• Title/Summary/Keyword: Psychological Effects

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Analysis of the key Factors that Influence Emotional Web Design and its Effects on Brand Attitude - focus on Fastfood WebSites - (웹에서의 감성디자인이 브랜드태도에 미치는 효과와 영향요인 분석 - 패스트푸드 사이트를 중심으로 -)

  • 윤다연;이현주
    • Archives of design research
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    • v.17 no.1
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    • pp.153-162
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    • 2004
  • This paper focused on the effect of Kansei design on the web in branding as well as its influence factors. As a key of this research, it classified web users' Kansei into five categories; 1) functional Kansei, 2) sensoryKansei, 3) psychological Kansei, 4) relational Kansei and 5) cultural Kansei, and organized relevant factors. Online surveys were conducted on seven websites of the fast food brands in Korea (Lotteria, Mcdonald, BurgerKing, Popeyes, KFC, Pizza Hut, Domino's) which are targeting 463 male and females in 20s. As a result, an average of 58% responded that they had a positive Kansei experience and could enhanceits brand preference. Of the sensory Kansei, visual design factors were the one that gave the greatest effect on brand preference enhancement. Regarding the functional Kansei satisfaction, such as user convenience and access speed were also one of the most crucial variables for the whole Kansei satisfaction. Moreover, the preference enhancement brought not only a positive effect on its reliability but also its brand image and consumers' purchasing desire. Based on the survey results, the additional FGI (Focus Group Interview) had been conducted and determined \circled1 what kind of major Kansei that users wanted to have satisfied, \circled2 what type of design can give strong Kansei appeal to its users, and \circled3what design factors gave an effect on sensory emotion. In the course of this research, Itried to renew the awareness of the web importance as a major channel in non-mass interactive marketing, and suggest the effect and its possibility of emotional branding through Kansei design in the web as well as design principles of strategic Kansei design.

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Influence of 3D Characteristics Perception on Presence, and Presence on Visual Fatigue and Perceived Eye Movement (3D 영상 특성 인식이 프레즌스, 그리고 프레즌스가 시각 피로도와 인지된 안구운동에 미치는 영향)

  • Yang, Ho-Cheol;Chung, Dong-Hun
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.60-72
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    • 2012
  • After the movie "AVATAR" became a good model of cash-cow in 3D movie, the profit of 3D-movie significantly reduced. One of the reasons why it happens comes from rare understanding of human factors for instance how viewers get immersed, but sometimes tired. Although 3D images should be more considered human visual system including eye, unfortunately most communication research ignored human factors. For those reasons this study observed the effect of 3D video on viewers' psychological response, especially for perceived eye movement, perceived characteristics, visual fatigue, and presence. With 90 participants, the results show that viewers' perceived feature effects on their presence. In detail, first, materiality and tangibility are more important factors than clarity in 3D video, and it means that when making 3D content or devices, materiality and tangibility should be considers that any other factor. Second, this study examined whether we perceive our eyes as media, and the result shows that as viewers' presence level became higher we perceive eye movements more, and as viewers' presence level became higher perceived visual fatigue became lower. This result means that when we move eyes, we interact with surrounded environment, so 3D content needs to provide vivid features to be more interactive. On the other hand, since level of presence increase visual fatigue, it must be balanced when producing and playing.

Mediating Roles of Perceived Money Importance and Gratitude in the Effects of Social Support on Pleasure in Spending for Other-gift (사회적 지원과 돈의 중요성 및 고마움, 그리고 선물구매에서 지불의 기쁨)

