• Title/Summary/Keyword: Trust in fun

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The Impact of Presence on Users' Trust in Serious Educational Games (교육기능성 게임에서 실재감이 사용자 신뢰에 미치는 영향에 대한 실증적 연구)

  • Choi, Hun;Choi, Yoo-Jung
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.51-63
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    • 2015
  • This study investigated how presence will affect the user's trust in educational serious game. To achieve our research purposes, we divide presence into two parts: virtual presence and social presence and identify the relationship between trust and trustworthiness. and also, we separate out trust such as trust in learning and trust in fun according to users purposes. We conduct the survey using the english serious game for university student. The results show that presence significantly influence on trustworthiness and also trustworthiness effect on trust in learning and fun.

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A Study of Fun Management Introduction on Domestic Construction Industry (Fun Management 기법의 국내 건설산업 도입에 관한 연구)

  • Kwon, Hyuk-Do;Kim, Yea-Sang;Hwon, Soon-Wook;Chin, Sang-Yoon
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.427-431
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    • 2008
  • Recently, the thoughts of Employees about the concept of workspace changes a job for a whole life time into the temporary job for an own' career development. To solve the problem, it causes the introduction of Fun Management among Domestic Corporations as the research for a fun and good workspace and the interest for the organization performance through it are increasing. However, the introduction possibility based on enough comprehension for various problems such as the strict relationship in the workspace, the rigid situation on construction site, the increase in the safe accident and the social avoidance phenomena for the employment to construction field in case that the fun management is introduced into domestic construction industry in the future is considered. Therefore, this study to propose the possibility and direction regarding the future fun management, when introduced into the domestic construction industry, by surveying and analyzing the common problems between The present state of the fun management method which is introduced and applied to other industries in advance and the performance process of the fun management which introduced and applied to the domestic construction corporations.

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The Mediating Effect of Brand Trust on Consumers' Perceived Value and Collaboration Product Response (소비자의 지각된 가치와 컬래버레이션 제품반응에 대한 브랜드 신뢰성의 매개효과)

  • Sung, Jungyeon
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.255-260
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    • 2021
  • The collaboration that seeks to complement each other by judging and sharing the comparative advantages between companies is currently being actively progressed as a new and unusual collaboration that is not routine among not only the same industry but also different industries. This trend is increasing consumer interest based on enjoyment and fun. However, these collaborations cannot consistently lead to positive effects, and rather, if all companies collaborate, it could have an adverse effect. The current study explored the consumer's response to the attitude toward product and purchase intention of collaboration through consumption value and brand trust based on the consumer's understanding, assuming that the consumer's response cannot always be positive. As a result, brand trust played a mediating role in the intention to purchase and attitude toward product. This study examines the relationship between consumption value and collaboration products between brands, and from the perspective of a company, it can provide practical implications for establishing brand management and strategy through a unique collaboration strategy based on the understanding of consumers.

Promoting a nursing organizational culture for Great Workplace(GWP): a Korean experience (GWP 구현을 위한 조직문화 증진활동의 효과)

  • Kim, Young-Mee;Lee, Ji-Ae;Kim, Dae-Hee;Kim, Bo-Yeoul;Lee, Soon-Hyung;Park, Hyun-Mi;Kim, Hye-Sun
    • Perspectives in Nursing Science
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    • v.6 no.1
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    • pp.21-37
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    • 2009
  • The purpose of this GWP project was two-fold:(1) to launch an organizational culture improvement for great workplace (2) to improve the perception of nursing personnel on communication and team work in a surgical nursing department of a teaching hospital in Seoul. Using one group pretest-posttest design, nursing personnel's perception on organizational culture related to communication and team work was evaluated. A 10-item, 5-point scale (1.5) survey was administered to 209 nursing personnel in January 2009 and again to 191 nursing personnel in October 2009. From January 2009, AMANNA team has taken activities focused on trust, pride, and fun. AMANNA is an abbreviation of Korean language, which means wonderful meeting and sharing in English. Monthly activities are as follows: choral concerts by nurse managers, welcome and farewell events, praising members for their services, explaining current circumstances, etc. Special activities are as follows: a New Year's greeting party, a spring picnic, beauty classes, a lecture on drug administration, cultural lectures using videos, and presentations of academic posters and another activity. The reliability of measurement was Cronbach's ${\alpha}$: 0.917(pretest), 0.954(posttest). Most nursing personnel's perception on organizational culture was improved (pretest mean=3.50 and posttest mean=3.78, p<.001). "A sense of belonging" showed the greatest improvement among the 10 items(3.18 vs. 3.56, p<.001). "Trust each other" showed the highest score (mean=3.98) in posttest. Frequency of participation and satisfaction showed a significant relationship(r=0.179, p=.021). We believe that this project has made a contribution towards a positive organizational culture. The keys to this initiative's preliminary success have been the leadership support and flexibility in implementing the interventions tailored to the hospital.

