• Title/Summary/Keyword: attribution process

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Adolescents' Gaming Disorder Study and Parenting Attitude : Based on the Escape Theory (부모양육태도와 청소년 게임과몰입 연구 : 도피이론을 중심으로)

  • Lee, Daeyoung;Jeoung, Euijun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.9 no.8
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    • pp.199-208
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    • 2019
  • The escape theory is the theory of problem behavior such as suicide. The purpose of this study is to investigate the causes of gaming disorder, which has been attracting attention as a typical youth problem, through escape theory. Suicide theory is a process in which the problem triggered by the negative external environment flows into internal attribution and self-criticism, and this leads to a process leading to problematic behavior with disgust self-awareness. This process was applied to the environment, psychology, and behavior of adolescents. As a result, the lack of affection and consistency of the parents resulted in negative external environment, which affected the self-esteem of children by creating a negative external environment. And low self-esteem caused negative emotions, lowered self control, and confirmed to induce game addiction. The results of this analysis show that game addiction has a structure similar to obsessive behaviors such as binge eating and shopping addiction explained through the escape theory model and it is necessary to concentrate more on the environmental psychological factors for game addiction research.

The Effects of Service Failure and Recovery on Customer Satisfaction In the Airline Service Encounter (항공사의 서비스 실패 및 회복노력이 서비스 접점의 고객만족에 미치는 영향)

  • Kim Hyoung-Soon;Jin Li-Yin
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.4
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    • pp.95-116
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    • 2004
  • This study will attempt to build an integrated model of the customer satisfaction process with service encounter in a comprehensive point of view including the expectancy-disconfirmation theory, justice theory, and attribution theory. In addition, this study will attempt to examine the influence of service failure-related variables and service recovery-related variables on customer satisfaction in the airline firms' service failure and recovery situation. The results showed that the higher the controllability and severity of the failure, the more positive influence on expectancy of recovery and more negative influence on the recovery satisfaction increased. They also showed that the higher procedural recovery efforts and distributive/interactional recovery efforts, the more positive influence on perceived recovery performance and recovery satisfaction also increased. It was found that the recovery satisfaction with service encounter depended on the extent to which the customer's perception of recovery efforts confirmed the expectancy of recovery. Also it was found that perceived recovery performance has an effect on recovery satisfaction through the mediation of recovery disconfirmation indirectly as well as directly.

How Do Consumers React to Scandals Involving Celebrity Endorsers and Endorsed Brands?

  • CHOI, Jieun
    • Journal of Distribution Science
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    • v.17 no.8
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    • pp.77-85
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    • 2019
  • Purpose - The use of celebrity endorsers is a strategy long-since used by companies to improve the persuasive impact of their company's advertising. However, much like anyone else, celebrities are flawed human beings, and therefore often find themselves involved in scandals. Companies must consider the potential of scandals when using a celebrity endorser to represent their brand or product. This research focuses on the process consumers use to justify scandals involving celebrity endorsers. Specifically, this research divides the justification processes used by consumers to maintain support for celebrities involved in a scandal into moral decoupling and moral rationalization and proposes antecedents and consequences for these processes. Methodology - To verify the hypotheses suggested by this study, an online survey was conducted, and data was analyzed using a structural equation model. Result - Results showed that consumer empathy for the celebrity endorser and external attribution of the scandal presented were positively related to moral decoupling and moral rationalization. In addition, moral rationalization was positively related to consumers' attitude towards the celebrity endorser, which also enhanced brand attitude. However, the relationship between moral decoupling and the consumer's attitude toward the celebrity endorser was not statistically significant. Conclusion - This research serves to expand the scope of available research on the persuasiveness of celebrity endorsers and provides practical guidelines for marketers.

