• Title/Summary/Keyword: entertainment service

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Factors Affecting the Satisfaction of Elderly Care Service in the Elderly Living Alone (독거노인의 노인돌봄서비스 만족도에 영향을 미치는 요인)

  • Yoo, Yong-Shik
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.1
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    • pp.179-186
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    • 2020
  • The purpose of this study is to examine the factors affecting the satisfaction of elderly care service in the elderly living alone and to provide basic data for the improvement of the satisfaction of elderly care service. The subjects of this study were 301 elderly people aged 65 or older who were receiving care services for the elderly in J city, Chungbuk province. Multiple regression analysis was conducted to examine the influencing factors. The results of this study showed that the factors affecting the satisfaction of elderly care service of the elderly living alone were the manager factor, service factor, institutional factor, and income level. This shows that the higher the life manager, service factor, and institution factor, and the elderly living alone with low income level, the higher the satisfaction of the elderly care service. Especially, the factors of life manager had the greatest effect on the satisfaction of elderly care service, followed by institutional factors and service factors. Based on these results, policy proposals are as follows: First, improvement of professionalism and treatment of life managers, second, professional and systematic service support and strengthening of social safety net, and third, improvement of appropriateness, accessibility and persistence for quality improvement of elderly care service.

Empirical Study on Strategies for Successful Mobile Contents Services (모바일콘텐츠 서비스의 성공전략에 관한 실증 연구)

  • Kim, Keun-Hyung;Kim, Si-Yeon;Lee, Bong-Kyu
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.89-98
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    • 2006
  • Mobile contents mean all contents that could be served by mobile terminals. The mobile contents are categorized by three areas, which are communication, information and entertainment. Since the various mobile contents have own characteristics, there are differentiations among the service success factors according to types of the contents. In this paper, we do not only derive important factors that influence success of mobile contents services, but also analyze how the factors influence the success of mobile services. We also analyze whether measures of the factors might differ significantly among the types of mobile contents services.

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Deriving the Success Factors for Retailing Web Sites: A Comparison of Web Site Types (웹 사이트 성공 영향요인 도출과 웹 사이트 유형별 비교 분석)

  • Lim, Mi-Hee;Choi, Sue-Young;Lee, Hee-Seok
    • Asia pacific journal of information systems
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    • v.14 no.2
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    • pp.1-20
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    • 2004
  • Finding the factors to affect the success of the business web sites is critical to enhance their competitiveness. This paper categorizes these factors into 4 quality measures: system, information, service and entertainment. The success is measured via user's satisfaction and loyalty. It surveys 474 Internet users to explore the effect of the quality measures on web site success. We confirm the causal effect of quality factors on users' satisfaction and loyalty. Furthermore, a comparative study is performed for web site types, such as finance, e-commerce(shopping mall), and entertainment. We note that the effect differs in web site types.

The Effect of Clothing Involvement on the Perceived Risk in Internet Shopping and Store Selection Criteria (의복관여가 인터넷 위험지각과 점포선택기준에 미치는 영향)

  • 황진숙
    • Journal of the Korean Home Economics Association
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    • v.40 no.12
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    • pp.49-61
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    • 2002
  • The purpose of this study was to investigate the effect of clothing involvement on the perceived risk in internet shopping and store selection criteria. The subjects used for the study were 210 male and 338 female college students. The clothing involvement consisted of pleasure, symbolism, and selection difficulty factors. The perceived risk consisted of size/defect risk, social psychological risk, privacy risk, delivery risk, and price risk. The store selection criteria had security/service, entertainment/variety, price/convenience factors. The results showed that consumers were segmented by four groups based on clothing involvement factors: clothing pleasure group, symbolism group, confidence group, and low clothing involvement group. The four segmented groups differed in regard to the perceived risk, store selection criteria, and demographics. For example, clothing pleasure group perceived the size/defect risk and social psychological risk higher than did the other groups. Also, the clothing pleasure group considered entertainment/variety more important and had younger female consumers.

웹 사이트 유형별 성공 요인 비교 분석

  • 임미희;최수영;이희석
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2003.05a
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    • pp.349-359
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    • 2003
  • Finding the factors to affect the success of the business web sites is critical to enhance their competitiveness. This paper categorizes these factors into 4 quality measures: system information, service and entertainment. The success is measured via user's satisfaction and loyalty. It surveys 474 Internet users to find the effect of the quality measures on web site success empirically. We confirm the causal effect of quality factors on users' satisfaction and loyalty. Furthermore, a comparative study is performed fur Web site types, such as finance, e-commerce (shopping mall), and entertainment. We note that the effect differs in web site types.

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Value Articulation Strategy of Media and Content Company: Mainly Focused on Iconix's Animation 'Pororo' Case (미디어 콘텐츠 기업의 무형자산 중심 지식재산 가치 연결 전략: 아이코닉스 애니메이션 뽀로로에 대한 탐색적 사례연구)

