• Title/Summary/Keyword: escapism

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Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

A Study on Use Motivation, Consumers' Characteristics, and Viewing Satisfaction of Need Fulfillment Video Contents(Vlog / ASMR / Muk-bang) (욕구 충족 영상 콘텐츠(브이로그 / ASMR / 먹방) 이용 동기, 수용자 특성, 시청 만족도에 관한 연구)

  • Kang, Mee?Jeong;Cho, Chang-Hoan
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.73-98
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    • 2020
  • This study aims to redefine Vlog, ASMR, and Muk-bang contents as 'Need Fulfillment Video Contents,' which are emerging as major genres among the video contents. And this study explores the relationships between consumers' motives, viewing satisfaction, and consumers' characteristics such as demographic characteristics, big five personality traits, and individualism-collectivism tendencies in terms of uses and gratifications theory. Statistical analysis techniques such as factor analysis and hierarchical regression analysis were used to analyze 441 samples. As a result, age, income level, and collectivism were found to influence consumers' choice of Need Fulfillment Video Content genre. It was also found that the motivation of using Need Fulfillment Video Contents consisted of five factors: self-assessment and improvement, sensory stimulation and relaxation, entertainment, escapism and passing time, and following trends. Also, each usage motive influenced the viewing satisfaction in various ways. Based on the results of the analyses, the study concludes with discussion of the academic significance and practical implications for Need Fulfillment Video Contents industry development.

The influence of Past Experiences and Personal Characteristics on Hunters' Satisfaction (수렵인(狩獵人)의 경험(經驗) 수준(水準)과 개인적(個人的) 특성(特性)이 수렵만족(狩獵滿足)에 미치는 영향(影響))

  • Shin, Won Sop
    • Journal of Korean Society of Forest Science
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    • v.88 no.3
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    • pp.327-334
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    • 1999
  • A multiple-satisfaction approach was used to determine hunting satisfaction. A sample of 1000 hunters was surveyed via mail questionnaire. Principal component analysis revealed six dimensions of hunting satisfaction : harvest, equipment, nature, skill, escapism, and social contact. Among these factors, items related nature were evaluated as the most important to their hunting satisfaction. Correlations between specialization variables (past experience, days participated in hunting, and perceived level of hunting skill) and each factor derived were examined. This study also investigated any differences in hunting satisfaction due to personal variables such as age, education, and place of residence. The results of this study indicated that no differences, except age and hunting skill, were found between the two variables.

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Effect of Walking Tour Experience on Tourist satisfaction and Revisit Intention (도보관광의 체험요소(4Es), 만족도, 재방문 의도에 관한 연구)

  • Kim, Seung-Lee;In, Ok-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.99-107
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    • 2014
  • In the past decade, Pine & Gilmore set out the vision for a new economic era, the experience economy, in which consumers are in search for extraordinary and memorable experiences. The purpose of this study is to investigate the relationships among walking tourist's experiences, walking tourist satisfaction and revisit intention as the social interest on walking tour has risen. A total of 250 respondents completed a survey. Using structural equation modeling (SEM) technique, the results reveal the effects of Esthetics(indulged in environments) and Escapism(diverging to a new self) that impact on walking tourist satisfaction and on revisit intention indirectly. Overall, finding of this study enhance the theoretical progress on the experiential concept in walking tour and offer important implication for walking tour marketers.

The Character as Genre and History as Image of Female Gugguek (여성국극의 장르적 성격과 이미지로서의 역사)

