• Title/Summary/Keyword: escapism

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

  • Jin Jongheon
    • Journal of the Korean Geographical Society
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    • v.40 no.2 s.107
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    • pp.172-186
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    • 2005
  • I examine in this paper how the contemporary sacredness of Mt. Chirisan has been modified through the reworking of the embodied experiences of the mountain. 1 examine the theme of escapism through the cases of mountain men and Chonghakdong. The two mountain men, Huh Man-Soo and Ham Tae-Sik, tacitly suggested a modem aesthetic and environmentalist view of nature by articulating a typical form of appreciating nature in a transition period from pre-modern to modern society. Mountain men mediated their own personal dreams of revitalizing the Taoist utopian place with their social practices of modernizing and democratizing the appreciation of nature. Ultimately, the appearances and practices of mountain men symbolize the end of the pre-modern geographical imagination of the mountain as distinctive plate outside society (real world). Therefore, the vision of modem civic-national landscape, national park, was made concrete at the very site where the people's dreams of utopia, the inherited sacredness of the mountain and people's religious beliefs in its protective power were terminated.

A Study on the Effect of TikTok Motivation on Users Stickiness (TikTok 이용동기가 사용자 밀착도에 미치는 영향)

  • Wang, Zi-Xuan;Kim, Se-Hwa
    • The Journal of the Korea Contents Association
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    • v.21 no.10
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    • pp.217-226
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    • 2021
  • Based on the theory of use and satisfaction, this study investigated the strength of TikTok usage motives (entertainment, information-seeking, interaction, self-expression, and escape) and the effect of each motive on users' adherence (frequency of use, time of use). investigated. After conducting a survey on TikTok Chinese users and removing insincere answers, 101 survey results were analyzed. The analysis results are as follows: First, the intensity of motivation for using TikTok was in the following order: entertainment-seeking, information-seeking, interaction, self-expression, and escape. Among them, the motives of pursuit of entertainment and escape were higher in females than in males. And the motives of pursuit of entertainment and escape were higher in the case of women than in the case of men. Second, as a result of analyzing the effect on user adhesion, the influence of the users' entertainment pursuit motive, interaction motive, and escape motive was significant for the frequency of use, and the influence of interaction was high. Third, the influence of entertainment-seeking motives and escape motives was found to be significant for use time. This means that users often use TikTok for entertainment, interaction, and escapism, and longer TikTok usage time for entertainment or escapism.

The Effect of the Characteristics of Tours and Activities in Online Travel Agencies on Memorable Tourism Experiences, Satisfaction, and Loyalty: Based on the S-O-R Framework (온라인 여행사 여행체험활동 특성이 기억할만한 관광경험, 만족도 및 충성도에 미치는 영향: S-O-R 프레임워크를 기반으로)

  • Jin, Chengjun;Yang, Sung Byung
    • The Journal of Information Systems
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    • v.31 no.2
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    • pp.263-288
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    • 2022
  • Purpose Recently, the tours and activities (TAA) market provided by online travel agencies (OTA) has grown rapidly and has become the third-largest in the travel industry. However, compared to its practical proliferation, TAA has not yet received much academic attention. This study aims to discuss the effect of the four domains (e.g., educational, entertainment, escapist, and esthetic experiences) of the experience economy on users' memorable tourism experiences (MTE), satisfaction, and loyalty in the context of TAA. Moreover, the study investigates how this mechanism varies depending on the tour guides' professional competency. Design/methodology/approach This study developed a research model based on the S-O-R framework. Using the survey method, data were collected from consumers who had experienced TAA offered by OTA more than once within one year. A total of 307 respondents (consumers) were used for the final analysis, and developed hypotheses were tested using a structural equation model technique. Findings The results of this study are as follows. First, educational, entertainment, and escapism experiences in the experience economy positively affect MTE. Second, within the experience economy, entertainment and esthetic experiences have a positive effect on satisfaction. Third, MTE positively influences satisfaction, repurchase intention, and recommendation intention. Fourth, satisfaction has a positive impact on repurchase and recommendation intentions. Finally, according to the level of tour guides' professional competency, there is a significant difference in the effect of escapism experience on MTE/satisfaction.

