• Title/Summary/Keyword: Vicarious satisfaction

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The Effect of Mukbang under Consumers' Positive and Negative Emotions on Their Vicarious Satisfaction and Desire to Eat (소비자의 긍정적 감정과 부정적 감정에서 먹방이 대리만족과 욕구에 미치는 영향)

  • Kim, Hyunpil;Hwang, Kumju
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.71-82
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    • 2022
  • Mukbang, which has established itself as a popular content, is now enjoying a sensational popularity not only in Korea but also around the world. This study investigated the effects of mukbang on consumers' vicarious satisfaction and desire increase in different emotional aspects. In addition, we analyzed how the positive and negative emotions of consumers affect the vicarious satisfaction and desire increase of mukbang. According to this purpose, 120 participants in their 20s and 30s who had experienced watching mukbang were encouraged to watch mukbang videos after inducing positive, negative, and neutral emotions, and the effects of vicarious satisfaction and increased desire depending on emotions were examined. As a result of the experiment, it was confirmed that vicarious satisfaction through mukbang was high in positive emotional states, and desire through mukbang was high in negative emotional states. This study has a theoretical contribution that empirically investigates the different effects of mukbang according to positive and negative emotions, and is expected to help derive marketing measures using consumer emotional states that have not been received enough attention in using mukbang as a marketing tool.

A Study on the Use Attributes of Watching Game: Focusing on the Relationship between Adolescent's Motivation, Satisfaction and Intention to Use (보는 게임의 이용 속성에 관한 연구: 청소년의 이용동기와 만족, 게임 이용의도와의 영향 관계를 중심으로)

  • Kim, Hyoung-Jee
    • Journal of Korea Game Society
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    • v.21 no.4
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    • pp.95-108
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    • 2021
  • This study explored the motivation for adolescents to watching games and analyzed the relationship between motivation, satisfaction, and intention to use. The study surveyed 274 middle and high school students, and the results of the analysis are as follows. First, five motivations for adolescents to watching games were extracted: 'Acquire Information', 'Social Relations/Multitasking', 'Gamer/Creator Preference', 'Escape/Habit', and 'Vicarious Satisfaction/Fun'. Second, 'Vicarious Satisfaction/Fun' motivation influenced the satisfaction and the intention to use of game. Lastly, Groups based on usage showed differences in motivation. The findings could be used as data to explore the factors of adolescents's game motivation and viewed the game markets.

The Factors Affecting the Avatar Addictive Buying Behavior (아바타의 중독 구매행동에 영향을 미치는 요인에 관한 연구)

  • Lee, Seung-Hee;Jo, Se-Na
    • Journal of the Korean Home Economics Association
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    • v.44 no.8
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    • pp.117-126
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    • 2006
  • The purposes of this study were to examine the factors affecting the avatar addictive buying behavior. The survey subjects were 220 females and males who had purchased avatar items in the internet. For data analysis, descriptive statistics, factor analysis, t-test and regression analysis were used. In the results, first, the frequency test of quantity of owned items, payment method, main using site, frequency of purchase, and price of purchase was conducted to reveal the avatar addictive buying behavior. Second, the avatar addictive buying behavior was classified into three factors: conspicuous addictive, psychological addictive and habitual addictive. Also, the pursuit of pleasure was classified into three factors: superiority, pastime and enjoyment. Third, flow, vicarious satisfaction, stress, superiority and pastime affected avatar addictive buying behavior. Based on these results, fashion marketing strategies and implications regarding avatar addictive buying were suggested.

