees being with franchisees were collected by using a structural composed questionnaire. Results - The results are as following. Benefit-sharing activities in logistical supporting activities appeared to affect the multidimensional concept of transitional trust, calculated based on trust, relationship-based trust and balance based on trust dynamic trust with all-defined impact. Non-logistical supporting activities appeared to affect significantly the positive (+) to the dynamic trust concept except transitional trust. Lewis & Weigert(1985; 2012) have proposed a dynamic confidence calculated from relations within-based trust relationship based on trust appears to affect the significant positive (+) to the balance-based confidence transactions confidence mechanism of the system side in the verified relationship. Finally, a relationship based on trust and confidence in the balance based on the Influence of dynamic renewed confidence showed significantly affect the positive(+). In particular, the balance based trust showed the acts as a mediating factors between relational trust and confidence and renew calculated. Conclusion - From the above these results, the significance from this study is as following. First, the proposed activity is to share and validate the approach by identifying the potential in the relationship from the contract with building dynamic trust, and one of the ways from the franchise headquarters and affiliated merchants mutual growth through win-win cooperation in sharing activities. Next, the dynamic segmentation confidence to suggest the possibility can be broken down over the validity and reliability test for each concept. In addition, by identifying the relationship between the dynamic level of confidence granular multi-dimensional concept, to determine the level of trust with a dynamic relationship between risk and interdependencies can be possible in franchise industries. In order to maintain and develop their mutual relationship, franchise industries should propose confidence-building steps to promote their quality improvement.
Kim, Kyung-Ae;Kim, Sang-Hee;Park, Man-Suck;Park, Jae-Bum
Management & Information Systems Review
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v.30
no.4
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pp.45-71
/
2011
This study aims at reviewing the effect of the non-verbal communication of salespersons at service encounter on customers' non-verbal communication and responses. The previous studies overlooked the correlation between salespersons' non-verbal communication and customers' non-verbal communication at service encounter, although non-verbal communication of salespersons has potentialities evoking customers' non-verbal communication and emotional responses in various ways. If it is a salesperson who a customer first encounters within a shop, the non-verbal communication of salesperson affects his/her non-verbal communication and these non-verbal communication affect his/her emotional responses, and these emotional responses affect his/her behavior. This phenomenon is based on the theory of emotional contagion, mimic, and face feedback. Therefore the non-verbal communication such as greetings, postures and eye-contact manners through the personal interactions between salespersons and customers, can be said to be an antecedent variable which affects the positive responses of customer. As a result of the study, the kinesic of salesperson's non-verbal communication was found to affect customers' non-verbal communication, and customers' non-verbal communication affect emotional responses experienced at service encounter, and customers' positive emotion affect customers' behavior responses. This result provides an opportunity which makes one turn eyes on salespersons' non-verbal communication at sales encounter both practically and scientifically, through introducing salespersons' non-verbal communication as an important factor which can enhance customers' positive responses but has been passed over by the previous studies.
This study investigated the relationship between older driver's safe driving behavior, driving mobility(amount of driving, assessment for driving-related physical ability, confidence for adaptation in driving situation, amount of social activity) and subjective well-being(life satisfaction, positive/negative affect). The data of these variables were collected by questionnaire method based on face-to-face interview. The results can be summarized as followings. First, the older driver who reported higher scores in the self-report safe driving behavior questionnaire tended to show higher level of subjective well-being and driving-based mobility. Second, all the sub-factors in the driving-based mobility questionnaire were positively related to life satisfaction, positive affect but negatively related to negative affect except amount of driving. Finally, it was found that both confidence for adaptation in driving situation and amount of social activity positively mediated the relationship between self-report safe driving behavior and life satisfaction and positive affect, but confidence for adaptation in driving situation negatively mediated the relationship between self-report safe driving behavior and negative affect, Implication and suggestion were discussed.
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