Effects of Experience Factors in Experiential Fashion Store on Consumer Loyalty Mediated by Store Attachment -Focusing on the Moderating Role of Fashion Innovativeness- (체험형 패션 매장 내 체험적 요소가 점포 애착을 매개로 소비자 충성도에 미치는 영향 -패션 혁신성의 조절효과를 중심으로-)

  • Woo Bin Kim;Mi Young Choi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.2
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    • pp.277-294
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    • 2023
  • As more consumers have turned to online shopping since the COVID-19 pandemic, communication through offline channels has also entered a new phase. Young consumers recognize offline channels as a play space for enjoying various experience elements. Applying Pine and Gilmore's (1998) experiential economy theory, this study initially explores the structure of experience factors in the context of experiential fashion stores (RQ1). Next, we investigate the effect of experience factors on consumer loyalty by mediating store attachment (RQ2). In addition, the moderating effect of fashion innovativeness was verified (RQ3). This survey targeted members of the MZ generation who have visited experiential fashion stores. A total of 225 survey responses were analyzed using AMOS 22.0 and SPSS 26.0. First, as a result of factor analysis, the experience factors of experiential fashion stores were classified into education, escapism, and aesthetic entertainment. Secondly, as a result of structural equation modeling (SEM), all three experience factors positively affected store attachment, and increased attachment positively enhanced consumer loyalty. Finally, as a result of multigroup SEM analysis, consumers with low fashion innovativeness considered educational experience as an important factor in inducing store attachment, while consumers with high fashion innovativeness value escapism and aesthetic entertainment experiences.

The Study on Compulsive Buying as Self-Defeating Behavior : Focused on Social Exclusion Factor

  • HAN, Woong-Hee
    • East Asian Journal of Business Economics (EAJBE)
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    • v.8 no.2
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    • pp.57-68
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    • 2020
  • Purpose - This study investigated the effect of the social exclusion experience on the compulsive buying tendency. The purpose of current study is to examine the mechanism through compulsive buying, one of selfdefeating behaviors. While previous studies on compulsive buying focused only on the mechanism of psychological escapism to overcome negative emotions, this study intends to expand the study on the causes of compulsive buying by presenting a social exclusion experience as one of the causes of negative emotions. Research design and methodology - Present study was performed with 114 university students. Participants were assigned to one of two groups at random - the social exclusion experience group and the social exclusion nonexperience group. Authors analyzed the influence of social exclusion experience on the compulsive buying. Results - The social exclusion experience group showed compulsive buying tendency than the social exclusion non-experience group. Conclusions - People with social exclusion experiences avoid self-awareness and show cognitive narrowing, which leads to compulsive buying. Academic implications and practical implications of current research were discussed and the limitations were suggested.

The moderating role of motivations in problematic use of online gaming: A study of live streaming viewers of Twitch

  • Chen, Chi-Ying;Chang, Shao-Liang
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.2
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    • pp.84-92
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    • 2019
  • While the Internet continues to integrate with modern lives, the risks of negative outcomes resulting from problematic use (PU) are also increasing. Although psychological well-being and use motivations have been shown to play major roles in Internet PU, understanding the moderating mechanism is critical for advanced knowledge. The present study employed survey data from users of a live video-game streaming service (LVGS) that is an area rarely been studied. Result concluded a positive moderating effect of escapism motive (EM) on the association between loneliness and the PU of LVGS, while the moderating mechanism between EM and stress was not indicated. A moderating effect of information seeking (IS) on the relationship between stress and the PU of LVGS was found negative, but no mechanism between IS and loneliness was indicated. This study highlights how the interplay of different motivation and pathologies may induce or prevent video-game-related addiction.

The Influence of Webtoon Usage Motivation and Theory of Planned Behavior on Intentions to Use Webtoon: Comparison between movie viewing, switching to paid content, and intention for buying character products (웹툰 이용동기와 계획행동이론 변인이 웹툰 관련 행동의도에 미치는 영향: 영화관람, 유료 콘텐츠 전환시 이용, 캐릭터 상품 구매의도의 비교)

