• Title/Summary/Keyword: escapism

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A Study on Character Fashion - Concentrating on the Motive of the Character Appeared on Apparel - (캐릭터 패션에 관한 연구(硏究) - 캐릭터 모티프의 의복(衣服)을 중심(中心)으로 -)

  • Kim, Sung-Hee;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.1 no.2
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    • pp.31-45
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    • 1997
  • The purpose of this study is to examine the state of the character fashion which is worn everyday by people regardless of their sex, class, and age after the 1960's, and to look at its significance. Under the influence of mass media, TV, film, comic and popular music exercised its power over the modern living after the 1960's. Such culture has its character in youth, aspiration of wide spread and overflow of the visual image. While active life style and increase of time spent on sports and leisure created the casual trend in fashion. In addition to Pop Art leads to the usage of sign and symbol on clothes, and this created a trend called 'character fashion'. Character fashion can be divided into 'motive' and 'expression'. Motive then is segmented by the 'person' that includes an impersonated figure and 'symbol' of picture or figure with a special meaning. However, expression can be classified by 'one's belonging' which can be a sports team, school or a group. Also, by the 'message' of the phrase or letter. The meaning contained in character fashion by the various motive and expression can be classified as unisex, ego screaming, and escapism.

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A Study on the Kitsch Characteristics of Hair Style and Head Dress in the 1990s (1990년대(年代) Hair Style과 Head Dress의 키치특성(特性)에 관(關)한 연구(硏究))

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.5 no.2
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    • pp.73-86
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    • 2001
  • This study aims at reviewing the Kitsch aesthetics, grasping the relation between the Kitsch and consumption culture, and pursuing the intrincis meanings and expressive characteristics of Kitsch in the hair style and head dress in the 1990s. Kitsch generally implies a vulgarity, and a bad taste, and can be considered to be a kind of vicarious experience, the aesthetic deception and self-deception. In spite of these negative inplications of Kitsch, the aesthetic categories of Kitsch have been spread to public and been accepted by the public, with the help of the powerful promotion of the modern day mass media. 1. The intrincis meanings of Kitsch convey 1) escapism, 2) conformity, 3) amusements, 4) identification. 2. The expressive characteristics of Kitsch represent 1) aesthetic inadequacy: hair style and head dress showing the imperpectness, accumulation(superfluous ornaments), vulgarity, untidines. 2) resistance: hair style and head dress featuring deconstructional and violent forms revealing the uneasiness, and unsatisfaction of the given regularity. 3) humor: hair style and head dress featuring the innocence, humor, and fun for a relaxation and diversion. 4) hedonism: hair style and head dress with the erotic and sexual feelings. 5) retro, romantism: hair style and head dress featuring the elegance, femininity, folklore, ethnic, and nostalgia.

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Characteristics of MMPI of Adolescent Cellular Phone Addicts (휴대폰 중독적 사용 청소년의 MMPI 특성)

  • Park Soon Cheon;Baik Kyung Im
    • Journal of the Korean Home Economics Association
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    • v.42 no.9
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    • pp.135-147
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    • 2004
  • The purposes of this study were to investigate the actual conditions and deal with the psychological characteristics of adolescent cellular phone addicts through the Minnesota Multiphase Personality Inventory (MMPI). The subjects of this study were 407 senior high school students (male 185, female 222) in 2nd grade in Daegu. The cellular phone addiction inventory (CPAI) was designed on the basis of an interview process, referring to the Young's Internet Addiction Self Diagnosis Scale. SPSS version 10.0 was employed for data analysis. The mean score of the adolescent addict group was significantly higher than the non-addict group in Scale Pd, Pa, Pt, Sc and Ma. This result indicates that the cellular phone addict group is likely to suffer from more serious pathological disorders than the non-addict group. The rate of addictive adolescents was significantly higher in the addict group than in the non-addict group in psychological problematic score ranges in Scale Sc (Schizophrenia) and Ma (Hypomania). The study result suggests that adolescents who addictively use a cellular phone will be more likely to show immaturity, instability, impulsive personality, excessive activities, and escapism.

A Study on the Influence of Tourism Experience Factors on the Memory, Satisfaction and Loyalty of Tourist Attractions (관광체험요소가 관광지의 기억, 만족 충성도에 미치는 영향에 관한 연구)

  • Park, Wan Gu;Kim, Yong Beom;Choi, Yu-Jin
    • Journal of the Korea Safety Management & Science
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    • v.19 no.2
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    • pp.147-157
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    • 2017
  • The tourism experience factor is an essential source of competitive advantage in the tourism industry and is an important factor for predicting future tourism behavior. Tourism experience elements can be composed of areas of education, entertainment, aesthetics and deviance (Pine and Gilmore, 1998). This study examines the effect of tourist experience factors on tourist loyalty and it is meaningful to see if the experiential economic theory of Pine and Gilmore (1999) is applicable. In order to achieve the purpose of this study, we conducted a questionnaire survey on tourists using experiential tourism factors. As a result, it was found that recreational experiential factors had a significant effect on memory. Memory has a significant effect on both visitor satisfaction and tourist loyalty. This study has academic significance because it focuses on the tourism experience factor which is the core of experiential economic theory. Practical significance is that a lot of experiential contents should be found in order to better match the tourist experience factor to the requirements of visitors to the tourist site. As a result, it is expected to generate revenue and improve its competitiveness.

