• Title/Summary/Keyword: Total Entertainment

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An Empirical Research of Gender Impact on Customer Behaviour towards Mobile Entertainment Services in India

  • Satish Kumar, G.N.
    • Asia-Pacific Journal of Business
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    • v.3 no.2
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    • pp.8-15
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    • 2012
  • Mobile Entertainment is the new era in mobile communication. Mobile Entertainment service is a combination of games, music, videos, chatting and telecommunication which has created a wide market in India. There is a variation between male and female customers towards Mobile Entertainment services. This study is aimed at analyzing gender impact of attitude, subjective norm, perceived behaviour control intention and behaviour towards mobile entertainment services. The Theory of planned Behaviour (TPB) provided a framework. Total 566 male and 376 female mobile users of different age groups participated in the research. The data analysis was conducted in three-stages. First, reliability tests were performed. Upon satisfactory results, confirmatory factor analysis (CFA) is used to analysis convergent, concurrent and discriminant validity of the model. Once the model was validated Structural Equation Model (SEM) Multi-group analysis is used to find the impact of gender behaviour towards Mobile entertainment services. The results of the study confirmed that the model is viable in predicting variation in gender impact on mobile entertainment services. The findings have revealed that attitude, perceived behaviour control and intention has a significant impact on behaviour to use mobile entertainment but subjective norm has no significant impact on behaviour to use mobile entertainment.

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A Natural Language Retrieval System for Entertainment Data (엔터테인먼트 데이터를 위한 자연어 검색시스템)

  • Kim, Jung-In
    • Journal of Korea Multimedia Society
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    • v.18 no.1
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    • pp.52-64
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    • 2015
  • Recently, as the quality of life has been improving, search items in the area of entertainment represent an increasing share of the total usage of Internet portal sites. Information retrieval in the entertainment area is mainly depending on keywords that users are inputting, and the results of information retrieval are the contents that contain those keywords. In this paper, we propose a search method that takes natural language inputs and retrieves the database pertaining to entertainment. The main components of our study are the simple Korean morphological analyzer using case particle information, predicate-oriented token generation, standardized pattern generation coherent to tokens, and automatic generation of the corresponding SQL queries. We also propose an efficient retrieval system that searches the most relevant results from the database in terms of natural language querying, especially in the restricted domain of music, and shows the effectiveness of our system.

The Effects of Entertainment Producer and Writer Job Stress Factors on Stress Level and Depression (예능 PD, 예능 작가의 직무스트레스요인이 스트레스 수준 및 우울에 미치는 영향)

  • Ryu, Si-Nae;Koo, Jung-Wan
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.29 no.1
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    • pp.108-118
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    • 2019
  • Objective: The purpose of this study was to investigate the effects of occupational stress factors on the level of stress and depression of entertainment program producers and entertainment program writers. Methods: This study was based on analysis of a survey collected by 65 respondents out of 224 questionnaires who are entertainment program PDs and entertainment program writers. The survey was conducted from December 20, 2017 to February 20, 2018. Results: In the logistic regression analysis conducted to investigate the factors affecting the stress level in the job-related characteristics of a) higher total career, b) shorter working period in the current firm, c) longer weekly working hours and d) more count of weekend work, the results found higher stress levels. In the sub-factors of job stress, the stress level encountered by respondents was significantly higher for those with a) higher job demand, b) lower insufficient job control and c) higher job instability. In the logistic regression analysis conducted to investigate the factors affecting depression, the depression level in entertainment PD was higher than the entertainment writer in the sociodemographic characteristics. In the sub-factors of job stress, the stress level was significantly higher for those with higher job demand, lower insufficient job control, and higher job instability. For job-related characteristics, depression was significantly higher for longer weekly working hours. Conclusions: Entertainment program producers and entertainment program writers suffer from psychosocial stress and depression which are caused by excessive job demands, lack of job autonomy and job instabilities. Those factors must be managed and also their workweek should be shortened.

The Effect of Experiential Value of AR Fashion Platform on Platform Preference (증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향)

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

Economic Structure Analysis According to Old Age Household Type (노인가계 유형별 경제구조 분석)

  • Han, Su-Jin;Seo, Ji-Soo
    • Journal of Families and Better Life
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    • v.26 no.2
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    • pp.83-101
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    • 2008
  • This research performs a multi comparison between the age of old households and the economic structure according to accommodation type as well as analyzing the economical structural difference of each type based on the features of aged households. The paper classified aged households into 3 groups according to age distribution. The economic structure analysis according to the age of old households and accommodation type was shown as follow: First, the economical structural analysis based on the age of old households showed a statistical difference in the total, labor, business, property and transfer income variables according to the age of each sample group. However, the non-business income and liabilities did not show a significant difference. Second, in the analysis of different economic earnings and initial expenses of middle-aged households according to the age distribution group showed a disparity in the total, labor, business, property, and transfer income variables according to the age of each sample group. However, aged households showed a statistical difference in total, labor, business and transfer income variables. Third, in the analysis of difference in the expense provision and size of consumption, there was a statistical difference in the expense variables of total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, and communication. Fourth, in the analysis of difference in the size of consumption expense, the initial and middle-aged households showed a statistical difference in the total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, communication, and consumption expense variables. However, the analysis of aged households has shown a statistical difference in the total consumption, food, dining out, electricity, water, furniture, kitchen supplies, clothing, shoe, education, culture, entertainment, transportation, and communication expense variables. The study found a statistical difference in the expense for hygienics that did not appear in the initial and middle-aged households.