  • Choi, Nak-Hwan
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.111-116
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    • 2016
  • Purpose - A lot of preceeding studies have focused on the pains that might be felt in spending money, that is an important role in getting psychological safety. Money and social resources can be all for consumers, and they are likely to form a substituting relationship with one another. Being motivated by the idea that spending money for others can come with joy if one's objective is accomplished by social support, this paper aimed to explore the mediating role of the perceived money importance and gratitude in the relationship between social support and pleasure in spending for other-gift. Research Design, Data, and Methodology - In this empirical study, the experimental group is expected to receive social support while the control group is composed of those who are usually indulged in reminiscences of their sweethearts. From the college students, 160 experiment participants were selected and 80 participants of them were assigned to control group as well as to experimental group respectively at random. Empirical study for each of the two groups was performed respectively by means of questionnaire survey. Experimental group data and control group data were combined together to be used for testing hypotheses. Linear structural equation model in Amos was used to verify the hypotheses, and Bootstrap was also used to examine whether there were the mediating roles of the perceived money importance and gratitude or not. Results - From the empirical study, following conclusions could be drawn: First, social support of others makes one perceive the importance of money less; Second, social support of others makes one perceive gratitude to others; Third, less perceived importance of money and gratitude to others can make one feel pleasure in spending for other-gift; and Fourth, less perceived importance of money and gratitude to others can partially mediate the effect of social support from others on the pleasure in spending for other-gift. Conclusions - The outcomes of this study might offer theoretic and managerial implications as follow: Even though many hitherto studies have asserted that spending money usually comes with pains, this study discovered that social support might reduce perceived the importance of money but make others feel gratitude and, thus, one would feel joy in spending money to buy gift for others, and made a contribution to the progress of the theory of pleasure in spending for other-gift. This paper also made contributions toward the development of emotion marketing theory by showing that the effect of social support on the pleasure in spending for other-gift could be partially mediated by the perceived the importance of money and gratitude to others. Based on the above conclusions, it may be affirmed that marketers should help consumers perceive the importance of money less, and help feel gratitude to others by pointing up the support of others to consumers in an attempt to accelerate spending for other-gift.

Dynamic Interactive Relationships among Advertising Cost and Customer Types of Social Network Game (소셜네트워크게임에서 광고비와 고객 유형 변수간 동적 상호관계)

  • Lee, Hee-Tae
    • Journal of Distribution Science
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    • v.14 no.4
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    • pp.47-53
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    • 2016
  • Purpose - The objective of this study is to investigate the dynamic relationships among Advertising Cost (AD), Newly Registered Users(NRU), and Buying Users(BU) of Social Network Game(SNG). SNG is getting pervasive mainly due to the rapid growth of mobile game and Social Network Service(SNS). It would be helpful for marketing researchers interested in SNG and related practitioners to understand the changes in AD, NRU, and BU with time as well as the effects on one another in mutual and dynamic way. Research Design, Data, and Methodology - Necessary data were collected from Social Network Game(SNG) company. AD, NRU, and BU are endogenous variables, but new event such as launching (event) and holidays(holiday) are exogenous dummy variables. Vector Auto regression (VAR) model is generally used to examine and capture the dynamic relationships among endogenous variables. VAR model can easily capture dynamic and endogenous relationships among time-series variables. Vector Auto regression with Exogenous variables(VARX) is a model in which exogenous variables are added to VAR. To investigate this study, VARX is applied. Result - By estimating the VARX model, the author finds that the past periods' NRU affect negatively and significantly the present AD, and past periods' BU have a positive and significant impact on the increase of AD. In addition, the author shows that the past periods' AD and BU have a positive and significant effect on the increase of NRU, and the past periods' AD affect positively and significantly BU. While the impact of AD on NRU happens after 3 or 4 days (carryover effect), that of AD on BU comes about within just 1 or 2 days (immediate effect). The effect of BU on NRU can be considered as word of mouth (WOM effect). Therefore, SNG companies can obtain not only the growth of revenue but also the increase of NRU by increasing BU. Through those results, the author can also find that there are significant interactions between endogenous variables. Conclusion - This study intends to investigate endogenous and dynamic relationships between AD, NRU, and BU. They also give managerial implications to practitioners for SNS and SNG firms. Through this study, it is found that there exist significant interactions and dynamic relationships between those three endogenous variables. The results of this study can have meaningful implications for practitioners and researchers of SNG. This research is unique in that it deals with "actual" field data and intend to find "actual" relationships among variables unlike other related existing studies which intend to investigate psychological factors affecting the intention of game usage and the intention of purchasing game items. This study is also meaningful by showing that the increase of BU can be a good strategy for "killing birds with one stone" (i.e., revenue growth and NRU increase). Although there are some limitations related with future research topics, this research contributes to the current research on SNG marketing in the above mentioned ways.

