• Title/Summary/Keyword: Watching Motivation

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A Study on the Factors Affecting Pre-Roll Advertising Avoidance by Online Video Content Types (온라인 동영상 콘텐츠 유형별 프리롤 광고회피에 영향을 미치는 요인에 관한 연구)

  • Yun, Yeon-Joo;Lee, Yeong-Ju
    • The Journal of the Korea Contents Association
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    • v.18 no.4
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    • pp.677-687
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    • 2018
  • The purpose of this study is to investigate the causes of pre-roll ads played before watching online video contents, and to investigate the using motives by dividing them into broadcasting contents clips and web original contents. The results show that broadcast contents clips have higher use of entertainment/habitual use and social interaction, and that the use time of web content is higher when entertainment/convenience and selective use motivation are higher. Second, perceived invasion has the greatest effect on ad avoidance in broadcasting contents clip, and positive attitude toward advertisement is a significant factor in web contents. Content factors such as content preference and engagement did not affect the avoidance of pre-roll ad.

Effect of Various Instruction Media on Students′ Satisfaction of Food Purchasing Class (수업매체 활용이 학생들의 식품구매학 강의 만족도에 미치는 영향)

  • 윤지영;홍완수
    • Korean Journal of Community Nutrition
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    • v.9 no.3
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    • pp.326-332
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    • 2004
  • The research objective was to identify the effect of various instruction media on improving students' foodservice management competencies and for increasing class satisfaction. The research involved a comparison of two student groups. One group consisted of students who attended a lecture-based food purchasing class (Group A). The other group was students who attended the same class, and who also used various media as well as receiving the lecture (Group B). The results were as follows: 1) After a 16 week program, Group B perceived their procurement management competencies to be higher than those of Group A, especially in setting up purchasing goals, marketing research, and using computer systems for procurement; 2) In terms of class satisfaction, it was also observed that Group B was more satisfied with food purchasing class than was Group A. Group B gave high scores, especially in effective utilization of media, increasing motivation, and understanding; 3) Group B perceived that various instruction media was helpful for developing their procurement management competencies. Respondents evaluated the usefulness of media in the following order: using Power Point watching videos, visiting web-sites for food purchasing class, and surfing the World Wide Web. The results of the research show that using various instruction media for food purchasing classes would improve students' foodservice management competencies. Therefore, instructors who teach foodservice management related courses should consider developing teaching strategies that apply various instruction media for students to enhance their foodservice management competencies and to increase class satisfaction.

A Study on the Exposure to PC Pornography and the Post-Exposure Reactions of Middle School Boys (남자중학생의 컴퓨터음란물 접촉실태와 접촉반응에 대한 조사연구)

  • Kim, Y.-H.;Lee, H.-Z.;Jung, H.-M.
    • The Journal of Korean Academic Society of Nursing Education
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    • v.6 no.1
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    • pp.7-22
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    • 2000
  • The purpose of this study was to identified the level of the exposure to the PC Pornography and what's their post-exposure reactions to the PC pornography. The subjects were 423 middle school boys in Pusan. The survey was executed from July 12 through October 30, 1999. The collected data were analyzed by SPSS WIN using the %, mean, ANOVA. The results of this study were as follows: 1. 79.4%(336 boys) were exposed to the PC pornography. 46.3%(196 boys) answered that they experienced the published pornography prior to the PC pornography. 2. 78.5%(333 boys) answered that they had their PC in their homes. This ratio revealed the higher level of possession. 67.6% said that their PC were set in their own rooms. 57.9% of the subject answered they experienced the Internet Communications. 68.6% of the subject said that they tried PC communications once or twice in a week. 38.5% of the subject expressed that they used their own PC for 1-2 hours in a day. Most of them(82.7%) enjoyed the PC games or entertainment programs. 81.3% of the subject answered that their school performance didn't show the progress after the use of their own PC. 78.3% of the subject answered that they acquired information. 45.2% of the subject answered that they made their friend through the Internet communications. 78.7% of the subject answered that the time of family dialogue decreased. 70.7% of the subject answered that the time of their TV watching decreased. 3. As for their post-exposure reactions the subject who were exposed to the PC Pornography showed the point 2.93 in the item 'pleasure'. The point of 'sexual impulses' was 2.81. But the point of 'anxiety' was 2.75, the point of 'dislike or disgust' was 2.62, the point of 'guilty' was 2.59. 4. According to the frequency, the motivation and the companionship on the exposure to PC Pornography, their post-exposure reaction scores showed differences significantly. Finally, the post-exposure reaction had relation to the frequency, the motivation, the companionship and the place (F=3.28 ~ 8.40, p=.012 ~ .000).

