• 제목/요약/키워드: escapism

검색결과 44건 처리시간 0.024초

중국 관광객의 지각된 쇼핑 경험 가치가 제품 및 점포 만족도에 미치는 영향 (The Effects of Chinese Tourists' Perceived Experiential Value on Product and Store Satisfaction)

  • 이하경;김지민;김응태;추호정
    • 한국의류산업학회지
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    • 제17권4호
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    • pp.561-573
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    • 2015
  • The influence of tourists on the retail market in Korea continues to grow, and China has become the largest outbound-spending nation in the world. Korea's retail industry must comprehend the sophisticated consumption behavior of Chinese tourists. Hence, we explored how the experiential value of shopping in Korea affected Chinese tourists' satisfaction levels regarding stores and products. Findings from this study suggest entertainment and escapism mediate the effect of experiential value on consumer attitudes toward products and stores. This research was conducted with Chinese female tourists who shopped in Korea during their latest visit to this country. CFA and SEM were implemented using AMOS 20.0. The analysis of survey data produced interesting results. Visual appeal, crowding, and service excellence had positive impacts on entertainment, and they had a positive influence on both store satisfaction and product satisfaction. Regarding escapism, crowding and economic benefits had positive impacts, whereas visual appeal and service excellence had no effects. Results showed that escapism had a negative influence on attitudes toward both products and stores. To be clear, escapism refers to the status of absorption by which consumers are highly occupied with pleasant feelings, therefore, shopping when the motive of escapism is high is likely to be less rational and more impulsive. In this study, the diverse roles of different emotions associated with entertainment and escapism in the context of tourism shopping were identified. The findings provide practical implications for developing retail strategies and highlight the importance of the experiential values of shopping for tourists.

이국취향의 요인과 현대패션에 나타난 이국취향 (A Study on the Generating Elements of Exoticism and Exoticism Expressed in Modern Fashion)

  • 김수경
    • 복식문화연구
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    • 제11권3호
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    • pp.387-403
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    • 2003
  • This study aims to analyse a trend of exoticism which is often mentioned in the contemporary western fashion. I analyse the internal elements of the exoticism in the fashion. By applying these elements to the exoticism of modern fashion, I intended to make it a useful instrument fur interpreting modern fashion. The results of this study are as follows. The internal elements of exoticism are summarized as escapism, curiosity, fantasy, hybridism and pluralism. 1. From the 19th century to the 1960s . The exoticism shown in the western fashion are influenced by such elements as curiosity and escapism. And diverse and plural exotic elements added a fantastic element to the exoticism. 2. After 1960s : Escapism acted much more because people thought exoticism offer a refuge from overall social problems of modern consumer society. Late in the 20th century, fantastic and hybrid element became more prominent in exoticism. And I found pluralistic view point was the other element of exoticism.

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MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향 (The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation)

  • 이지현;김한구
    • 한국정보시스템학회지:정보시스템연구
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    • 제29권3호
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    • pp.53-75
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    • 2020
  • Purpose Despite the continued rise in the popularity of mobile MMORPGs, the previous studies mainly focused on negative results of playing MMORPG such as violence and game addiction. In addition, previous studies that verified game play motives were not enough to explain user's fundamental motives for MMORPG play. To verify the positive role of playing MMORPG, this study focused on stress coping strategies on continued play MMORPG, and divided factors into two dimensions: escapism and coping with system. The purpose of this study is to comprehensively identify the discriminatory effects of each factor on users' self-control, and the effect of self-constrol and behavioral adapatation on continued use intention for MMORPG. Design/methodology/approach This study was designed to examine the structural relationships among MMORPG users' escapism, system coping, self-control, behavioral adaptation and continued use intention for MMORPG. Findings The results from this study are as follow. First, the participants' effect-based escapism had a positive impact on self-control, whereas cause-based escapism had a negative impact on self-control. Next, proactive coping and reactive coping for system problem had a positive impact on self-control. In addition, Self-control had a positive impact on behavioral adaptation and continued use intention for MMORPG. Lastly, the behavioral adaptation to MMORPG had a positive impact continued use intention. The results of our study can suggest the positive effects of coping strategy on users' self-control and behavioral adaptation by applying the theory of both escapism and coping with system. Based on our results, game companies should develop contents that can gratify users' coping motives and enhance self-control and behavioral adaptation.