Mental Health Intervention for Adolescents : A School-Based Program to Address Social Anxiety (청소년을 위한 정신건강 개입 : 사회불안을 중심으로 한 학교-기반 프로그램)

  • Heo, Eun-Hye;Nam, Ji-Ae;Ko, Boo-Sung;Kim, Jeong-Eun;Lee, Chang-Hwa;Choi, Kyeong-Sook
    • Anxiety and mood
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    • v.14 no.2
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    • pp.88-98
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    • 2018
  • Objective : The purpose of this study was to establish a school-based mental health intervention. The success of which was indexed by its effects on the social anxiety symptoms of the enrolled adolescents. Methods : This program for promoting mental health among adolescents in the community was adopted by three middle schools that volunteered to participate in the project. The program included screening for emotional problems related to social anxiety, depression, suicide, and post-traumatic stress disorder. Case management was provided for groups considered high-risk for depression, suicide, or post-traumatic stress disorder; cognitive-behavior therapy was provided for those at high-risk of developing social anxiety. Additionally, educational programs for the prevention of suicide, a "loving life" module, and mental health promotional campaigns were also included. In total, 1,100 middle school students completed self-report questionnaires. Twenty-five students in the high-risk group for social anxiety participated in a cognitive-behavior therapy program, comprising eight sessions, and conducted by two clinical psychologists. Results : Following the suicide prevention education program, suicide awareness among students increased and coping strategies were improved. In addition, the loving life program was associated with positive self-perceptions by many students. Furthermore, social anxiety symptoms showed a statistically significant difference after the cognitive-behavior therapy program. After the therapy, not only did social anxiety symptoms improve, depressive symptoms and suicidal ideation decreased significantly, while self-esteem and psychological resilience significantly increased. Conclusion : A school-based mental health intervention was successfully implemented in three middle schools and improved the mental health of the participating students. Therefore, this intervention could be widely implemented to promote positive mental health among middle school students.

Daizhen's theory of Zhong-He (대진(戴震)의 중화론(中和論): 미발론(未發論)의 해체와 욕망 소통론의 수립)

  • Hong, Seong-mean
    • Journal of Korean Philosophical Society
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    • v.116
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    • pp.437-464
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    • 2010
  • The article, focusing on the theory of Zhong-He, sheds a new light on the philosophy of Daizhen. The theory of Zhong-He, according to the philosophical system of Zhuxi, serves as the theoretical foundation in erecting the apriori moral nature and guiding mental cultivation of subjects. Daizhen, on the contrary, criticizes the doctrine of Zhonghe in Zhuxi's philosophy as it produces negative side-effects of moral dogmatism. Zhuxi's doctrine, according to Daizhen, as it reduce the origin of morality to apriori condition of consciousness and delimit the range of cultivation to psychological realm of subjects, restricts moral subjects in the fortress of their own subjectivity. In this vein of his criticism, Daizhen attempts new interpretation on Zhonghe. The character Zhong (中), according to him, does not refer to apriori moral state or metaphysical moral substance as it does in the doctrine of Zhuxi. On the contrary, it denotes the state in which diverse existent beings are placed in their own position by their own dispositions. Similarly, the other character He (和) does not refer to the condition where an individual's consciousness is in equilibrium, but to the process of achieving the harmony of entire society in which diverse existent beings are communicating to each other. With his novel interpretation of the theory of Zhong-He, Daizhen could dissolve the tradition of Weifa (未發) and moral subjectivism in Zhuxi's philosophy and provide a way of establishing reciprocal communication and harmony between various individuals. It is in his ethics of rational mutual understanding where the significance of Daizhen's philosophy should be found.

Burglary Prevention Effect of Target Hardening through Certified Security Products by WDQ Analysis (WDQ분석을 통한 타겟하드닝 CPTED의 침입범죄 예방효과 검증: 안산시 사례 중심으로)