  • Ko, Young-Hee;Lee, Seo-Hyun
    • Knowledge Management Research
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    • v.17 no.3
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    • pp.181-206
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    • 2016
  • Under the influence of growing popularity of "hallyu" (Korean wave), corporates that have copyrights such as music, movie, drama as their core competitiveness are showing continuing growth. In Addition, they built on contents are rapidly growing, interests in protection and management of intellectual property rights linked to contents are growing. Global contents development corporates are making great efforts to create profits out of copyrights. They could utilize original contents to strengthen brand value use it to produce additional contents in current market. Also they take advantage of existing storyline of the contents and strong brand to explore new markets. This paper looks into Value articulation model by Professor James Conley and analyzed the firms that utilized intellectual property rights to extend the period of protection, strengthen their competitiveness and succeeded in breaking into new market by using the rights they possess. Also, this paper examines the usage of intellectual property rights and business expansion strategy of of Iconix, the Korean entertainment company, which gained tremendous popularity in last ten years using this model. In Value articulation model, Conley classifies the process of exploiting the portfolio of the single product's(or service's) intellectual property right for a period of time into three stages ; value transference, value translation, value transportation. Pororo's strategy of utilizing intellectual property right is suggestive to domestic entertainment companies. Under the influence of hallyu" (Korean wave), domestic contents such as movies, dramas and music are enjoying the high level of popularity recently not to mention animations. In reality, Korean entertainment companies who have no background or experience of Intellectual property rights are not creating enough added values compared to fast growing market. It is believed Iconix's intellectual property rights management strategy will suggest positive aspects to domestic companies. Moreover, I hope various intellectual property rights management strategies including Conley's value articulation are studied and they can make contributions to managing domestic entertainment companies.

The effects of Live Commerce Characteristic on Brand image, Trust and Repurchase Intention (라이브 커머스의 특성이 브랜드 이미지, 신뢰 및 재구매의도에 미치는 영향)

  • Jae-Man, Yoon;Hyung-Seog, Lee;Da-Yeon, Choi;In-suk Lee
    • Journal of Industrial Convergence
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    • v.22 no.9
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    • pp.1-15
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    • 2024
  • We examine the studies on the effect of four live commerce characteristics on repurchase intention through brand image and trust. We conducted a path analysis of 215 people who have used live commerce. As the results, first, live commerce's entertainment and interactivity had a positive effect on the brand image. Second, economics and entertainment, brand image had a positive effect on trust. Third, trust had a positive effect on repurchase intention. Fourth, trust and brand image mediate the relationship between entertainment, functionality and repurchase. We explains which live commerce characteristics that companies and local governments that provide live commerce services should strive to enhance in their strategies and service offerings, and how they should enhance their brand image and trust to elicit consumers' repurchase intentions. Also, this study is significant in that it provides a theoretical foundation for future research.

Integrative Analysis on Service Quality and User Satisfaction of Wired and Mobile Internet: A Case Study in Korea

  • Cho, Sung-Bin;Sung, Min-Je
    • Management Science and Financial Engineering
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    • v.13 no.2
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    • pp.79-97
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    • 2007
  • This paper investigates the relationship of service quality and user satisfaction in the wired and mobile Internet services based on the integrative framework of both systems. Given a moderate level of reliability and validity, the commonly driven dimensions for measuring service quality include responsiveness, assurance, empathy, convenience, usefulness, and diversity. User satisfaction is measurable by the dimensions of communication/entertainment, finance/economics, location/geography, and information/consulting. We apply the MANOVA tests to evaluate whether each of the service quality dimensions has an overall influence on user satisfaction. Next, multiple regression analyses are conducted to check if unique positive effect exists between each combination of service quality dimensions and user satisfaction dimensions. The results show that service quality must be taken care of with respect to the assurance dimension in order to enhance customer satisfaction in the dimensions of location/geography, which will contribute to increasing the utilization of mobile service. For improving user satisfaction in the dimension of information/consulting, service quality must be supported with respect to assurance and empathy in the mobile Internet market, in addition to diversity, which is the only significant service quality in the wired Internet service.

Analysis on the Improvement of Ski Resort Service Quality with the Performance Model (스키리조트 서비스품질 개선 우선순위 도출)

  • Yeo, Hwan-Leep;Kim, Pan-Soo
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.1
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    • pp.59-70
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    • 2010
  • This paper reorganized five service qualities dimensions of ski-resorts, then derived the improvement priority order of the service quality through a satisfaction measure considering the importance. There're more competitive situations to guarantee customers using the skies and snowboards is a major sports in winter season. In these competitive environments, this paper's going to propose a predominant-competitive strategies for improving the service quality of ski-resorts. This study measured the satisfaction considering the importance of service quality target on customers has an experience ski resort service quality to improve ski resort service quality. This study using Performance Model decide a priority order about a particular item improvement, then is going to present a guideline that can improve the service quality more exactly. As a result of the study the factors that is important to the customer were prime physical factor, access, assistance physical factor, staff service and assistant service, an improvement priority order were accommodation and eating-drinking facilities, waiting time of a slope and lift/gondola, entertainment/shopping facilities in the resorts, equipment rental and lift fare.

The Effect of General Eduction Class on Skin Care Based on Service Learning on Quality of Life and Self-Efficacy (봉사학습 기반의 대학 피부미용 교양수업이 삶의 질, 자기효능감에 미치는 영향)

  • Park, Jeong-Yeon;Sim, Hyeon-Ae
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.7
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    • pp.479-485
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    • 2019
  • The purpose of this study was to explore practical direction of university general education through considering the goal and value by analyzing the effect of learning in students participating in general eduction class on skin care based on service learning. The subjects were 30 students in which female (n=24; 80%) and Juniors (n=16; 53.3%) are most common. Their most common major and religion were humanities and social sciences (n=12; 40.0%) and no-religion (n=21; 70%), respectively. The difference between pre- and post-service learning was analyzed to determine the effect of the service learning on the self-efficacy and the quality of life and the results showed significant difference, indicating the positive effect of service learning in improving the self-efficacy and the quality of life. The score of satisfaction with service learning was found to be 4.12, indicating high satisfaction and the intention to retain service learning was found to be 3.99, indicating they have the intention to retain service learning. In addition, there was no difference in the satisfaction with and the intention to retain service learning depending on the characteristics such as gender, grade, major, and religion. These results showed that the general eduction class on skin care based on service learning had positive effect on the self-efficacy and quality of life of learners. There effects are expected to helpful, through university education in developing a sense of community and strengthening social responsibility of learners as social identities.