• 제목/요약/키워드: and pleasure

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메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향 (The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention)

  • 박신영;신수연
    • 한국의류학회지
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    • 제48권1호
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

국내 한식당의 서비스스케이프가 고객의 경험적 가치, 감정적 반응 및 고객 만족도에 미치는 영향에 관한 연구 (The Effects of Servicescapes in Korean Restaurants on Customers' Experiential Value, Pleasure feeling and Customer Satisfaction)

  • 정효선;윤혜현
    • 한국식생활문화학회지
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    • 제25권1호
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    • pp.36-46
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    • 2010
  • The purpose of this study was to investigate the effects of servicescapes in Korean restaurants on customers' experiential value, pleasure feeling and customer satisfaction. Based on a total of 550 samples obtained from empirical research, this study reviewed the reliability and fitness of research model using the Amos program. The relationships hypothesized in the model were tested simultaneously by using a structural equation model (SEM). The proposed model provided an adequate fit to the data, $\chi^2=406.097$ (df 130), p<.001, GFI .915, AGFI .889, RMR .042, NFI .955, CFI .969, RMSEA .062. SEM results showed that the servicescape showed a positive significant effect on customers' experiential value ($\beta=.808$, t=15.171, p<.001), and customers' experiential value had a positive significant effect on pleasure feeling ($\beta=.756$, t=10.616, p<.001). Also, customer's experiential value ($\beta=.391$, t=8.579, p<.001) and pleasure feeling ($\beta=.573$, t=13.091, p<.001) had a positive significant effects on customer satisfaction. Analysis of mediating roles showed that, the effect of servicescapes in Korean restaurants on customers' pleasure feeling was perfectly mediated by the customers' experiential value. Limitations of this study and future research directions are also discussed.

Store's Visual Sensory Cues, Emotion, and Reusage Intention

  • Choi, Nak-Hwan;Zhang, Jia-Ling;Chen, Chang
    • 유통과학연구
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    • 제16권2호
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    • pp.35-45
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    • 2018
  • Purpose - This research aimed at exploring the mediation roles of the arousal and pleasure in the effects of the congruity between visual sensory cues of a retail store and consumers' self-image on the intent to reuse the store. Research design, data, and methodology - The data from 278 Chinese consumers who answered the questionnaire online were analyzed by using structural equation model of Amos 21.0 program to verify the hypotheses. Results - Store's visual sensory cues congruent with consumers' self-image directly affected the intention to reuse the store, and had positive impacts on both their arousal and pleasure states. The consumers' pleasure positively influenced on their intention, but their arousal did not influence on the intention. Consumers' pleasure played mediation roles in the effect of the congruity on the intention to reuse the store. Conclusions - Retail store marketers should pay attention to visual sensory cues to match the cues to consumers' self-image, when designing their store settings. When developing the cues, to help consumers feel pleasure which in turn, induces loyalty to their store, the marketers should develop the atmosphere setting in the respects of the congruity between the visual sensory cues and the self image.

OTT 서비스 이용자의 구전의도에 영향을 미치는 요인에 관한 연구: 감정요인을 중심으로 (A Study on the Precedent Factors of WOM Intention in the Context of OTT Service: Focusing on Emotional Factors)

  • 김유정
    • 한국정보시스템학회지:정보시스템연구
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    • 제32권2호
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    • pp.63-85
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    • 2023
  • Purpose According to a recent survey, more than 90% of customers make purchase or use decisions for their products and services, primarily based on word-of-mouth(WOM) information (reviews, recommendations, ratings, etc.). However, few studies have explored what factors influence user's WOM intention in the context of OTT service. To address this gap, this study investigates the antecedent factors of WOM intention by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical basis. Design/methodology/approach The research model consists of stimulus factors (diversity of original content, aesthetics, interactivity, personalization quality), emotional factors (pleasure, excitement, dominance), and behavioral factor (WOM intention). The research hypothesis was tested using the survey data collected from OTT service users of 305. Findings The result reveals that diversity of original content significantly affects on pleasure and arousal whereas it is not associated with dominance. Findings indicate that aesthetics positively influences pleasure, and interactivity is not associated with arousal. It is also proven that personalization quality has a positive effect on dominance. In addition, pleasure, arousal, and domination are proven to be positively and significantly related to WOM intention.

