• Title/Summary/Keyword: entertaining

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Effects of Mobile Shopping Tendencies and Information Search on the Shopping Mall Satisfaction and Repurchase Intention: Focusing on Fashion Clothing (모바일 쇼핑성향과 정보탐색이 쇼핑몰의 만족도와 재구매 의도에 미치는 영향: 패션의류를 중심으로)

  • An, Sang-Hee
    • Journal of Digital Convergence
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    • v.18 no.8
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    • pp.469-478
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    • 2020
  • The objective of this study is to verify the effects of shopping tendencies and information search on the shopping mall satisfaction and repurchase intention of fashion clothing consumers at this point in time when the mobile shopping has been routinized. To verify this, this study selected male and female university students with experiences in purchasing fashion clothing in mobile shopping mall within the last one year as its samples. For the verification of hypotheses, the factor analysis, multiple regression analysis, and simple regression analysis were conducted. The results of this study are as follows. First, the shopping tendencies of consumers who had experiences in mobile shopping included the economic shopping tendency, entertaining shopping tendency, convenient shopping tendency, and trend-pursuit shopping tendency. Second, the convenient shopping tendency, entertaining shopping tendency, and economic shopping tendency of consumers' mobile shopping tendencies had positive effects on the mobile shopping mall satisfaction and repurchase intention. Third, the information search for purchasing fashion clothing in mobile shopping mall had positive effects on the shopping mall satisfaction and repurchase intention.

A Study on the Effect of the Characteristics of Branded Contents on Consumers: Focused on User Satisfaction, Sharing Intention, and Intention for Continuous Use (브랜디드 콘텐츠 특성이 수용자 효과에 미치는 영향: 이용만족, 공유의도, 지속적 이용의도를 중심으로)

  • Lim, You Myung;Oh, Young Sun;Youm, Dongsup
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.59-67
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    • 2019
  • This study was conducted to examine the effect of the characteristics of branded contents on consumers. To attain the purpose of the study, we carried out a survey with 286 male and female undergraduates and collected data for analysis. The findings demonstrated the followings: First, the satisfaction of using branded contents is positively affected by entertaining, empathy, creativity, and indirectness. Second, the intention to share branded contents and the intention for continuous use of them are positively affected by entertaining only. In conclusion, this study confirmed that only informativeness, which is one of 5 characteristics of branded contents, does not have any effect on the consumer. This result provides useful empirical data for developing high-quality contents that meet user's needs and convenience, helping understand user's behavior toward branded contents and also serves as the basic data on which related researches can expand.

The Effects of Maternal Monitoring, Shared Activities, Education-Oriented Behavior, and Allowing Children to Own Smart-Phones on the Smart Media Usage Patterns of Elementary School Children (어머니의 감독, 활동공유, 교육지향행동, 스마트폰 허용여부가 초등학교 저학년 아동의 스마트 미디어 이용패턴에 미치는 영향)

  • Kim, Yoon Kyung;Park, Ju Hee;Oh, So Chung
    • Korean Journal of Childcare and Education
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    • v.17 no.3
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    • pp.65-87
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    • 2021
  • Objective: This study aimed to examine the effects of maternal monitoring, shared activities with children, maternal education-oriented behavior, and allowing children to own smart-phones on smart media usage patterns based on smart-phone usage time and purposes among elementary school children. Methods: The participants were 1,315 second-grade elementary school children from the 9th wave of PSKC. Latent profile analysis and the three-step estimation approach were used to examine the determinants of the latent profile and the effects of maternal parenting on the profile. Results: Four latent profiles were identified: 'High-level usage & Entertaining oriented,' 'Moderate-level usage & Social/entertaining oriented,' 'Moderate-level usage & Learning oriented,' and 'Low-level usage.' Additionally, results showed that each profile can be predicted by maternal monitoring, education-oriented behavior, and permitting children to own smart-phones. Conclusion/Implications: Our outcomes suggested that it would be necessary to understand the smart media usage patterns of elementary school children, considering both the amount of time spent with smart media and purposes of uses. Further, it is helpful for mothers to monitor children's daily activities, support their educational activities, and take the role of gatekeeper for smart media as a way of appropriate guidance for their children's use of smart media.

The Media Pole Design Applying the Playfulness of Scribbling (낙서의 유희성을 반영한 '미디어 폴' 디자인)

  • Kim, Hee Eun;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.5
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    • pp.103-115
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    • 2015
  • This study sheds light on the entertaining aspects of Media Pole that is located in Gangnam U-Street and proposes design that considers the aspects of the form, experience, contents and communication of scribbling. Functioning as public digital media, Media Pole provides various convenient services related to the area. According to the research on user's behavior upon Media Pole, photo related services, which can be categorized as entertainment, were found to be the most frequently used services among various services. Taking user's behaviors into consideration, this study highlights the entertaining aspects of Media Pole and suggests design that applies the playfulness of scribbling. The playful characteristics of scribbling were applied to the Media Pole's user interface, interaction, application and interlocking functions. As a result, users are expected to increase as Media Pole becomes more playful than before. Since scribbling is an act of intrinsic human's desire, it will attract users to participate more voluntarily. It can be applied not only to Media Pole, but to any public digital media devices.