A Study on Difference of Internet Game Addiction Tendency According to The Game with Use (인터넷 게임 사용 실태에 따른 게임 중독 경향의 차이에 관한 연구)

  • Choung, Hye-Myoung;Lee, Dong-Soo
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.2
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    • pp.159-166
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    • 2008
  • The purpose of this study is to examine the usage of time for internet game in students of college and analyse the addiction and verify the relation between elements of the capacity of self-control and internet game addiction. The result show that the use time and the duration of daily internet game have influence on the internet game addiction(p<0.05) and also show that they have highly influence(+) on the relation elements of self-control : the trouble of studies, the loss of human relation, the confusion between the real and virtual, and the escapism.

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A Choice Model of Visitor's at National Park in the Case of Mt. Kyeryong (국립공원 탐방객의 등산로 선택모형 -계룡산 국립공원을 중심으로-)

  • 박청인
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.1
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    • pp.11-21
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    • 2001
  • This study investigates how motivations, preferences, and past experiences vary by each hikers trail choice at the Mt.Keyryong National Park. The purpose of this study is to find out the factors influencing behavioral choice in the recreation areas, and establish the fundamental theory for the efficient management of the resource and visitors. For this study, we have collected 472 respondents by on-site self-administrated questionnaire from the hikers in the park. The collected data were analyzed by the descriptive statistics and the discriminant analysis. The motivations variable of hiking participation on mountain trail were categorized three types; close-nature, escapism, and physical improvement. The preferences for trail environment were classified as four categories by factor analysis; preference for nature, safety, use density, and facilities. In descriptive statistics, the study showed that the experienced hikers prefer natural trials and hikers who have preference for close-nature select longer and deeper forest trails. The results of discriminant analysis indicate that the level of past experience is the most affectable in classification of trail choice. Such variables as motivation for close-nature and preference for nature were also appeared as affecting factors on classification of trail choice. Two discriminant functions were available, and 90.5 percent of analysis sample were correctly classified. In the validity analysis, 89 percent of holdout sample were correctly classified. These hit ratios ensures an accuracy by Press Q test. The result of this study is to be useful knowledge of the choice of detailed use environments in the same recreation areas.

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Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games (모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석)

  • Feng, JingWei;Lee, HongMei;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

A Study on the Use of Bihoon (鼻熏) Therapy, which focuses on Korean traditional medicine (한국 한의서를 중심으로 살펴본 '비훈(鼻熏)요법'의 활용에 대한 연구)

  • KIM Dong-ryul;Lee Jee Young
    • The Journal of Korean Medical History
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    • v.36 no.2
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    • pp.99-113
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    • 2023
  • This paper is a study to find the philological basis of Bihoon (鼻熏) therapy. There is no separate philological study of Bihoon therapy to date, and for this reason, there is no clear definition or specific treatment manual. In this study, a related database was created and analyzed by examining literature data related to Bihoon therapy, focusing on Korean traditional medical books. There were about 1,000 data points related to Bihoon therapy in 45 kinds of medical books. They were largely classified into 1. Acute diseases such as insensitivity, 2. Diseases that occur in the upper human body such as nose, head, eyes, and throat, 3. Women's diseases related to childbirth, 4. Treatment of skin diseases and prevention of infectious diseases. In the case of insensitivity treatment, the focus was on awakening the patient's mind, and the treatment of diseases such as the nose, head, eyes, etc. was focused on resolving each symptom. Symptoms related to childbirth were mainly treated for uterine escapism or fainting after childbirth, while skin diseases were mainly treated for diseases that did not heal well, such as amniotic fluid. If a multifaceted approach to non-discipline therapy is added in the future, it is expected that clinical utilization will also be increased.

The Effect of Perceived Shopping Value Dimensions on Attitude toward Store, Emotional Response to Store Shopping, and Store Loyalty (지각된 쇼핑가치차원이 점포태도, 쇼핑과정에서의 정서적 경험, 점포충성도에 미치는 영향에 관한 연구)