Factors Affecting the Intimacy Level Between Preschool Children and Entertainment Robot Dog - Focusing on the Principle of Distribution (엔터테인먼트 로봇 견에 대한 유아 친밀성 연구 - 분배원리를 중심으로)

  • Lee, Ha-Won;Lee, Mi-Suk
    • Journal of Convergence for Information Technology
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    • v.10 no.6
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    • pp.109-118
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    • 2020
  • The purpose of this research is to investigate the effects of interaction, gender, and age on preschool children's intimate relationship with entertainment robot dog. For this purpose, two kinds of experiments were conducted for 70 preschool children in day care centers in Seoul. Experiment 1 relates to the interaction with entertainment robot dog, 34 children aged 5 years (17 experimental groups, 17 comparative groups). Experiment 2 was a study on the effects of gender and age. A total of 36 children (pre- and post-group) of 12 children aged 3, 4, and 5 years old were included. This study interviewed the number of distributions and the motivations for distribution by using the "Dividing Game(Distribution Principle)" interview. As a result, firstly the group experiencing the interaction felt more intimate with the entertainment robot dog, and the reason was emotional factor the most(Experiment 1). Second, gender had no significant effect on entertainment robot dog intimacy and age showed a reverted U-shape. The above results are meaningful in that it reveals what kind of factors affecting the intimacy between the preschooler and entertainment robot dog.

Research about food court that apply entertainment (이터테인먼트의 개념을 적용한 푸드코트 선택 연구)

  • 안성근
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.16 no.2
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    • pp.97-119
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    • 2005
  • Recently, the internal hotels try to strategic diversification of hotel administration in the eating and drinking area, that is do reasonable by long-term recession. Wished to consider effect entertainment's application possibility and alternative presentation that food court and eatertainment introduction in hotel restaurant which improve administration and sales extension. This research is questioned between 30 from September 1, 2004 by population total 426 collected, man and woman who more than 18 years olds takes in Seoul expert restaurant(south and north of river).

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The Effects of Digital Signage Attributes and Content Type on Flow in Apparel Stores (의류매장의 디지털 사이니지 속성과 콘텐츠 유형이 몰입에 미치는 영향)

  • Ji, Kyoungha;Kim, Hanna
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.5
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    • pp.855-870
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    • 2018
  • This study analyzes and categorize the types of digital signage content using the case study method as well as explores the moderating effects of digital signage content in the relationship between digital signage attributes and consumer's flow using the empirical study method. For a case study, the total of 38 fashion brands, including 10 designer brands, 14 sports and outdoor brands, 6 casual brands and 8 SPA brands were investigated. For an empirical study, the virtual store with two types of digital signage contents was developed. Then, the online survey was conducted with 20s to 40s respondents and a total of 544 responses were analyzed using SPSS 24.0. The study results were as follows. First, digital signage in fashion store were categorized into four types by its content; brand-centric type, product-centric type, compound type, and promotional type. Second, digital signage consists of three attributes such as attractiveness, informativity, and entertainment. Third, the results showed that attractiveness and entertainment had a significant effect on consumer's flow. The type of digital signage content was also shown to moderate the influence of attractiveness and consumer's flow.

The Effect of TV Home Shopping Service Quality on Relationship Commitment and Customer Loyalty -Fashion Products- (TV홈쇼핑 서비스품질의 관계몰입과 고객충성도에 대한 영향 -패션제품을 중심으로-)

  • Hong, Keum Hee
    • Journal of the Korean Society of Clothing and Textiles
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    • v.39 no.6
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    • pp.899-909
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    • 2015
  • TV home shopping maintains annual growth in the midst of harsh competition by numerous fashion retail channels. This study investigated the dimensions of service quality of TV home shopping for fashion products as well as the effect of service quality on relationship commitment and customer loyalty. Questionnaires were distributed to consumers in their 20s to 40s who purchased fashion products via TV home shopping in the past 6 months. A total of 240 questionnaires were put into the analysis. The results are as follows. First, four dimensions of service quality of TV home shopping were found: convenience, economy, entertainment, and information seeking. Relationship commitment had two dimensions of affective commitment and calculative commitment. Second, the service quality of TV home shopping affected customer loyalty through a relationship commitment. The predictors of affective commitment were entertainment, economy, and information seeking; in addition, those of calculative commitment were economy and entertainment. Third, both affective commitment and calculative commitment predicted customer loyalty to TV home shopping. The affective commitment had more predictive power. The findings show that the service quality of TV home shopping did not directly affect customer loyalty, but they had influence through relationship commitment variables. Entertainment and economy were the most powerful predictors among service quality dimensions.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.