• Title/Summary/Keyword: fun factor

Search Result 129, Processing Time 0.025 seconds

Study on the Consumer Characteristic and the Facter of Goods as well as the Type of Goods Image in Kidult Fashion Goods (키덜트(kidult) 패션상품의 소비자 특성과 제품이미지 유형 및 제품선택에 관한 연구)

  • Lee, Seoung-Jin;Yoo, Tai-Soon
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.31 no.2 s.161
    • /
    • pp.225-235
    • /
    • 2007
  • The purpose of this study is to grasp the character of consumers and the situation of domestic kidult fashion market. By grasping the distribution of kidult generation and the factors of product-selection based on products images, this research could be a substantial data to kidult associated company product planning and marketers. Subjects for this study were 213 Daegu women from 20 to 30 yearn of age who have high propensity to kidult. The statistical treatment of material used by SPSS 1.0 program consists of frequency analysis, factor analysis, multiple regression analysis, cluster analysis, and t-test. As a results, the characteristics of kidult consumers are classified as six factors. On image toward of kidult fashion goods, there was a significant difference 20 and 30 aged generation. According to fashion goods group, each group recognized on image of fashion products as follow: Group A is 'fancy', group B is 'childish', group C are 'familiarity', group D was recognized as 'fancy' and was identical to A on adjective expression, but was different A on recognition. All consumer characteristics of fun, character, girlish, nostalgia have a significant relation with the recurrence of products selection factor, and its order was character, girlish, nostalgia, and fun.

A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.101-110
    • /
    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

The effect of fun factors on re-particitation intention to traditional play: Verification of the moderating effect of challenge spirit (전통놀이 참여자들의 재미요인이 재참여의사에 미치는 영향: 도전정신의 조절효과 검증)

  • Oh, Youngtaek
    • Journal of Convergence for Information Technology
    • /
    • v.12 no.4
    • /
    • pp.133-142
    • /
    • 2022
  • The purpose of this study was to verify the moderating effect of the challenging spirit on the relationship between fun factors and re-participation intentions of participants in traditional play. The subjects of this study were 164 participants in the traditional play Hanmadang contest held in Jeju Special Self-Governing Province in 2021. They measured fun factors, challenging spirit, and re-particitation intention to participate. In order to analyze the collected measurement paper, the analysis was performed using SPSS18.0, PROCESS Macro(V.2.13), Interaction program. The major results were as follows. First, the interaction between promote health and challenge spirit was found to have a significant effect on re-particitation intention at high and medium levels. Second, it was found that the interaction between the foster of social and the challenge spirit did not have a significant effect on the re-particitation intention. Third, the interaction between sense of achievement and the challenge spirit was found to have a significant effect on the re-particitation intention at the high and medium levels.

Effect of Internet shopping mall Attributes on Purchase Intention for Apparel on Internet (인터넷 쇼핑몰 점포속성 지각이 의류제품 구매의도에 미치는 영향 및 비구매 요인에 관한 연구)

  • 홍희숙
    • Journal of the Korean Home Economics Association
    • /
    • v.40 no.4
    • /
    • pp.27-44
    • /
    • 2002
  • The purposes of this study were 1) to identify predictors of consumers′ apparel purchase on Internet shopping malls and 2) to determine reasons that respondents didn\`t have purchase intention of apparel on Internet shopping malls. The data were collected via a self-administered questionnaire from 204 male and female students who experienced shopping for apparel on Internet shopping malls, living in Cheju and analyzed by factor analysis, multiple regression analysis, t-test and paired t-test. Two predictors were found regarding purchase of apparel on the "big box" Internet shopping malls which sells various product categories; apparel quality and fun of order process. On the speciality Internet shopping malls which sells only fashion goods, diverse apparel assortment and easy handling and fun of information search were identified as predictors of apparel purchase. Reasons that respondents didn′t have purchase intention of apparel on Internet shopping malls were summarized and labeled as: difficulty of decision making due to virtual shopping environment, insufficiency of diverse apparels, users′ unease handling, risk of incredible apparel quality, unfamiliarity of Internet shopping and risks of unsecurity. Difficulty of decision making due to virtual shopping environment was determined as the most important factor of reasons that respondents didn′t have purchase intention of apparels in website.

A Study of Evaluation Model of VR(Virtual Reality) Game (가상현실 게임의 평가 모델 연구)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.01a
    • /
    • pp.345-346
    • /
    • 2019
  • 본 논문에서는 가상현실 게임의 평가 모델을 제안한다. 게임의 평가 모델은 장르별, 재미요소 특성에 맞게 연구 되어 왔다. 가상현실 게임에 대한 평가 모델은 아직까지 연구 제안된 모델이 없었다. 4차 산업과 연관하여 가상현실은 최근 가장 각광 받고 있는 분야 중 하나이며 기술의 발달은 게임 분야와 관련하여 많은 발전을 지속하고 있다. 가상현실 게임의 평가 모델 항목은 5가지로 구분하였다. 이를 기반으로 가상현실 슈팅 게임을 활용하여 이를 평가 할 수 있는지 검증하였다. 본 논문에서 제안한 평가영역을 바탕으로 가상현실 게임을 평가할 수 있으며 이는 게임 개발의 성공을 위한 하나의 가치 척도로 활용될 수 있다.