  • Kim, Sung Hee
    • Journal of Korean Theatre Studies Association
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    • no.40
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    • pp.61-96
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    • 2010
  • This research established that the two characteristics of Femail Gugguek were explored on the character as genre and the nationalism discourse. This research also included how to encounter the characteristic of Female Gugguek as a popular entertainment with the social context at the time and how to re-produce the social ideology. The 'historical nationalism narrative' piercing Female Gugguek had the close relation with the nation/state discourse of the time. The history reproduced by Female Gugguek was not real. It was the imagined past, the history as image. The Female Gugguek was a genre which typically showed how to intermediate fantasy, ideology and narrative. The happy-endings with the victory of male hero, the narrative pattern on overcoming national crisis, the narrative emphasizing the glorious past and the unification of nation, all these were projected the discourse on nationalistic ideology and nation/state-making in 1950's. The Utopian desire of Female Guggeuk imagining the glorious past and strong nation was the fantasy which concealed the contradiction in real life and the national identity damaged by colonial experience, division of territory, governance by U.S. Military Government and the Korean War. The Female Guggeuk was doing well, because it had amusement. Futhermore, imagination of glorious past and strong state/nation of Female Guggeuk satisfied the public's desire of escapism and wish to establish their position and identity in the rapid social-economic changes. However, Female Guggeuk repeatedly produced the never-changing characters, narrative pattern and conservative world-view. Thus, it became regarded as immature and obsolete thing in late 1950's. Female Guggeuk, which kept re-producing the retrogressive image of the past without modern viewpoint and interpretation, was not sensitive about change of time and trend of the people. Consequently, it was pushed out of people's major interest.

Analysis of Fun Elements and User Preferences in Environment Adaptive Survival Games (환경 적응적 생존 게임의 재미 요소와 사용자 분석)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.3
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    • pp.305-310
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    • 2019
  • Survival horror games aim to seek cathartic psychological escapism from the framed fear or hostile environment. However, if the goal of the game playing is only "survival" against hostile environment, the motivation of such environment adaptive games may not be based on the framed fear. We may call such games as "environment adaptive survival games". In this paper, we analyze the contents of six such survival games that have large user groups in Steam platform based on the pilot survey. We extract 13 almost common fun elements that induce the fun of such games. An online user survey was conducted through multiple survival game cafe to investigate who play such games. There was no gender differences in playing time but females prefer constructing tools as a fun element and play puzzle and simulation games more than males. We found that survival games could be welcomed by female users under 30 years old if 'horror' element was minimized.

The Rhetoric of Revelation and the Politics of Prophecy: A Reading of Ginsberg's "Howl" and "Kaddish" (계시의 수사와 정치학-긴즈버그의 「울부짖음」과 「캐디쉬」를 중심으로)

  • Son, Hyesook
    • Journal of English Language & Literature
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    • v.57 no.4
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    • pp.529-552
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    • 2011
  • My essay aims at reading Ginsberg's "Howl" and "Kaddish" with the concept of 'shaman-prophet-poet' to illustrate the dynamic relationship between his poetics and radical politics. Throughout his widely-ranging career, Ginsberg represents himself as a poet-prophet and commands a typical rhetoric of revelation as a way of decentering Cold War orthodoxies. While well aware of the oppressive and pervasive power of the dominant post-war ideologies, he adopts 'madness' to oppose conventional political, social, and religious institutions; by way of entering into the madness of this world and actively engaging himself as a victim, he can finally heal both himself and the world. This dual function of poet characterizes his rhetoric of revelation, but it doesn't appeal to the mainstream of American critical ideology where the post-structural approach to language and subject gives a skeptical look at any account of active human agency and humanistic belief in the possibility of language. In "Howl" and "Kaddish," Ginsburg persuades the reader of the truth of his own vision through the convincing and realistic portraits of his contemporaries as well as his own mother and family. Different from his visionary predecessors such as Emerson and Whitman, Ginsberg knew the difficulty of a negotiation between history and divine vision, and attempted to imbricate his family, friends, and even the larger social and political units within his visionary experience in order to avoid naive idealism, escapism, or solipsism. Furthermore, he deconstructs the Logos of Western prophecy and replaces it with the groundless identity and the nontheistic epistemology of Buddhism, which, in turn, leads to emptying his powerful language of absolutist meaning and prevents his prophecy from becoming re-reified as divine essentialism. Ginsberg's idea of poet and poem revitalizes the skeptical view on language and literary representation of our contemporary critical community which is unwilling to engage the experimental scope of his radical prophecy.