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Effect of Live Commerce Characteristics on Purchase Intention : Focusing on the Parallel Multiple Mediating Effect of Trust and Flow (라이브 커머스 특성이 구매 의도에 미치는 영향 : 신뢰와 몰입의 이중매개 효과를 중심으로)

  • Kim, Sung-jong;Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.5 no.1
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    • pp.59-73
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    • 2022
  • Untact marketing is being activated due to COVID-19. As a result, live commerce, an untact seller, is also active in the e-commerce market. Therefore, in this study, we tried to find out what factors influence consumers when they purchase through live commerce. In particular, since consumers' trust and flow in live commerce platforms and products is important, their mediating effects were analyzed. The research model was established by deriving common variables among the characteristics of live commerce based on previous studies. An online survey was conducted for empirical analysis. 200 users who made at least one purchase in live commerce were analyzed. The study results are as follows. Among the characteristics of live commerce, entertainment, economics, professionality were found to have a positive (+) effect on purchase intention. On the other hand, ease of use did not significantly affect purchase intention. The influence was shown in the order of entertainment, professionality and economics. The mediating effect of trust was found to play a mediating role in that entertainment, economics, and professionality affect purchase intention. On the other hand, a significant mediating effect was not tested between ease of use and purchase intention. As for the mediating effect of flow, it was found that flow plays a mediating role in that entertainment and economics affect purchase intention. On the other hand, the mediating effect of flow in terms of ease of use and economics affecting purchase intention was not tested. As for the multiple mediating effect of flow and trust, the mediating effect of flow was stronger than the mediating effect of trust when entertainment had an effect on purchase intention. In terms of professionality affecting purchase intention, the mediating effect of flow was also stronger than the mediating effect of trust. On the other hand, it was analyzed that only trust had a mediating effect when economics had an effect on purchase intention. The results of this study empirically tested that entertainment, which is a fun and interesting factor of live commerce content, is the most important factor when consumers use live commerce. In addition, various results were derived, such as cases where trust and flow act as mediators at the same time or not at all. Practical implications can be found in that it provided a clue about what to prioritize in order to reach consumers for live commerce platform.

A Study on Seniors' Fashion and Psychological Characteristics Shown at Overseas Social Media (해외 소셜 미디어에 나타난 시니어 패션과 심리적 특성)

  • Choi, Jung-Hee;Lee, Kyung-Hee
    • Fashion & Textile Research Journal
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    • v.18 no.6
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    • pp.858-868
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    • 2016
  • This study aims to examine the formative characteristics of seniors' fashion in overseas social media, and look into the psychological characteristics of seniors by analyzing the emotions and the characteristics of psychological mechanism in seniors' fashion. The study methods include statistical analysis and content analysis for literary study and data analysis. For data analysis, statistical and content analyses were conducted to analyze 992 data collected from Advanced style, Facebook, and Instagram for 4 years from 2013 to 2016. In formative features shown at overseas social media, circle and square silhouette, achromatic color and warm color, showy tone color, soft material, horizontal details, plain and natural patterns, cap and sunglasses production, and sophisticated elegance styles appeared high. The emotional characteristics in senior's fashion had a silhouette that expressed stability, color that expressed passion, love, happiness, joy, hope and comfort. Materials were expressed by the emotions of dependence and attachment, details were expressed by stable, maternal, calm, comfortable and harmonious emotions. Patterns were expressed by the images of beauty, love, fruit and psychological stability. Accessories were expressed by young and characterful images. Style expressed the emotions of trust, pride, longing, intoxication and ecstasy. The characteristics of psychological mechanism used such shapes and patterns as flower, heart and lips to symbolize the emotions of love, humor, and fun. Young and trendy fashion were expressed in compensation for aging. Kitsch and kidult style was expressed by regression. Elegance fashion was expressed by the sublimation of pride, trust and intoxication.