  • Lee, Jeong Ki;Lee, You Jin;Kim, Byung Gue;Kim, Bo Mi;Choi, Sun Ryul;Koo, Ja Young;Koleva, Vanya Slavche
    • Korean Journal of Communication Studies
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    • v.22 no.2
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    • pp.89-121
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    • 2014
  • In order to suggest a strategy for continuous growth of webtoon, this article examined webtoon usage motivation and tried to make a prediction about culture content products and services connected with webtoon, including intention for viewing movies, based on webtoon; intention for switching to paid webtoon content, and intention for buying webtoon character products. From the point of view of Uses and Gratification Theory intentions for using webtoon and human sociocultural behavior intention are already predicted but with the usefulness of Theory of Planned Behavior Integrated Model this study extended the explanation power of prediction about webtoon related behavioral intention. Results found 5 motivational factors for webtoon usage i.e. 'seeking information', 'entertainment and access availability', 'webtoon genre characteristics', 'influence from a friend or acquaintance', and 'escapism and tension release'. Among them the ones that influenced the intention for viewing movies, based on webtoon, were found to be 'webtoon genre characteristics', 'escapism and tension release' and the 3 variables from Theory of Planned Behavior. 'Seeking information', 'entertainment and access availability', 'webtoon genre characteristics', and all the 3 variables from Theory of Planned Behavior were found to influence the intention for switching to paid webtoon content. The intention for buying webtoon based character products was affected by the motivational factors 'seeking information', 'escapism and tension release' and the behavior and subjective norms variables from Theory of Planned Behavior. Based on the uncommon results from the research several suggestions were made for the continuous growth of webtoon.

Tourism Industry Competitiveness of Korea via Social Media: A Comparative Analysis of Social Presence Type (소셜 미디어를 이용한 국내 관광산업의 경쟁력 강화전략: 사회적 실재감 유형별 차이분석)

  • Chung, Namho;Koo, Chulmo
    • The Journal of Information Systems
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    • v.22 no.1
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    • pp.117-143
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    • 2013
  • Social media have been rapidly and widely adopted in various areas, and tourism industry can be one of potential growing areas. Tourist and travelers would like to share their photos and stories as well as find others' experiences. People are doing their activities through social media. Regarding relaxing entertainments, information sharing, escapism, social interaction, tourism activities are being paid attention by majority of users in social media. However, Although people have various motivation for using social media, academically researchers have not actively studied on the phenomenon arising from tourism industry. Therefore, this study aims to the reasons for tourism information searching motivational factors of social media that influence perceived value and its consequences such like before-searching, during-searching, and after-searching and divided social media into two types according to the level of social presence, and then empirically verified them. Antecedent variables divided into benefits including perceived usefulness and information quality and sacrifices including complexity and perceived effort. Our analysis results show that both of dimensions had the greatest effect on perceived value of social media use, which affect the consequences.

The Internal Meanings of Dolls and Dolls' Images Expressed in Modern Fashion Show (현대 패션쇼에 나타나는 인형과 인형이미지의 내적 의미)

  • Yoo, Ju Yeon;Kwon, Gi Young
    • Human Ecology Research
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    • v.52 no.1
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    • pp.33-42
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    • 2014
  • The purpose of this study is to analyze the internal meanings of dolls and dolls' images expressed in modern fashion show. Dolls are used as sacred object, decoration object, playing object, personified object or cherished object. The expression types of doll image in modern fashion are as following; substitutes of multi-ego, object of sexual desire, objectified creature, and medium of transcending fantasy. First, dolls image as substitutes of multi-ego had been expressed in magical expression, disgusting mask, transparent mannequin, expressionless, horror, conflict, loss of identity, exaggeration or escapism. Second, as object of sexual desire, dolls image are expressed as naked baby, ambiguous expression, naked body, voluminous body, emphasized specific bodypart, heavy makeup or wax doll of sexy actresses. Third, as objectified creature, dolls are human body in passive form. Human bodies are disassembled and reassembled as dolls. Such dolls reflect serious reality. They wrap up human like product and objectify it. Fourth, dolls image expressed as medium of transcending fantasy recollects youth age or expresses imagination on ambiguous virtual reality. Like this, dolls have value as creatures in various fields of modern fashion. Dolls contribute a lot in creating important inspiration. Dolls also expose internal mentality and represent ego. Externally, dolls express human shape becoming more and more materialized and objectified by advancing scientific technology in digital capitalistic society.

The Influence of Game Motivation on the Interpersonal Competence through Social Behavior in MMORPG (게임 이용 동기가 게임 내 사회적 이용 행동을 매개로 현실의 대인관계 유능성에 미치는 영향 : MMORPG를 배경으로)

  • Yang, Seo-Yun;Choi, Su-Mi
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.67-82
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    • 2020
  • This study looked at the influence of MMORPG's motivation on interpersonal competence through MMORPG's social usage. For this, 496 surveys were retrieved. As a result, the social usage of MMORPG was completely mediated in the relationship between motivation and interpersonal competence. The social usage of MMORPG has a positive full mediation effect on the relationship between the social relationships motivation and the interpersonal competence. And Immersion/Escapism motivation, the social usage of MMORPG has reduced the negative effect on the interpersonal competence.