A Qualitative Study on the Consumption Value of Preschooler Clothing by Mothers (취학 전 자녀에 대한 부모의 유아복 소비가치에 관한 질적 연구)

  • Rhee, Young Ju;Lee, Joo Yun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.36 no.10
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    • pp.1100-1116
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    • 2012
  • Due to the growth of the preschooler clothing industry, significant research has been conducted on the pursued benefits, purchase behavior, and purchase intension related to preschooler clothing; however, reports on the consumption value of preschooler clothing remain limited. This study provides a consumption value for preschooler clothing through qualitative research. A total of 15 mothers of preschoolers aged 1-6 years old were interviewed on the consumption value of preschooler clothing. The subsequent consumption value of preschooler clothing consisted of 9 major factors (vicarious satisfaction value, social display/image value, safety value, convenient value, economic value, distinguishable value, expressive-aesthetic value, fashionable value and conditional value). In addition, the vicarious satisfaction value, social display/image value, safety value, and convenient value were new-expressed values that differed from previous reports on the consumption value of adult clothing.

Promotion of mental health through emotional sharing: K-culture, Yangbanchum dance performance on YouTube (https://youtu.be/KM-pIjQOwAE)

  • Ko, Kyung Ja;Cho, Hyun-Yong
    • CELLMED
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    • v.12 no.2
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    • pp.8.1-8.2
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    • 2022
  • The Yangbanchum was reconstructed based on mask play that had been handed down in Goseong, Gyeongsangnam-do, Korea. Talnori, called Goseong Ogwangdae, is a Korean folk cultural heritage designated as National Important Intangible Cultural Property No. 57. This mask play provides catharsis to the audience by unraveling the hypocrisy and lies of the aristocrats through satire and humor. Our performance team, the ensemble Better Than Medicine (eBTM) used a large fan (Boochae)to create a performance that blew away anxiety and pain. Watching this performance, the performer and the audience feel the consensus of sharing emotions and send strong bonds and support to each other. This study provides that Yangbanchum dance promotes the mental health by feeling emotional sharing through vicarious satisfaction and mirror effect.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
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    • v.26 no.7
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    • pp.145-166
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    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.

The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

A Study on Critical Factor of Selecting Online Video Flatform by Using AHP (AHP 기법을 활용한 온라인 동영상 플랫폼의 선택 속성 연구)

  • Park, Seonho;Lee, Dasol;Park, Sohyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.4
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    • pp.173-182
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    • 2019
  • This study attempts to improve the understanding of the rapidly growing online video platform market such as Youtube and OTT, and to investigate the attributes and relative importance of them. For this purpose, the factors that influence the choice to use were derived through literature studies and the Focus Group Interview (FGI), and the priority of the factors was calculated through the analytic hierarchy process (AHP). The upper layer of the AHP structure was 'Relationship', 'Entertainment', 'Informativity', and 'Convenience', and the lower layer was structured into 13 elements. The importance priority analysis among the factors that influence the choice to use was done by teenagers, 20s, and 30s and the results are summarized as follows : First, Users consider the 'Just for fun' and 'Satisfaction of interests' as the most important factors, followed by 'Easy accessibility to use', 'Vicarious satisfaction', 'Usefulness of Information', and 'Up-to-dateness of information'. Second, the ranking of the upper layer was in the order of 'Entertainment'-'Informativity'-'Convenience'-'Relationship'.As a result of AHP,'Entertainment' was 3.6 times more important than 'Relationship'. In the comparison by age group, only teenagers regarded that 'Convenience' is more important than 'Informativity'. According to the characteristics of the age group, the lower layer of teenagers consider 'Convenient function' to be important and ranked 'Usefulness of information' in 8th. While 'Vicarious satisfaction' ranked 4th out of 13 factors in the entire age group, those in their 20s and 30s ranked 8th, showing a difference. In the case of 20s, 'Reasonable price' was ranked 4th and the 'Diversity of Information' was ranked 5th, Otherwise 30s consider 'Trustworthiness of Information' to the third. Third, unlike 'Convenience' which was the lower-rank in the upper layer AHP analysis, 'Easy accessibility to use', the lower-layer of convenience, ranked third overall in the importance analysis among the 13 lower-layer factors, and showed a similar patterns in the age groups results. In the conclusion, this study demonstrates that 'Convenience' and 'Vicarious satisfaction' factors, which were not relatively well addressed in the previous studies, are the key factors to be considered in. By presenting the results of the importance analysis on each of the selected attributes, This study has a practical implication that Industries such as on-line video service platform provider can use the importance priority in establishing the directions of future strategy.