  • PDF

A Study on the Fun Factors to Improve Game Quality (게임 품질 향상을 위한 재미요소에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.65-68
    • /
    • 2020
  • 최근 코로나19 영향이 가장 컸던 2020년 1분기 동안 전세계 모바일 게임은 전년 동기 대비 약 18% 증가한 약 123억 건이 다운로드 됐으며, 소비자 지출은 약 2% 증가한 약 166억 달러를 달성한 것으로 나타났다. 그러나 글로벌 게임시장의 규모가 상승하는 가운데 국내에 출시된 모바일게임을 전체적으로 살펴보면 게임성이 향상되지 못한 부분에 대해서 글로벌 게임 경쟁력에 대한 해결방안이 마련되어야 할 것으로 생각한다. 본 논문에서는 게임의 재미요소와 관련해서 다양한 내용으로 게임 사용자들의 의견을 알아보면서 게임을 플레이하는 사용자 측면에서 의견들을 분석한 결과 재미요소가 게임의 품질을 결정하는 중요한 부분으로 사용자들과의 소통, 피드백을 통해 의견을 받고 수렴해주는 커뮤니케이션이 매우 중요함을 제시하고자 한다.

  • PDF

Effects of TR and Consumer Readiness on SST Usage Motivation, Attitude and Intention (기술 준비도와 소비자 준비도가 Self Service Technology 사용동기와 태도 및 사용의도에 미치는 영향)

  • Shim, Hyeon Sook;Han, Sang Lin
    • Asia Marketing Journal
    • /
    • v.14 no.1
    • /
    • pp.25-51
    • /
    • 2012
  • Researches about the relationship between SST(Self Service Technology) and TRI(Technology Readiness Index) have been carried out after TRI was developed by Parasuraman and his colleagues(2000). We hypothesize Consumer Readiness can also influence consumer's motivation, attitude, and intent to use SST. Currently, there has been no research on this subject. In this study, we investigated the relationship between TR, Consumer Readiness and SST Core Attitudinal Model which Dabholkar & Bagozzi(1994) proposed. The researchers also investigated moderating effects of consumer traits and situational factors to verify the acceptance of such forms of service delivery by all kinds of consumers and under different situational contexts. Self consciousness, the need for interaction with an employee, and the technology anxiety were used as consumer trait variables. Perceived waiting time and perceived crowding were used as situational variables. 380 questionnaires were distributed to a sample group of people in their 20's and 30's, and the data were analyzed with structural equation model using AMOS 18.0 program. All of Cronbach's alpha values representing reliabilities were satisfactory. The values of Composite Reliability(CR) and Average Variance Extracted(AVE) also showed the above criteria, thus providing evidence of convergent validity. To confirm discriminant validity among the constructs, confirmatory factor analysis and correlations among all the variables were examined. The results were satisfactory. The results of this study are summarized as follows. 1. Optimism and innovativeness of TR partially influenced the motivation to use SST. People who tend to be optimistic use SST because of ease of use and fun. The innovative however, usually use SST due to its performance. However, consumer readiness of role clarity, ability and self-efficacy influence all the components of motivation to use SST, ease of use, performance and fun. The relative effect of consumer readiness on the motivation to use SST was much stronger and more significant than that of TR. No other previous studies have examined the effects of Consumer Readiness on SST usage motivation, attitude and intention. It is academically meaningful that the researchers verified that Consumer Readiness is the important precedent construct influencing the self service technology core Attitudinal Model. Our findings suggest that marketers should consider fun and ease of use attributes to promote the use of self service technology. In addition, the SST usage frequency will rise rapidly when role clarity, ability, and self-efficacy which anybody can easily handle SST is assured. If the SST usage rate is increased, waiting times for customers could be decreased. Shorter waiting time could lead to higher customer satisfaction. It may also result in making a long-term profit owing to the reduced number of employees. Thus, presentation of using SST by employees or videos showing how to use it will promote the usage attitude and intent. 2. In SST core attitudinal model, performance and fun factors among SST usage motivation affected attitudes of using SST. The attitude of using SST highly influenced intent to use SST. This result is consistent with previous researches that dealt with the relationship between motivation, attitude and intention. Expectation of using SST could result in good performance just like the effect of ordering menu to service employees and to have fun since fun during its use could promote more SST usage rate. 3. In the relationship among motivation, attitude and intent in SST core attitudinal model, the moderating effect of consumer traits(self-consciousness, need for interaction with service employees and technology anxiety) and situational factors(perceived crowding and perceived waiting time) were tested. The results also supported the hypothesized moderating effects except perceived crowding. The highly self-conscious tended to form attitudes to use SST because of its fun compared to those who were less self-conscious because of its performance. People who had a high need for interaction with service employees tended to use SST for its performance. This result indicates that if ordering results are assured, SST is easily accessible to even consumers who have a high need for interaction with a service employee. When SST is easy to use, attitudes strengthen intent among people who had a high level of anxiety of technology. People who had low technology anxiety formed attitudes to use SST because of its performance. Service firms must ensure their self service technology is designed to be easy to use for those who have a high level of technology anxiety. Shorter perceived waiting times strengthened the attitude to use self service technology because of its fun. If the fun aspect is assured, people willing to use self service technology even perceive waiting time to be shorter than it actually is. Greater perceived waiting times form higher level of intent to use self service technology than those of shorter perceived waiting times. This implies that people view self service technology as a faster alternative to ordering service employees. The fun aspect of self service technology will attract a higher rate of usage for self service technology. 4. It has been proven that ease of use, performance and fun aspects are very important factors in motivation to form attitudes and intent to use self service technology regardless of the amount of perceived waiting time, self-consciousness, need for interaction with service employees, and technology anxiety. Service firms must consider these motivation aspects(ease of use, performance and fun)strongly in their promotion to use self service technology. Ease of use, assuring absolute performance compared to interaction with service employees', and adding a fun aspect will positively strengthen consumers' attitudes and intent to use self service technology. Summarizing the moderating effects, fun is the most valuable factor triggering SST usage attitude and intention. Therefore, designing self service technology to be fun will be the key to its success. This study focused on the touch screen self service technology in fast food restaurant. Although it has its limits due to the fact that it is hard to generalize the results to any other self service technology, the conceptual framework of this study can be applied to future research of any other service site.