Antecedents of Local Food Store Attitude Corresponding to the Power Concepts in Cultural Orientations (문화 지향성별 파워개념에 대응하는 로컬푸드점포에 대한 태도요인)

  • Choi, Nak-Hwan;Chong, Byoung-Hee;Lim, Ah-Young
    • Journal of Distribution Science
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    • v.14 no.8
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    • pp.129-138
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    • 2016
  • Purpose - The present study theoretically reviews the use of power norm according to the cultural orientation of consumers to categorize the shopping value that corresponds to the use of the power norm when consumers use local food stores. Research Design, Data, and Methodology - Based on the data collected from the survey to 130 undergraduates, salaried men and people at large, the group with cultural value orientation was divided further into the group of horizontal individualism and that of vertical collectivism by using cluster analysis of SPSS 18.0 program. And regression analysis of SPSS 18.0 was employed to verify the hypotheses. Results - The following conclusions were shown in the empirical study. First, in the group of vertical collectivism, contribution to regional profits and competitiveness, economic value and service superiority can positively affect the attitude to the local food stores while the social responsibility activity in the community can't. In the group of horizontal individualism, however, contribution to regional profits and competitiveness, social responsibility activity, economic value and service superiority were all found to positively affect the attitude to the stores. Second, the distinctive shopping value of the stores such as escapism, entertainment value and prestige does not affect the attitude to the stores. Third, the positive effects that the stores' level of responsibility for the outgroup community can exercise on the attitude to the stores turned out to be bigger in the group of horizontal individualism than in the group of vertical collectivism. Fourth, the impact that the degree of the stores' contribution to regional profits and competitiveness has on the attitude to the stores was found to be positive in both groups. However, no difference existed in the degree of positive effects between them. Conclusions - Marketing managers of local food stores should pay more attention to managing their contribution to practical shopping value and to interests as well as competitiveness of regional society, and to persuading consumers of the horizontal individualistic group by performing responsible activities for the outgroup of local society regardless of the types of consumers' cultural orientation.

Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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Strategies to Increase Competitiveness of Local Experience Space: A Study of the 4Es in the Experience Space of Sam-Rae Arts Village in Wanju-gun, Jeollabukdo (체험경제이론(4Es)에 따른 지역 체험전시관의 경쟁력 강화방안 : 전북 삼례문화예술촌 체험전시관을 중심으로)

  • Ha, Ji-Young;Lee, Seung-Hyun;Kim, Deok-Hyeon
    • Review of Culture and Economy
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    • v.17 no.2
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    • pp.161-184
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    • 2014
  • The dramatic rise of experience space using cultural heritage in modern architecture has been generally acknowledged in recent literature. The present study aims to investigate effective ways to enhance competitiveness in local experience space, with an emphasis on the use of cultural heritage in modern architecture. Using the case of the Sam-Rae Arts Village in Wanju-gun, Jeollabuk, this study analyzes the characteristics of the 4Es in experience economy theory. In order to arrive at findings that represent the variety of perspectives found in this context, qualitative interviews were conducted with three groups: public officials, maintenance staff in the experience center, and field experts. The results of this study revealed that the Visual Media Art Museum and Book Wooks were used for entertainment, the Corpentry Shop for education, the Book Museum for escapism, and the Design Museum Culture $Caf{\acute{e}}$ The O's for aestheticism. Additionally, depending on the commercial potential of the respective experience space, the Corpentry Shop, Book Wooks, and the Culture $Caf{\acute{e}}$ The O's were used for profit purposes while the Design Museum and the Visual Media Art Museum for non-profit. Based on the findings of the present study, effective ways to enhance competitiveness in the local experience space are suggested. First, the public nature of cultural enjoyment may be realized in a field that bears non-profit characteristics. In exhibiting works, the experience space could suggest the extra demonstration. Second, in the for-profit experience hall, the securing of tourists may help to maximize profit. In so doing, a variety of experience programs and activity spaces could be provided internally, while advertisement marketing through mobile and SNS could be reinforced externally.