A Study on Characteristics And Intrinsic Meaning of Conspicuous Kids Fashion (과시적 키즈 패션의 특성과 내적 의미 연구)

  • Kim, Hyun-Kyung;Choy, Hyon-Sook
    • Journal of the Korean Society of Costume
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    • v.66 no.7
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    • pp.1-16
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    • 2016
  • The purpose of this study was to examine the characteristics of conspicuous kids fashion and its intrinsic meaning as the popular trends of luxury product consumption expand into the area of kids' fashion. For methodologies, literature study was conducted along with empirical study. The literature study was based on various literatures and preceding studies, including books. The empirical materials used the internet photos, overseas kids fashion magazines, and free newspapers available on the basis of membership targeting the upper class. Conspicuous kids fashion refers to imported luxury kids brands, which signify higher status of the wearer due to the high prices and high quality. These brands were thrust into limelight amid the Wanna-Be Phenomenon, which resulted from the emergence of kids' fashion icons. Imported luxury brands launched the products in the form of brand line extensions. It promoted exhibition of vicarious consumption to show off the wealth and social prestige of parents. It came into prominence due to emotional consumption among kitty moms. Moreover, this study examined the intrinsic meaning of conspicuous kids fashion. The results showed components of conspicuous kids fashion, which was classified into the emphasis on outward appearance, consumption for vicarious satisfaction, inheritance of cultural capital, and network configuration.

The Relationship between Consumption Value of Preschooler Clothing, Purchase Satisfaction and Brand Loyalty according to the Moderating Effects of Mother's Preschooler Clothing Involvement (어머니의 유아복 관여도 조절효과에 따른 유아복 소비가치, 구매만족, 브랜드 충성도의 관계연구)

  • Lee, Joo-Yun;Rhee, Young-Ju
    • Journal of the Korea Fashion and Costume Design Association
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    • v.15 no.3
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    • pp.119-135
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    • 2013
  • The purpose of this study was to investigate the relationship between consumption values of preschooler clothing and purchasing satisfaction, company brand loyalty and involvement of preschooler clothing with the mothers of preschoolers. An online survey was adapted as methodology of this study. The collected 323 questionnaires were collected and statistically analyzed. The nine consumption value of preschooler clothing(vicarious satisfaction value, social value, functional value, convenient value, economic value, coordination value, aesthetic value, distinctive value, and fashionable value) resulted from the analysis of survey. Purchasing satisfaction, company brand loyalty, involvement of preschooler clothing was Uni-dimensional. Statistical analysis was performed with frequency analysis, descriptive statistics, exploratory factor analysis, multi-group analysis, confirmatory factor analysis, bivariate correlation analysis, distribution, structural equation, cluster analysis, independent sample t-test, one-way analysis of variance. The results of this study are as follows. In the consumption value of preschooler clothing influencing on the purchasing satisfaction was evaluated depending on the involvement of preschooler clothing group (high-involvement group, low-involvement group). In the low-involvement group, the most significant consumption value of preschooler clothing are economic value, convenient value, social value in order of importance; though in the high-involvement group, aesthetic value, social value, economic value in order of importance. Also the brand royalty was more affected by the purchasing satisfaction in the high-involvement group than in the low-involvement group. In conclusion, the relations of consumption value of preschooler clothing with purchasing satisfaction, company brand loyalty, involvement of preschooler clothing was established in study. The significances of this study is to provide the market segmentation strategy depending on the characteristics of preschooler clothing consumers and establish the information and direction to increase the company brand royalty and purchasing satisfaction.

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