• Title/Summary/Keyword: escapism

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

  • Lee, Ha Kyung;Kim, Jimin;Kim, Eung Tae;Choo, Ho Jung
    • Fashion & Textile Research Journal
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    • v.17 no.4
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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.

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

  • 김수경
    • The Research Journal of the Costume Culture
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    • v.11 no.3
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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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The Effects of MMORPG User's Stress Coping Strategies on Continued Use Intention Through Self-Control and Behavioral Adaptation (MMORPG 이용자의 스트레스 대처전략이 자기통제감과 행동적 적응을 통해 지속적인 게임 이용의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.29 no.3
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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.

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

  • CHOI, Nak-Hwan
    • The Journal of Industrial Distribution & Business
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    • v.10 no.11
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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.

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

  • Ha Kyung Lee;Hee Jin Hur
    • Journal of the Korean Society of Clothing and Textiles
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    • v.46 no.6
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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.

Analysis on the Viewing Intention of Mobile Personal Broadcasting by using Hedonic-Motivation System Adoption Model (모바일 개인방송 시청 요인 분석: HMSAM 모델을 중심으로)

  • Jae-Wan Lim;Byung-Ho Park
    • Information Systems Review
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    • v.18 no.4
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    • pp.89-106
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    • 2016
  • The latest movement in live video streaming service is mobile personal broadcasting (MPB), which refers to consumers accessing the service through social media with mobile devices, such as smartphones and tablet PCs. This service is possible through the advancements in mobile video technology and platforms. Features such as enhanced user interaction, personalization, and real-time broadcasting, combined with a greater variety of content, have led to the development of MPB. The increase in MPB users calls for research, including that on the hedonic motivational angle. This study aims to assess MPB users' intrinsic motives through the hedonic-motivation system adoption model (HMSAM) using seven factors: joy, temporal dissociation, escapism, focused immersion, perceived ease of use, perceived usefulness and intention to watch. Survey data collected from 154 samples were analyzed with statistical techniques, such as structural equation modeling. Results showed that time dissociation, escapism, and perceived ease of use have a positive relationship with heightened enjoyment. Joy significantly affects focused immersion and intention to watch. Escapism also had a statistically significant influence on focused immersion. This study contributes to the advancement of the MPB study under the HMSAM theoretical framework and offers practical suggestions to managers to enhance MPB content viewership.

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

  • You, So-ye;Jeon, Hyeon-jin
    • The Korean Journal of Community Living Science
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    • v.27 no.1
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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.

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

  • Choi, Su Jeong
    • Journal of Information Technology Applications and Management
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    • v.19 no.4
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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.

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

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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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.

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

  • Kim, Eun-Joung;Song, Ni-Eun
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.487-500
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    • 2022
  • This study aims to examine visitors' usage intention of the mobile AR(Augmented reality) application for tourism in Korea. For this purpose, the study analyzed how three attributes of AR tourguide app such as interactivity, vividness, and novelty have influenced on the tourist in terms of three realms of their flow, their experience (education, entertainment, esthetics, and escapism), and their usage intention for the future. It conducted an online survey from 20 to 30 year-old 291 participants and used a structural equation modeling. Survey findings show that first, novelty has a positive influence on the state of flow in AR application after vividness; Interactivity does not any significant effect on the tourists' flow. Second, when tourists explore the flow in the AR tourguide app, it affects all realms of experience economy of education, entertainment, esthetics, and escapism. Third, when using AR tour guide app in the context of historical heritage site, the two dimensions of entertainment and education influence the usage intention but the other two of esthetics and escapism does not. This study has presented a theoretical contribution that it focuses on historical sites as one type of tourist attractions and suggests a new modeling integrating AR attributes, flow, experience, and usage intention. In addition, it can be used to become a practical reference for revising an user-oriented AR application and customer-tailored AR tourism.