A Study on the Effect of the Prepaid Trust in Saving the Troubled Business (기업 위기에서 공여 된 신뢰가 기업회생에 미치는 영향 연구)

  • 박헌준;김상준
    • Proceedings of the Korean System Dynamics Society
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    • 2002.11a
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    • pp.59-100
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    • 2002
  • This study examines the effect that the prepaid trust has in saving the troubled business through the development of a formal system dynamics model. Building on existing case studies of corporate turnaround. we develop a mathematical model on the relationship between the prepaid trust and turnaround. With it. we build a system dynamics model in order to show how the prepaid trust can shift an organizational system from fragile condition of a firm to resilient condition of a firm. The model, which is oriented by attribution theory and problem-sharing by crisis communication. is developed in the aspect of the process from 'clouds' to 'evaporating clouds' This study offers a new characterization of the conditions under which organizations may be recovered the performance by prepaid trust through simulations of the model, and provides both theoretical insights into the corporate turnaround and practical suggestions for those charged with corporate turnaround.

The Optimal Reduction of Fuzzy Rules using a Rough Set (러프집합을 이용한 퍼지 규칙의 효율적인 감축)

  • Roh, Eun-Young;Chung, Hwan-Mook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.7
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    • pp.881-886
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    • 2007
  • Fuzzy inference has the advantage which can process the ambiguous knowledge. However the associated attributes of fuzzy rules are difficult to determine useful and important rules because the redundant attribute of rules is more than enough. In this paper, we propose a method to minimize the number of rules and preserve the accuracy of inference results by using fuzzy relative cardinality after removing unnecessary attributes from rough set. From the experimental results, we can see the fact that the proposed method provides better results (e.g the number of rules) than those of general rough set with the redundant attributes.

A study of How Internet Telephony Service Quality characteristics Affects Brand attitude : Applying a technology acceptance model (인터넷전화서비스품질 특성이 브랜드 태도에 미치는 영향 연구 : 기술수용모델을 중심으로)

  • Jung, Kyung-Hee;Cho, In-Hee;Joo, Hyung-Joon;Cho, Jai-Rip
    • Journal of the Korea Safety Management & Science
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    • v.11 no.3
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    • pp.199-207
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    • 2009
  • IP Telephony service was restricted to an outgoing call and low quality since the trust domestic IP Telephony service launch of Saerome co. Ltd, in Jan. 2000. However, Interest of IP Telephony service, which is substituted for PSTN, has been highly elated because of the developed equipment softswitch and new technology. This kind of importance and marketing of VoIP are recognized to telecommunication providers. With this trend, they try to administrate customer satisfaction and invest R&D to survive in this hard competition and unexpected change. To achieve this objective, they should try to realize the searching process of the quality decision attribution (QDA). However, there is little research on the aspect of service quality of Internet telephony so far. For this, the investigator established the tangibles, the reliability, the responsibility, the assurance, the empathy, the charge with information sources as core elements. In order to examine the influence of IP Telephony service upon the attitudes toward a brand and the purchase intention.

A Study of the organization BOM for the next generation train system (차세대 전동차 BOM구성 방안연구)

  • Park, Soo-Choong;Kim, Young-Gyu;Lee, Seong-Gwon;Lee, Han-Min
    • Proceedings of the KSR Conference
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    • 2008.11b
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    • pp.1999-2004
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    • 2008
  • This study is about to constructing BOM for managing and integrating information, which is drawing, technical data, attribution, design, ordering, cost, weight, process, service, etc. based on train's system, elements, substructure, assembly, components, parts during whole train's lifetime of the next generation. The BOM is the mostly basic structure information as hierarchical data what are parts consisted specific products. The BOM was utilized as essential elements for collectively managing through informing all of the business activity from ordering to supplying. The BOM in railroad is consist of two parts. One is Engineering BOM for design, the other is Production BOM for production, which are utilized in development calculating the quantity of materials. Also the Maintenance BOM is applied to suppling parts and managing malfunction in railroad corporation like the Seoul Metro. There are many kind of BOMs, because of the special character for each step. Therefore We have need to develop BOM which is able to integrate drawing, technical data for helping good circulation between RAMS applied maintenance using database and helpful know-how for development and production. Also the BOM of the next generation must be consisted regard to whole life-cycle.