An Empirical Study on the Development of Survey Instruments for Recovering Trust and Commitment on the Serious Geme (교육기능성 게임에서 신뢰 회복 및 몰입에 대한 설문 척도 개발)

  • Choi, Hun;Choi, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.538-539
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    • 2013
  • Recently it has been increasing interest of serious game which make broadened to wide area in game field. Among these, educatioonal serious game is not only satisfied with the purpose of fun and education but also has been looking ar new ways of teaching with distribution of digital textbook. It can lead to change the way we understand things using the revitalization on the basis of serious game competitions. The purpose of this study was to analysis of educational game and game competition and to develop the efficient management stragies.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

Effects of Heuristic Type on Purchase Intention in Mobile Social Commerce : Focusing on the Mediating Effect of Shopping Value (모바일 소셜커머스에서 휴리스틱 유형이 구매의도에 미치는 영향 : 쇼핑가치의 매개효과를 중심으로)

  • KIM, Jin-Kwon;YANG, Hoe-Chang
    • Journal of Distribution Science
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    • v.17 no.10
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    • pp.73-81
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    • 2019
  • Purpose - The purpose of this study was to examine the effect of the heuristic type of consumers affecting purchase decision making and the intention of shopping value in their relationship to derive mobile social commerce purchase promotion plans. Research design, data, and methodology - A research model was constructed to relate the mediating effect of shopping value between heuristic types and purchase intentions. A total of 233 valid questionnaires were used for analysis for users using mobile social commerce. The statistical program used SPSS 24.0 and AMOS 24.0, and correlation analysis, regression analysis, and 3-step parametric regression analysis were used for the analysis. Results - The results of the analysis showed that representativeness heuristics, availability heuristics, adjustment heuristics, and affect heuristics had a statistically significant effect on the utilitarian value and the hedonic value. On the other hand, affect heuristics among the heuristic types were found to have the greatest influence not only on the utilitarian value but also on the hedonic value. The two types of shopping value were found to be partially mediated between representativeness heuristics and purchase intentions, between adjustment heuristics and purchase intentions, and fully mediated between availability heuristics and purchase intentions, affect heuristics and purchase intentions. Conclusions - These findings suggest that mobile social commerce companies should check in advance how consumer heuristic types affect purchase intentions. In particular, affect heuristics are caused by consumers' emotional mood such as mood or external stimulus being more important to decision making than rational decision making. Therefore, the result of this study suggests that it can be an important factor to secure the competitiveness that the potential customers who access to use mobile social commerce can feel enough fun and enjoyment in the platform provided by the company. It is also worth paying attention to the utilitarian and hedonic values perceived by consumers. This is because the judgment regarding the economic, convenience and important information provided by the mobile social commerce users affects the purchase intention through the trust of the information, past use, and shopping experience displayed on the mobile social commerce platform.

An Analysis of Recognitions of Elementary School Students on Useful Classes among School Sport Clubs for Program Development using the IPA Method (IPA매트릭스를 이용한 초등학생의 학교스포츠클럽 유익한 수업 인식을 위한 프로그램 개발 분석)

  • MUN, Sun-Ho;KIM, Nam-Young;KWON, Il-Kwon
    • Journal of Fisheries and Marine Sciences Education
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    • v.27 no.4
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    • pp.1147-1159
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    • 2015
  • The purpose of this study was to verify the analysis of level of importance and satisfaction in recognitions of elementary school students on useful classes among school sport clubs using Importance-Performance analysis. In order to achieve this objective, samples were taken by using convenience sampling method among non-probability sampling methods, and 384 data were used as the final valid samples for this study except 16 data with missing items or insincere responses. The results of frequency analysis, exploratory factor analysis, independent samples t-test, IPA analysis by using SPSS 20.0 were as follows. First, Iquadrant included education contents of enhance ability to ingenuity, teaching method of provides option, teaching method of encourage participation activity, education contents of the aspect of fun, evaluation of motor function and emotion, education contents of explains key contents easily, and education contents of understanding overall context. II quadrant included education environment of good sport facility, class environment of fair opportunity for activity, class atmosphere of arouses interest, and class atmosphere of autonomous and voluntary. III quadrant included diverse teaching method and instructor's demonstration, class atmosphere of systematic learning, evaluation of fairness, objectivity, and credibility, and an atmosphere that can exercise. IV quadrant included education contents of enable acquisition of knowledge and degree of improvement into consideration, and class atmosphere of trust and respect between instructor and student.