사회적 아이덴티티의 위협과 영역 외 보상소비의도 (Social Identity Threat and Across-Domain Compensatory Consumption Intention)

  • 최낙환
    • 산경연구논집
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    • 제10권11호
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    • pp.35-47
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    • 2019
  • Purpose: Current study focused on investigating the effects of the self-dissociation as a thought in which consumers dis-identify or dissociate with the threatened in-group and the escapism as a tendency of consumers' distracting themselves and avoiding their thoughts about the in-group under severe but adoptable criticism by turning their attention elsewhere on across-domain compensatory consumption intention. And It explored not only the positive roles of undesirability thought against the in-group in consumers' forming the self-dissociation and the escapism, but also the effects of negative emotion to the in-group felt at the place of being exposed to the criticism against the in-group on the escapism. Research design, data, and methodology: The experiment was performed with the in-group-threatening single factor within-subject design. Questionnaire data were collected from 196 undergraduate students, and the data were used to testing research hypotheses by structural equation model of Amos 21.0. Results: First, both the self-dissociation of consumers' dis-identifying with the in-group criticized severely by others and the escapism of their deliberately directing their thoughts and distracting their attention away from thinking the in-group positively influenced on the across-domain compensatory consumption intention. Second, the negative emotion positively influenced on the escapism. Third, the undesirability thought to the in-group under the severe criticism positively effected on the self-dissociation as well as the escapism. Putting in the nutshell, the findings of this study are consistent with the idea that consumers can overcome the negative self-discrepancy on one dimension of their social identity by distracting themselves and avoiding thinking about the threatened in-group to find meaning on another dimension which might lead them to the place of doing the across-domain compensatory consumption. Conclusions - Focusing on the results of this study, checking which aspects of consumers' social identity are linked to products or brands is at issue to marketers when the consumers are faced with the criticism against the in-group. The marketers should build the messages about their products or brand not related to the checked aspects, and communicate the messages, to lead the consumers to the place of doing the across-domain compensatory consumption by their products or brands.

증강현실 패션플랫폼에 대한 경험적 가치가 플랫폼 선호도에 미치는 영향 (The Effect of Experiential Value of AR Fashion Platform on Platform Preference)

  • 이하경;허희진
    • 한국의류학회지
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    • 제46권6호
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    • pp.987-1003
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    • 2022
  • This study explores the effect of experiential value of AR fashion platform on platform preference. Based on the SOR theory, the effects of visual appeals, entertainment, service excellence, and efficiency on platform attitudes, mediated by intrinsic enjoyment and escapism, are tested. The participants respond to the questions after watching the video clip, using an AR fashion platform. A total of 252 data is analyzed using SPSS 26.0 for descriptive statistics and reliability analysis and AMOS 26.0 for confirmatory factor analysis and structural equation modeling. The results show visual appeals, entertainment, and efficiency influence platform preference, mediated by intrinsic enjoyment. Entertainment also influences platform preference, mediated by escapism. The moderating effect of the AR service pre-experience is also explored. For the group with the AR service experience, entertainment and efficiency has a positive effect on intrinsic enjoyment, leading to AR platform preference. For the group without an AR service experience, only entertainment influences the AR platform preference, mediated by intrinsic enjoyment; however, there are no factors which increase escapism. The findings of this study contribute to find the marketing directions for the AR service users, by offering appropriate experiential values based on their prior AR experience.

전주한옥마을 방문객이 지각한 체험요소가 재방문의도에 미치는 영향 분석 (A Study of Intention to Revisit Jeonju Hanok Village associated with Consumer Experience)

  • 유소이;전현진
    • 한국지역사회생활과학회지
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    • 제27권1호
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    • pp.121-136
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    • 2016
  • The purpose of this study was to investigate consumer behavior based on the experience from visiting Jeonju Hanok Village. This study tested the relationship between the experience and intention to revisit for consumers who visited the village mediated by emotion and place attachment as a structural equation model. The results of this study were as follows. First, the perceived emotion was found to be significantly influenced by experience. Consumers were likely to feel positive emotions if their experiences of entertainment, escapism, and esthetics were positive. Second, the place attachment was found to be significantly influenced by experience. If consumers perceived positive experience of education and escapism, then they would like to be attached to the place where they experienced such positive experience. Finally, the intention to revisit was found to be significantly influenced by the emotion and the place attachment. If positive emotion and place attachment were well-established through consumer experience, then consumers would like to increase the intention to revisit the place.

스마트폰 기반 소셜 네트워크 서비스(SNS) 이용의 결정요인 연구 : 기술적, 쾌락적, 사회적 특성을 중심으로 (Examining Determinants of Social Network Service(SNS) Use Based on Smartphones : Focusing on Technical, Hedonic, and Social Characteristics)

  • 최수정
    • Journal of Information Technology Applications and Management
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    • 제19권4호
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    • pp.75-95
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    • 2012
  • This study focuses on examining the determinants of smartphone-based social network services(SNS) use. That is, the study explores the key factors affecting the use of smartphone-based SNS. People who have been using online-based SNS such as Cyworld and Facebook for years are now using mobile-based SNS such as KakaoStory. Under the situation. the study attempts to draw key determinants of smartphone-based SNS use from the studies of TAM, hedonic information systems, and social perspectives. To test the hypotheses, we conducted partial least squares (PLS) analysis using a total of 233 data collected on the users of smartphone-based SNS including KakaoTalk and KakaoStory. The key findings are as follows : first, it is verified that both ease of use and usefulness, two main factors in TAM, had positive effects on smartphone-based SNS use. Second, for enjoyment and escapism considered as the two main factors of hedonic IS characteristics, only the effect of enjoyment on SNS use was significant. Finally, social ties as a factor of social characteristics had the most significant effect on smartphone-based SNS use. The result implies that smartphone-based SNS can be one of the major means of maintaining existing social ties.

혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과 (The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology)

  • 김은영;성희원
    • 한국의류학회지
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    • 제45권5호
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

증강현실 관광 가이드 앱의 속성이 관광객의 몰입, 경험, 이용의도에 미치는 영향 (Effects of AR Tourguide Application on Tourist Flow, Experiences, and Usage Intention)

  • 김은정;송니은
    • 한국콘텐츠학회논문지
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    • 제22권2호
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    • pp.487-500
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    • 2022
  • 본 연구에서는 증강현실을 활용한 관광지에 대한 관광객의 이용의도 형성 과정을 살펴보기 위해, 증강현실 관광 가이드 앱의 속성(상호작용성, 생생함, 참신성)이 증강현실에 대한 관광객의 몰입, 경험(교육, 엔터테인먼트, 미학, 탈일상), 관광지 이용의도에 미치는 영향을 확인하였다. 국내 20-30대를 대상으로 설문조사를 실시하였으며, 291명의 응답에 대해 구조방정식분석을 실시한 결과는 다음과 같다. 1) 증강현실 속성(상호작용성, 생생함, 참신성)이 몰입에 미치는 영향을 살펴본 결과, 참신성이 가장 높게 나타났고, 그 다음으로 생생함으로 나타났으며, 상호작용성은 통계적으로 유의미한 결과가 나타나지 않았다. 2) 증강현실에서의 몰입은 증강현실에서의 4가지 경험(교육, 엔터테인먼트, 미학, 탈일상) 모두에 미치는 영향을 미치는 것으로 나타났다. 3) 증강현실 경험(교육, 엔터테인먼트, 미학, 탈일상)이 증강현실을 적용한 관광지 이용의도에 미치는 영향을 살펴본 결과, 엔터테인먼트와 교육이 영향을 미치는 것으로 나타났으며, 미학적 경험과 탈일상적 경험은 통계적으로 유의미한 결과가 나타나지 않았다. 본 연구는 증강현실이 적용된 역사유적지에 대한 관광객의 행동에 대해 연구했다는 점, 증강현실 속성이 몰입, 경험, 이용의도로 이어지는 통합 모델을 제시했다는 점에서 의의가 있으며, 본 연구의 결과는 관광 분야의 증강현실 활용 전략을 수립하는데 있어 시사점을 제시할 수 있을 것이다.

지리산 읽기: 유토피아적 도피처에서 근대적 국립공원으로의 변형 - '산사람'의 도피주의적 삶을 중심으로 - (The Transforming Sacredness of Mt. Chirisan from an Utopian Shelter into a Modern National Park: Focused on the Escapist Lives of 'Mountain Men')

  • 진종헌
    • 대한지리학회지
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    • 제40권2호
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    • pp.172-186
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    • 2005
  • 본 논문은 당대 지리산에 각인된 민족적 신성함이 어떻게 개인적, 사회적 실천과 그것의 역사적 반복을 통해 형성되어 왔는가를 검토한다. 본 연구는 '도피주의' 에 논의의 초점을 두고, 이를 위한 사례 연구로서 산사람의 삶과 부가적으로 청학동의 재발견 과정을 분석한다. 두 '산사람', 허만수와 함태식은 전근대에서 근대사회로 이행하는 과정에서 자연을 심미적 관점과 보호의 시각으로 바라보는 근대적 자연관을 암묵적으로 제시하였다. 그들은 도교적 유토피아를 찾으려는 내면적인 꿈과 근대적이고 민주적인 방식의 자연감상이라는 사회적 실천을 조화시키려고 시도하였다. 궁극적으로, 산사람의 출현과 그들의 실천은 지리산에 대한 전근대적인 지리적 상상-사회(세상)의 바깥에 존재하는 특별한 장소로서의 지리산-의 종말을 의미한다. 그리하여, 근대적 관광지이자 시민적 민족경관으로서의 지리산국립공원은, 사람들의 유토피아에 대한 꿈과, 산의 신성함과 그것이 민중의 삶을 보호할 것이라는 종교적인 믿음이 사라지는 지점에서 구체화되었다.