행복감과 좋은 삶: 『맹자』, 「양혜왕」장의 독락(獨樂)과 여민동락(與民同樂)의 이해를 중심으로 (Good Life and Happiness as emotion: Focusing on the ideas of Pleasure alone(tongnak) and Sharing pleasure with the people(Yeomin-dongnak) in Chapter 1 of Mencius)

  • 이찬
    • 철학연구
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    • 제115호
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    • pp.1-29
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    • 2016
  • 나는 "맹자" "양혜왕"편 전반에 걸쳐 개진되는 '여민동락' 논의를 '행복'의 관점에서 비판적으로 논의하고자 한다. 내가 행복하다고 여기는지의 여부와 실제의 삶이 일치하지 않는다는 점에서 주관적인 심적 상태로서의 행복은 좋은 삶과 갈등을 낳을 수 있다. 따라서 우리가 진정한 행복을 추구하는 것은 이미 주관적인 심리상태를 극복하고 어떻게 살아야 좋은 삶인가라는 고전적인 질문으로 회귀하게 된다. 이를 위한 논의의 배경으로 제선왕과의 대화에 등장하는 독락과 여민동락의 내용을 설명하려고 한다. 제선왕의 경우 그에게서 발견되는 욕구의 위계를 통해 독락으로 표현되는 주관적인 행복감이 자신이 지향하는 좋은 삶과 어긋나 있음을 밝힐 것이다. 맹자가 제시하는 여민동락이 즐거운 삶과 좋은 삶을 일치시키는 논리를 설명하고 '연대'의 이면에 작동하는 상호이해와 공감의 역동성을 고찰할 계획이다. 측은지심으로 포착할 수 있는 이런 공감의 힘이 어떻게 여민동락과도 이어질 수 있는지 논증하려고 한다. 서(恕)의 황금률로 포착해낼 수 있는 측은지심과 여민동락의 동리(同異)를 검토하고 '여민동락'이라는 유가적 행복론을 좋은 삶에 관한 이론적 틀로 요약, 정리할 계획이다. 이를 통해 주관적인 행복감이 우리의 삶을 좋게 만드는데 어떻게 기여하는가를 간략하게 설명하려 한다.

점포환경으로 인한 환기와 즐거움, 행동의도 간의 관계에 대한 연구: 쇼핑 가치에 의한 조절변수를 중심으로 (The Study on Relationship of Arousal, Pleasure, and Behavior Intention from a Store Environment: Focused on Moderating Role of Shopping Value)

  • 이종호;옥정원;박효현
    • 한국유통학회지:유통연구
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    • 제13권4호
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    • pp.21-46
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    • 2008
  • 본 연구는 소비자의 환기수준을 높은 집단과 낮은 집단으로 구분하고 환기수준에 따라 즐거움에 어떤 영향을 미치는지를 분석하였다. 특히 소비자들의 쇼핑 가치 유형이 환기 수준과 즐거움에 조절적 영향을 미치는지 살펴보고자 하였다. 그리고 즐거움이 행동의도에 영향을 미치는지를 살펴보고자 하였다. 연구결과 첫째, 높은 환기수준은 즐거움에 긍정적인 영향을 미쳤다. 둘째, 소비자들의 쇼핑 가치 유형의 조절적 역할은 실용적 쇼핑 가치를 지닌 소비자 집단에서는 환기수준이 낮을 때 즐거움에 긍정적인 영향을 미쳤으며, 쾌락적 쇼핑 가치를 지닌 소비자 집단에서는 환기수준이 높을 때 즐거움에 긍정적인 영향을 미쳤다. 셋째, 즐거움은 행동의도에 긍정적인 영향을 미쳤다.

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Arirang is a soul song and a consolation medicine for mental and physical health: Arirang rhapsody (喜怒哀樂; joy, anger, sorrow, and pleasure)

  • Ko, Kyung-Ja;Cho, Hyun-Yong
    • 셀메드
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    • 제12권4호
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    • pp.15.1-15.3
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    • 2022
  • The purpose of this study is to examine the joy, anger, sorrow, and pleasure of Koreans in Arirang songs. Arirang is a representative song that strengthens the collective identity and social bond of Koreans. For Koreans who mainly eat rice, Arirang represents rice, life, and reason for its existence. Koreans have been singing Arirang together for a long time, overcoming pain, sadness, and hardships and consoling their minds and bodies. Arirang is a national music that is loved more and sung more often than the national anthem. The hill on the mountain is not a place to stay. The pass is a passing place. This gives us a lot of thought. We have various difficulties living in the world. The word Arirang means that Arirang is not one state. The end of joy, anger, sorrow, and pleasure is surely a joy. Arirang Pass (Arirang Gogae) is not a staying pass, but a crossing pass. Arirang, which contains joy, anger, sorrow, and pleasure, is a soul song and a consolation medicine for mental and physical health. We suggest that Arirang song compared to standard care may have beneficial effects on anxiety, hope, pain, and depression in patients.