Experimental Study on Living Room Lighting Environment for Residential Activities

  • Kim, Hyun-Ji;Woo, Seong-Jun;Kim, Hoon
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.27 no.1
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    • pp.10-16
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    • 2013
  • This study performed a subjective evaluation of the Semantic Differential (SD) method for living room activities to evaluate the living room lighting environment and investigated the relationship between these through luminance distribution in the space. As a result, three factors-"lightness", "emotion" and "calmness"-have been grouped together. According to the analysis of experimental variables, difference has been observed depending on color temperature, the dimming of the ceiling & cove lights and the use of down lights and a bracket. 'Conversation with Family', 'Having Fun with Family', 'Entertaining Guests' and 'Reading a Book or Newspaper' requires "lightness". In terms of "emotion"-centered activities, 'Watching TV' is the highest, but all three factors are related. In terms of "calmness"-centered activities, 'Relaxing' is the highest.

Design Strategy for the Implementation of Cooperative Group Games in Motion Based Arcade Game System

  • Joh, Yun-Sook
    • International Journal of Contents
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    • v.7 no.4
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    • pp.10-18
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    • 2011
  • Cooperative Group Games (CGG) emphasize participation, challenges and fun by cooperation among group members rather than competition. CGGs have been proven to be an efficient education method that teaches the value of cultivating cooperation skills, discipline, and sense of public order for tackling problems together through various types of interactions. When integrated with computer game technology, the general classic CGG can be reborn with new educational and entertaining aspects. To combine the joy of physical movement of group games and the richness of computer game contents, a motion based arcade CGG has been developed in this study, based on the original ideas and structures of classic off-line CGGs. While implementing the classic game concepts in arcade environment, various design attributes have been considered and applied, which were supposed to promote cooperative game play. Overall, the process of the implementation and test results of our four CGGs suggest several design strategies for effective arcade CGGs.

Motivations for Cellular Phone Uses and Parent-Children Communication by Gender among Middle School Students (중학생의 휴대전화 이용 동기 및 성별에 따른 부모와의 의사소통 수준)

  • Cheon, Hye-Jung;Lee, Jung-Eun
    • Journal of Families and Better Life
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    • v.24 no.5 s.83
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    • pp.101-112
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    • 2006
  • This study examined factors related to the motivation for the uses of cellular phones and the relationship between motivation for cellular phone use and parent-child communication among middle school students. A total of 223 questionnaires were submitted and analyzed. The characteristics of motive structure of the middle school students were found as recreation, time management, information-seeking, reassurance and fashion/showing off. Among those motivations, these middle school students examined here were found to use cellular phones in similar ways to how conventional telephone is used such as work/instrumental reasons and socializing/entertaining. The motivations showed a significant association with the level of parent-child communication. Information-seeking and time management motivation were positively related with an open communication level while fashion/showing off and recreation were negatively related with an open communication level.

Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Functions of Nature Trails in Mt. Seorak National Park Focused on Environmental Educational Aspects (환경교육적 측면에서 본 설악산 국립공원의 자연관찰로 기능에 관하여)

  • Jo, Tae Dong
    • Journal of Environmental Science International
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    • v.13 no.7
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    • pp.605-610
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    • 2004
  • Having the Seorak mountain National Park as an object of study, this research grasps the problems of the present environmental observatories through the awareness investigations of visitors towards the function of environmental observatories made by the evironmental education. In order to achieve this, a questionaire has been conducted for 26 days, starting from the 25th October 2002, directed towards 100 visitors to the Seorak mountain National Park about the maps and degree of satisfaction of the usage ofthe environment observatory and explanation program. The results of the analysis show that general satisfaction on the environmental observatories are valued very negatively. This informs us that the present environmental observatories under the environment education are not fullfilling entirely their functions. Supporting itself upon the basis of the visitors' questionaire, this research has attempted the resolution of the present problems having as an object of study the scenery and cultural resources present in the Seorak mountain National Park, and proposing an entertaining environmental education of the environment observatory's constitution.

A Design and Implementation of Mobile Visit Guide System for the Individual Science & Technology Learning in the Museum (비형식적 교육장소에서 개별적 과학기술학습을 위한 모바일 관람 가이드 시스템의 설계 및 구현)

  • Kweon, Hyo-Sun;Choi, Won-Sik
    • 대한공업교육학회지
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    • v.30 no.1
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    • pp.120-132
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    • 2005
  • The major purpose of this study was to provide a basic model of mobile guide system for visitor's individual learning, self-regulated learning in a museum. System model realized by this study was as follows; 1) This system distributed exhibit information to tourists in place of existing audio guides or curators. Using wireless communications, the PDA automatically delivered information about the exhibit. The artistic and visual displays maximized effective and quick transmission of information to the user. 2) It made visiting a museum fun, exciting and entertaining. With the PDA guide the museum visitor can interact with detailed descriptions of exhibits, videos and images. The museum visitor, can also play a quiz game, take photos, record voices and send e-mail.