  • Park, Hyeonho;Kim, Kang-Il;Cho, Joon-Tag
    • Korean Security Journal
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    • no.56
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    • pp.9-30
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    • 2018
  • Crime prevention strategies are introduced to reduce the loss caused by crimes, and Target hardening against domestic burglary attacks is broadly accepted as one of such physical security strategies. In terms of business and home security, target hardening is one of the suite of protective measures that are included in crime prevention through environmental design(CPTED). This can include ensuring all doors and windows are sourced and fitted in such a way that they can resist forcible and surreptitious from the attack of intruder. Target hardening with certified security doors, security windows and secure locks are revealed to be much more effective to deter burglary attacks than other security devices, such as CCTV, lightings and alarms which have largely psychological and indirect impact. A pilot program of target hardening utilizing certified security window and locks was carried out in Ansan city, South Korea in 2016. This study is based on the quasi-experimental design of this program for a residential area. The researchers tried to verify the crime displacement effect of the target hardening program and the diffusion effects of crime prevention benefits by analysing the crime statistics. The evaluation utilized WDQ(Weighted Displacement Quotient) technique to analyze whether the crime displacement occurred, compared the crime statistics of the experimental area with that of buffer zone and controlled areas. The result showed that the target hardening program was significantly effective in crime prevention. The number of burglary in the experimental site with target hardening intervention reduced by 100%, although the areas without the intervention showed reduction in the burglary. The crime displacement was not found at all, and the number of burlary at the buffer zone also reduced significantly.

The Effects of the Competency and Market Characteristics of Traditional Market Merchants on Business Performance (전통시장 상인의 역량과 시장특성이 사업성과에 미치는 영향)

  • Lee, In Sun;Ha, Kyu Soo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.5
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    • pp.105-113
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    • 2019
  • This study focuses on analyzing the key success factors of the traditional market by analyzing the impact on the business performance of merchants in the traditional market. Based on the existing research on entrepreneurship, psychological characteristics, capabilities, and physical characteristics of the market were considered as merchant characteristics. As a result, the risk characteristics and merchant pride, which are internal characteristics of merchants, have a significant effect on business performance. Among the competencies of merchants, product competency, customer management competency, and price competency were found to have a significant impact on business performance. Among the physical characteristics of the market, reputation and product diversity were found to have a significant effect on business performance. The results of this study are meaningful to empirically prove the relevance of the merchant's internal characteristics and capabilities, and the market's physical characteristics to the business performance of market merchants. Could be utilized. However, the limitation of this study is that there may be differences in each industry in the case of market merchant products. In future studies, empirical studies on the trader's relevance to business capability and business performance should be continued.

The Effects of Focusing Attitudes and Cognitive Emotion Regulation on Post-traumatic Growth of Trauma-Exposed Adolescent Athletes (외상을 경험한 청소년 운동선수들의 포커싱적 태도와 인지적 정서조절이 외상 후 성장에 미치는 영향)

  • Kim, Sang-Tai;Jang, Hong-Young
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.479-487
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    • 2019
  • The study sought to reveal the impact of focusing attitudes and cognitive emotion regulation on post-traumatic growth for adolescent athletes with trauma experiences. A preliminary survey was conducted on 215 middle and high school athletes in the S city and K provinces. The impact of focusing attitudes and cognitive emotion regulation on post-traumatic growth was verified using validated questionnaires. The results for the purpose and method of study are as follows. Focusing attitudes and cognitive emotion regulation of adolescent athletes affect post-traumatic growth. Positive reappraisal was the most influential factor affecting post-traumatic growth, followed by the factors influencing the aware, acceptance, accept, reflect and positive refocusing. In order to experience post-traumatic growth through the results of this study, it is important to understand the overall understanding and tactics of focusing attitudes and cognitive emotion regulation. Therefore, effective psychological training methods will be needed to positively control the level of focusing attitudes and cognitive emotion regulation among adolescent athletes.

A Study on the Relationship between Emotional Problems and Game Commitment in Adolescents (청소년의 정서문제와 게임 몰입의 관련성에 대한 연구)

  • Cho, Ok Hue;Huh, Myo Yeon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.101-110
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    • 2018
  • This thesis analyzed the correlation between the psychological characteristics of adolescents and the use of games in the first year students of the national high school in 2016. The game is one of the representative entertainment industries in Korea and is an industry that has a great influence on becoming a powerhouse as cultural contents. However, games and immersion are expressed as a negative vocabulary of game addiction and are referred to as social problems and youth problems, and they give negative perception to the content of games. All users have the right to enjoy the content, but only negative words are used in poisonous games and they are packed as if they are social problems. In the present study, many emotional problems that were derived from previous studies were not related to game use in general adolescents. Through the questions related to 'depression', students who are not motivated or energy. The results of this study are as follows. First, the positive effects of game and youth emotional problems were derived through the conclusion that students who are active and emotionally bright are more likely to use game contents. This study was conducted to help change the social perception of the game positively by breaking the social fixed point of view that the emotionally troubled adolescents engage with the game and cause social problems.