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Exploring the Factors of Serendipity in Online Video Environment (온라인 동영상 환경에서의 세렌디피티 요인에 관한 탐색)

  • Baek, Sodam;Lee, Wonyoung;Chae, Anbyeong;Hwang, Eunyoung;Kim, Sungwoo
    • Journal of the HCI Society of Korea
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    • v.12 no.3
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    • pp.25-33
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    • 2017
  • Current video service market doesn't satisfy the users' needs who want to find new and interesting contents despite the vast amount of contents. Now it is continuously necessary to Study on technology and using experience is continuously required in online video service area to stimulate the watching motivation efficiently with such as recommendation or promotion. One of efficient ways of increasing the using motivation is to give the users pleasure when they use the services. This study focused on 'unexpected funny finding' as a strategy of providing pleasure of using. It was believed that it could increase the pleasure of using the service, if serendipity, which means unexpected pleasure, accidental finding such as finding a beautiful $caf{\acute{e}}$ or meeting a friend at a certain place unexpectedly, is applied. This study defines the serendipity as 'contents that give unexpected pleasure' at the online video environment. First it theoretically extracted the various characteristics of serendipity through reading many books. Next it verified the other concept of serendipity through the diary of users' survey to additionally extract the characteristics of serendipity at video environment that are hard to find in books. It formed estimation items for the characteristics of the extracted serendipity and tested them in youtube to confirm the characteristics of serendipity being found in video service and observe potential factors that make it. As a result if verified and confirmed four factors that cause serendipity at video environment. This study could be used as basic data to understand the concept of serendipity. It has an academic meaning in the point that it could be a useful reference for the future study that analyzes the role or effect of serendipity at IT area including online video service.

Effects of Nutritional Education Program through Discretional Activities in Middle School Students (중학교 재량활동 중 실시한 영양교육의 효과 평가)

  • Yun, Young-Ran;Yang, Eun-Ju
    • Journal of Nutrition and Health
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    • v.43 no.5
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    • pp.489-499
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    • 2010
  • The effects of a nutritional education program for first grade middle school students were evaluated from August to December, 2006. The study subjects were 82 boys and 90 girls, residing in Gwangju, Korea. To assess the effects of the nutritional education program, pre- and post-questionnaires examining nutritional knowledge, dietary attitudes, and dietary habits were developed. Paired t-test and repeated measures ANOVA were used to evaluate the effects of the nutritional education program. In the general subject, the main after-school activities were studying, watching TV, and using computer (85.5%), and sports (9.3%), suggesting their low physical activity. Parents (46.5%) were indicated as the source of nutritional education rather than teachers (13.4%). Twenty-five percent of girl students had diet experience of skipping meals (54.6%), suggesting the need of proper nutritional education for adolescents' health care. In dietary attitudes, both genders showed some improvement of recognition after education. In the changes in dietary habits, both genders had a significant effect on 'three meals a day, eating breakfast, and regular meal' after education. After education, the rate of having breakfast everyday increased from 52.4% to 65.9% for boys and from 33.3%to 57.8% for girls. In the changes in nutritional knowledge, the appreciation of the importance of school meals increased in both genders from 50.6% to 80.8% after education. The nutritional knowledge, scores of regular eating and well-mannered eating increased in both genders regardless of the students' characteristics. The study results revealed that this education provided an important motivation to improve basic nutritional knowledge and dietary habit. It is recommended to develop systematic and various educational programs and learning materials tailored to subjects before nutritional education.

Influence of Movie Promotion Exposure on Viewers' Satisfaction: Focusing on Motive and Involvement in the case of 'Snowpiercer' (영화 프로모션 노출이 영화 관람 만족도에 미치는 영향 : 봉준호의 <설국열차, 2013>에 대한 관람 동기와 관여도를 중심으로)

  • Choi, Bae Suk
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.92-107
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    • 2013
  • This study investigated whether individuals' exposure to movie-promotion activities offered by a movie-maker influence their satisfaction of viewing it. This study also explored whether individuals' motive for viewing a movie and personal involvement with it have an effect on their satisfaction of viewing it. The data from nationwide survey with a stratified sampling were analyzed (N = 451). This study found that (1) The more frequent exposure to movie-promotion activities, the greater satisfaction of viewing a movie; (2) The stronger motive to view a movie, the greater satisfaction of viewing it; (3) The higher involvement with a movie, the greater satisfaction of viewing it; (4) In the strong motivated group and the high involved group, the influence of individuals' exposure to the movie promotion activities is effective for individuals' satisfaction of viewing it. And theoretical and practical implications were discussed.