  • Ahn Kwang Ho;Lee Ha Neol
    • Asia Marketing Journal
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    • v.12 no.4
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    • pp.137-164
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    • 2011
  • In the past, retailers secured customer loyalty by offering convenient locations, unique assortments of goods, better services than competitors, and good credit policy. All this has changed. Goods assortments among stores have become more alike as national-brand manufacturers place their goods in more and more retail stores. Service differentiation also has eroded. Many department stores have trimmed services, and many discount stores have increased theirs. Customers have become smarter shoppers. They don't pay more for identical brands, especially when service differences have diminished. In the face of increased competition from discount storess and specialty stores, department stores are waging a comeback war. Growth of intertype competition, competition between store-based and non-store-based retailing and growing investment in technology are changing the way consumers shop and retailers sell. Different types of stores-discount stores, catalog showrooms, department stores-all compete for the same consumers by carrying the same type of merchandise. The biggest winners are retailers that have helped shoppers to be economically cautious, simplified their increasingly busy and complicated lives, and provided an emotional connection. The growth of e-retailers has forced traditional brick-and-mortar retailers to respond. Basically brick-and-mortar retailers utilize their natural advantages, such as products that shoppers can actually see, touch, and test, real-life customer service, and no delivery lag time for small-sized purchases. They also provide a shopping experience as a strong differentiator. They are adopting practices as calling each shopper a "guest". The store atmosphere should match the basic motivations of the shopper. If target consumers are more likely to be in a task-oriented and functional mindset, then a simpler, more restrained in-store environment may be better. Consistent with this reasoning, some retailers of experiential products are creating in-store entertainment to attract customers who want fun and excitement. The retail experience must deliver value to turn a one-time visitor into a loyal customer. Retailers need a tool that measures the full range of components that define experience-based value. This study uses an experiential value scale(EVS) developed by Mathwick, Malhotra and Rigdon(2001) which reflects the benefits derived from perceptions of playfulness, aesthetics, customer "return on investment" and service excellence. EVS is useful to predict differences in shopping preferences and patronage behavior of customers. EVS consists of items measuring efficiency, economic value, visual appeal, entertainment value, service excellence, escapism, and intrinsic enjoyment, which are subscales of experiencial value. Efficiency, economic value, service excellence are linked to the utilitarian shopping value. And visual appeal, entertainment value, escapism and intrinsic enjoyment are linked to hedonic shopping value. It has been found that consumers value hedonic experiences activated from escapism and attractiveness of shopping environment as much as the product quality, price, and the convenient location. As a result, many department stores, discount stores, and other retailers are introducing differential marketing strategy based on emotional/hedonic values. Many researches suggest that consumers go shopping not only for buying products but also for various shopping experiences. In other words, they seek the practical, rational value as well as social, recreational values in the shopping process(Babin et al, 1994; Bloch et al, 1994). Retailers may enhance buyer's loyalty to store by providing excellent emotional/hedonic value such as the excitement from shopping, not just the practical value of buying good products efficiently. We investigate the effect of perceived shopping values on the emotional experience and store loyalty based on the EVS(Experiential Value Scales) developed by Holbrook(1994), Mathwick, Malhotra and Rigdon(2001). This study assumes that the relative effect of shopping value dimensions on the responses of shoppers will differ according to types of stores and analyzes the moderating effect of store type(department store VS. discount store) on the causal relationship between shopping value dimensions and store loyalty. Emprical results show that utilitarian values of shopping experience and hedonic value of shipping experience give the positive effect on the emotional response of consumers and store loyalty. We also found the moderating effect of store types. The effect of utilitarian shopping values on the attitude toward discount store is higher than the effect of utilitarian shopping values on the attitude toword department store. And the effect of hedonic shopping value on the emotional response to discount store is higher than on the emotional response to department store. The empirical results reflect on the recent trend that discount stores try to fulfill the hedonic needs of consumers as well as utilitarian needs(i.e, low price) that discount stores traditionally have focused on

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Iconological Interpretation of the Fashion of Rock Stars in the 1960's (1960년대 록 스타 패션의 도상학적 해석)

  • Lee, Jung-Won;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.69-84
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    • 2008
  • Considering that star reflects the image of current society, analyzing fashion of celebrity is to read ideal type and demands of beauty of the era. Especially the rock music-represents youth culture that last on present day-born in 1960's, and it is considered to a significant decade in pop music history. Thus this research will analysis rock star's fashions in iconological view of E. Panofsky. The aim of this document is Clarifying how the fashion of pop stars appeared and what formed its worth. As a result of analyzing fashions of rock star in 1960's, it is available to find these sameness and difference. The Mods borrowed images of the past, and introduce the elite modernism and shows very urban style. The Folky and the Psychedelic showed post-structuralism propensity against industrial society, in the case of the Folky it induced styles that symbolize labor class to realize social worth. And as an aftereffect of war and repulsion of commercial worth, they embody nature-returning peasant look so that it shows pastoral mood in total. The Psychedelic express somewhat struggling escapism and it generated illusionary images with quests to superego and glorification to psychedelic status. The Folky and the Psychedelic are same in the side of introducing existentialism, this occurred by using ethnic factor. But the Folky showed plain outlook by pop propensity, on the other hand, the Psychedelic showed magnificent outlook such as optical art, pop art, and futurism ought to express merrymaking culture. And common feature of these is introduction of unisex mod which is came after the change of gender role. Thus each star or group has professed special ideology into their culture and it is reflected to acts which is including music and dress style. This affair is analyzed like these two things. The mass of people schemes their identity with inducing special ideology to their culture at the first. And the purpose to archive cultural hegemony in inter-social class at the next.