  • PDF

The Effects of the Fun Factor and Immersion of marine Sports on Leisure Satisfaction (해양스포츠 참가자의 재미요인과 몰입이 여가만족에 미치는 영향)

  • Jang, Jae-Yong;Kwon, Oh-Ryun;Kang, Shin-Beum
    • Journal of Navigation and Port Research
    • /
    • v.37 no.1
    • /
    • pp.101-111
    • /
    • 2013
  • The following study holds its purpose on verifying primary fun factors of participation and satisfaction on marine sports. The results are: 1)The efficiency, effectiveness of exercise, self-satisfaction, and family support turned out to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 2) The period of participation, speculation on engagement according to the frequency, and behavioral factors were shown to be higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 3) Satisfaction on leisure on social, physical, emotional, and educational means were higher in the group with longer and higher period, time, and frequency of participation than those of the control group. 4) The fun factors of marine sports- self-satisfaction, effectiveness of excercise, efficiency, and family support- had a positive effect on increasing satisfaction in leisure. 5) The fun factors of marine sports- effectiveness of excercise, self-satisfaction, and family support- had a positive effect on increasing satisfaction in leisure. 6) The speculation of engagement in sports and the reinforcement of engagement had a positive effect on increasing satisfaction of leisure.

An Analytical Study on the Importance and Performance of Factors of Online Video Usage: Focusing on the Comparison of Chinese and Korean Platforms

  • So-Hyun Park;Seung-Chul Kim;Tae-Won Lee
    • Journal of Korea Trade
    • /
    • v.26 no.7
    • /
    • pp.145-166
    • /
    • 2022
  • Purpose - The field of online videos has seen rapid changes in information and communications technology (ICT) development. Despite active academic research on the use of online platforms, few studies have analyzed the relative importance among the factors determined. In this study, the relative importance of factors found in previous studies was identified for users of online video platforms in China and Korea. Through this, factors that should be considered first in research on online video use were derived. In addition, the quality level of online video platforms currently used in China and Korea was measured and used for analysis. The analysis results can provide information for companies to enter Chinese and Korean markets and also be useful to platform providers aiming to increase usage. Design/methodology - Among the factors of Online Video Usage identified in previous studies, 13 factors to be studied were selected through focus group interviews and hierarchized into 2 layers. For the analytic hierarchy process (AHP), each factor was designed as a pairwise comparison questionnaire. The survey included questions on the quality of online video platform currently in use. Data collection was conducted on 16 platforms in China and 11 platforms in Korea, and the relative importance of factors and user perspectives was compared and analyzed using importance performance analysis (IPA). In the analytical process, platforms were divided into over-the-top (OTT) group and Creator group according to the weight of user-generated content, and data analysis focused on these groups. Findings - As a result of AHP, China and Korea showed both "Fun" and "Interests" factors at the top, while the importance of the Entertainment factor "Vicarious satisfaction" was very different for China and Korea. "Relationship with content creators" was the most important factor in China, but it ranked the lowest in Korea. The IPA showed that the factors with high importance and performance were fun, interests, and easy accessibility for both China and Korea. In contrast, the factors that showed low performance compared to high importance in China were relationship with content creators, relationship with acquaintances/friends, and trustworthiness. As for Korea, vicarious satisfaction was observed; thus, this study has raised the need for academic and industrial interest in vicarious satisfaction. The results show that fun, interests, vicarious satisfaction, and easy accessibility of the platform are factors that must be included in further studies on online videos. Originality/value - Existing studies related to the use of online platforms have derived factors or focused on the influence relationship between factors and performance. However, few studies have analyzed the relative importance among the determined factors. This paper explores factors to be considered in future studies by deriving the relative importance between these factors from the perspective of users in China and Korea.