Factors of Korean Students' Achievement in Scientific Literacy

  • Shin, Dong-Hee;Ro, Koog-Hyang
    • Journal of The Korean Association For Science Education
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    • v.21 no.5
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    • pp.893-905
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    • 2001
  • Korean students ranked the 3rd out of 32 participating countries in the first cycle of PISA(Programme for International Student Assessment) science field, which assessed 15-years-old students' scientific literacy. PISA developed several variables such as parents' socio-economic status, parents' educational attainment, family wealth, and cultural possession, to investigate the effects of background variables on scientific literacy. On the other hand, motivation and engagement in science study were not given much attention, partly because science was the minor area in the first cycle of PISA. Therefore, PISA Korea developed a series of variables to collect data on students' learning motives and out-of-school activities in science as a national option. The results are as followings. First, Korea was found to be one of the PISA participating countries with the scientific literacy achievement least influenced by parents' socio-economic status, family wealth, and parents' cultural possession. Second, the degree of achievement in scientific literacy according to parents' educational attainment was in a positive correlation, similar to the overall tendency of PISA. Third, the most crucial learning motive for Korean students was their desire to develop scientific thinking abilities or obtain science knowledge. On the other hand, choosing jobs in the field of science or parental expectation was the least important learning motive. In particular, the motive for scientific learning was found to have a positive relationship with the degree of scientific literacy achievement. Therefore, the higher the students achievement, the stronger the motive for scientific learning in order to develop their ability to think scientifically or acquire science knowledge. Fourth, Korean students were shown to participate very little in out-of-school scientific activities other than watching TV programs related to science. Whatever the activities may be, the more actively involved students are in out-of-school scientific activities, the higher their scientific literacy achievement. Fifth, Korean girls were rather passive compared to boys in all areas, including science learning motive and out-of-school scientific activities. The gender difference was especially more pronounced in out-of-school scientific activities with wider gaps in such activities as reading scientific books or articles and visiting science-related web sites.

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Tourists' Behaviors and Attitudes of Ecological Tourist Place: Examining the Suncheon Bay Wetland Reserve & National Garden (생태관광지 방문객의 행태와 태도: 순천만습지와 순천만국가정원을 사례로)

  • Lee, Jeong-Rock;Park, Jong-Chun
    • Journal of the Economic Geographical Society of Korea
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    • v.19 no.2
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    • pp.300-312
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    • 2016
  • After holding the ICEXPO 2013, the Suncheon Bay Wetland Reserve and Suncheon Bay National Garden in Suncheon city are becoming a famous ecological tourist place in national wide. This study investigates the tourists behavior visited to the Suncheon Bay Wetland Reserve and Suncheon Bay National Garden. Data are collected from 540 tourists from April to October 2015. Results of the study showed that tourists living at Gwangju & Chonnam provinces are 38.4% of total; one-day tourists, 20~40 aging tourist group, and internet using for destination informations, accounts for about 75.2%, 72.6%, and 44.8% respectively, of total tourists; tourists' motivation and purpose are related to natural landscape watching and family travel; tourists satisfaction for destination are very high, and particularly in the spring; 30% of total in tourism expenditure amount per capita ranges from 50,000 to 100,000 won; mount of tourists expenditure are not so much.

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A Study on the Streaming-Friendly Game Design and Suggestion of Game Planning Guidelines through the Analysis of Game Streaming (인터넷 게임 방송 분석을 통한 방송 친화적 게임 디자인 연구와 게임 기획 가이드라인 제시)

  • Kim, Young-Bum;Sohn, Kee-Hoon;Lee, Taek-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.2
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    • pp.538-547
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    • 2021
  • This study seeks to derive game design elements that turn out game streaming-friendly through the analysis of Internet game streaming. To this end, this study surveyed previous studies on the motivation of watching internet game broadcasting and simplified the motivations to 'Expertise' and 'Amusement', the goal that game streaming should aim for, and divided streamer's streaming types into 'Reviewer', 'Master', 'Entertainer' and 'Acrobat' by those two options. Based on the categories, this study analyzed game streaming videos of various genres and confirmed that both the number of videos and the number of views by the streaming type were the highest in the 'Acrobat' group. In addition, the analysis shows that and revealed different figures by the type although they belong to the similar genre. By comparing and analyzing the systems and content elements of the two games, this study identified 's advantages in three points-Fortune, Setup Time, Control View- and finally suggested some guidelines for streaming-friendly game planning.

Identifying Consumer Response Factors in Live Commerce : Based on Consumer-Generated Text Data (라이브 커머스에서의 소비자 반응 요인 도출 : 소비자 생성 텍스트 데이터를 기반으로)

  • Park, Jae-Hyeong;Lee, Han-Sol;Kang, Ju-Young
    • Informatization Policy
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    • v.30 no.2
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    • pp.68-85
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    • 2023
  • In this study, we collected data from live commerce streaming. Streamimg data were then categorized based on the degree of chatting activation, with the distribution of text responses generated by consumers analyzed. From a total of 2,282 streaming data on NAVER Shopping Live -which has the largest share in the domestic live commerce market- we selected 200 streaming data with the most active viewer responses and finally chose the streams that had steep increase or decrease in viewer responses. We synthesized variables from the existing literature on live commerce viewing intentions and participation motivations to create a table of variables for the purpose of the study. Then we applied them with events in the broadcast. Through this study, we identified which components of the broadcast stimulate the variables of consumer response found in previous studies, moreover, we empirically identified the motivations of consumers to participate in live commerce through data.