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Research on the Attributions of Digital Game Using AHP (AHP를 활용한 디지털 게임의 속성에 관한 연구)

  • Kwon, Yong-Man
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.431-437
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    • 2016
  • Since the game is industrialized in the 1970s, efforts to study attributions throughout the definition of the game has been continued. This study analyzed the importance of 7 attributions including rule, goal, conflict, activity, decision-making, voluntary, art that were collectively organized by Katie Salen & Eric Zimmerman using AHP. For this, we analyzed the data after subjected to pair-wise comparison survey through the gaming industry experts, and the result was confirmed that match the analysis model comparing with the survey of game players. In this analysis of the importance, Goal(24%) is the greatest important in the seven factors mentioned above. Art(16%),Voluntary(15%), Rule(13%) followed after it. So, We can find out which attributes are considered important in the game development process through this Research.

Examining the Relationship Among Restaurant Brand Relationship Quality, Attribution, and Emotional Response After Service Failure Experience (서비스 실패 경험 후 레스토랑 브랜드 품질, 귀인 및 감정반응 관계분석)

  • Jang, Gi-Hwa;Song, Soo-Ik;Oh, Sung-Cheon
    • Journal of the Korean Applied Science and Technology
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    • v.35 no.4
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    • pp.1120-1133
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    • 2018
  • The purpose of this study is to validate the failure attribution factors affecting emotional changes after a failed service by local restaurant users, and the relapse effects of the perceived failure of a customer's brand relationship. In this study, the implications of this study can be divided into the null theory and the homogenous theory, in which the study of the relationship between individual belief that influences the null theory and the post-gender emotional response is minimal. The independence of the crash response (angerous VS compassion) has been equally validated as building a belief-gathering-emotion three-step model. First, emotional BRQ (intimate and love) has a reduction effect on controllable geeks, and behavioral BRQ (relative existence) has an extended effect on controllable geeks. From a management perspective, restaurant managers should be less aware of the repeatability of a customer's service failure and call for customer sympathy. Integratedly, restaurant managers must control the customer's perception of service failure and restore the impact of the customer's BRQ on emotional reactions. A variety of service recovery measures should be established and the cerumen should be controlled. In addition, since BRQs have different effects on anger and sympathy (extended VS), different service failure recovery plans should be presented depending on the characteristics of the customer BRQ. For example, measures such as monetary compensation or fair dealing, emotional distribution to close and loving customers, and persuasion of reciprocal benefits to interdependent customers should be developed according to circumstances. This study explored the effectiveness of the geeks after a service failure and has limitations that do not take into account the various regulatory factors in the BRQ-return-Empression process. Thus, in further studies, the effects of adjusting service failure strength should be considered and a more complete model should be built.

Gaming Space into a Cultural Place: A study on the transformation process of digital gaming space into a place focused on the framework of Mechanics-Dynamics-Aesthetics (MDA프레임워크를 통한 디지털게임 공간의 장소성 발생 구조에 관한 연구)

  • Yi, Young-A;Kwon, Doo-Hee;Choi, Hye-Lim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.738-747
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    • 2021
  • Space and place have distinctively different meanings from each other. As virtual reality has become a routine of daily life, placeness concepts have been introduced on discussion tables. Yet, place has not been widely discussed in conceptual approaches Thus, using the concepts of space and place this study attempts to figure out the structure and the processes of how users recognize digital space and give placeness. For the study purpose, it identifies core elements of placeness attribution in digital game places, and then explains the development processes of space into place through characteristics of MDA(Mechanics-Dynamics-Aesthetics)framework. Based on present theoretical concepts and their application process this study also demonstrates the transformation process through which physical space becomes a place in the similar context with a necessary condition in order for a space to be a place. This study confirms that digital games can be transformed into a space that creates placeness in the process. Considering that players' affinity and nostalgia are generated through the placeness acquiring process in digital game space, the processes eventually imply an extension of largely meaningful and influencing contents as digital games induce players' immersion.