인스타그램 이용자의 대상관계 요인과 감정반응 요인, 만족도의 구조적 관계 연구 (Structural Relationship among Object Relations, PAD Factors, and Satisfaction of Instagram Users)

  • 박종순;김수겸
    • 디지털산업정보학회논문지
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    • 제18권3호
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    • pp.55-73
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    • 2022
  • This study aims to identify the object relations and PAD factors of Instagram users, apply the object relations to the emotional response (PAD) factors, and empirically study the structural relationship between these factors and satisfaction. To this end, we proposed a research model to which the four factors of object relations theory and the three factors of emotional response (PAD) theory that emphasize the emotions of users are applied. Surveys were conducted on the college students in Seoul and Suwon who had used Instagram. As a result of this study, the following conclusions can be drawn: Non-alienation has a significant influence on pleasure, arousal, and domination. Secure attachment does not have a significant influence on pleasure and arousal, while it does have on domination. Social ability does not have a significant influence on pleasure, arousal, and domination. Egocentrism has a significant influence on arousal, but not on pleasure and domination. Pleasure has a significant influence on arousal and satisfaction. Arousal has a significant influence on domination and satisfaction. Domination has a significant influence on satisfaction. In conclusion, when emotions are shared among the users of Instagram, not alienated, it affects their satisfaction.

강원도 영동권 지역 생선회 전문점의 유형적 근거가 고객의 감정반응과 재구매 행동에 미치는 영향 (The Influence of Tangible Clues of Raw-fish Restaurants on Consumers' Emotional Responses & Repurchasing Behavior in East-northern Area of Kangwon-Province)

  • 윤태환
    • 한국식품조리과학회지
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    • 제29권5호
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    • pp.533-541
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    • 2013
  • The purpose of this article was to study the influence of tangible clues of raw-fish restaurants on consumers' emotional responses and repurchasing behavior in eastern area of Kangwon-province. In this study frequency analysis, reliability analysis, factor analysis and path analysis(SEM) were applied to analyze the data. Through path analysis tangible clues' performances had generally significant influences upon consumers' emotional responses to buy products of raw-fish restaurants. According to the results, exterior facility had positive influence on pleasure(p<0.001) and arousal(p<0.01). Interior facility had positive influence on pleasure(p<0.001) and arousal(p<0.001), but negative on dominance(p<0.01). And the others had positive influence on pleasure(p<0.05). Press copy had positive influence on pleasure(p<0.001) and arousal(p<0.001). And Pleasure and arousal had positive influence on repurchasing behavior(p<0.001). But Dominance didn't have significant influence on repurchasing behavior. As a result, we studied that the tangible clues was an effective marketing tactic to maintain and increase consumers' positive emotional reponses to repurchase at restaurants. Therefore it is finally needed that dining-out corporations manage tangible clues in a customer-maintaining without additional costs, and especially to use mixing tangible clues each other in some suitable condition.

The Effects of Digital Signage on Flow and Brand Attitudes: The Mediating Role of Pleasure

  • Ji, Kyoungha;Kim, Hanna
    • 패션비즈니스
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    • 제22권6호
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    • pp.53-69
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    • 2018
  • In recent years, digital media providing entertainment and information have become an important channel of customer experience. The aim of this study is to evaluate the effects of digital signage's characteristics on flow and brand attitudes and to verify the mediating role of pleasure in digital signage and flow. The stimuli were developed for a sports brand stores using 3D and video editing software. The survey was conducted on 544 subjects from both gender aged 20 to 49 years old, i.e. the population that constitutes the major target group for sports brands. The data collected was analyzed using IBM SPSS 24.0. Specifically, frequency analysis, factor analysis, reliability analysis, t-test, and regression analysis were performed on the data. Based on the results, we can draw the following conclusions; First, the dimension of digital signage was classified into aesthetic and functional attributes. Additionally, we found out that women highly value aesthetic attributes of digital signage while the customers in their 40s pay more attention to functional attributes than their counterparts aged 20-30 years. Second, our results suggest that pleasure has a mediating effect in the relationship between digital signage attributes and flow; specifically, both sub-dimensions of digital signage features (aesthetic attributes and functional attributes) affect flow by means of pleasure. Third, our results demonstrated that the flow of digital signage had a significant impact on brand attitudes.