• Title/Summary/Keyword: generation MZ

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A Case of Development of Experiential Game Tourism Program Using Korean Classical Literature (한국고전문학을 활용한 체험형 게임 관광프로그램 개발 사례 : 중인가객 김수장과 『해동가요』를 대상으로)

  • Park, Bo-Yeon;Kim, Tai-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.748-756
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    • 2021
  • In this study, as the first attempt to develop an experiential game tourism program using Korean classical literature, the primary research was conducted on Kim Soo-Jang and his anthology "Hae Dong Ga Yo". To this end, a theoretical review of the value of hands-on games and Korean classical literature as tourism content was conducted first. Afterwards, the consumers for the program were set up into three categories: family unit, MZ generation including lovers, and foreigners. A survey was conducted to confirm the program preference of each group. According to the analysis framework, the main value of each historical and cultural resource in "Hae Dong Ga Yo" and seven sijo pieces created by Kim Soo-Jang was discovered and, based on the survey, the preferences of the consumer related to the target were analyzed. Accordingly, the narrative structures were organized differently for each group. An adventure plot was designed for the family unit, a love plot for MZ generation and lovers, and a mixture of adventure and love for foreigners. Utilizing stories from Kim Soo-Jang and his works, which are rarely used despite their value, this study attempted to develop them into hands-on game tourism programs to create new outlets in terms of both Korean classical literature and the tourism area. In the future, if various Joseon literati are discovered and their storytelling is continued, we can expect the vitalization of the travel product line with the concept of classical literature travel.

Suggestions for Advanced YouTube E-learning Service for MZ Generation (MZ세대를 위한 유튜브 이러닝의 고도화 서비스 제안)

  • Ha, Jae-Hyeon;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.309-316
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    • 2022
  • This study is a study on the YouTube e-learning advanced service plan in the non-face-to-face era. The trends in education change were examined through literature research and prior research, and improvement measures were suggested through online surveys and in-depth interviews. As for the research method, the first online survey was conducted based on the Honeycomb model and the Likert 5-point scale targeting 90 MZ generation who have experience learning on YouTube for a total of 14 days from October 15 to 28, 2021. A second in-depth interview was conducted with 6 people who answered that the frequency of learning through YouTube is high. As a result of the experiment, users thought that there was an improvement point according to the purpose of learning, and they were able to derive elements that felt a problem in common. In addition, I proposed a new YouTube learning platform through additional questions. Through this study, it is expected that YouTube e-learning service reference materials can be used to respond to the post-non-face-to-face era.

The Effect of Failure of Online Food Delivery Service Recovery Strategies on Consumer Attitude and Behavioral Intention: Focusing on Justice Theory (온라인 음식 배달 서비스 회복 전략의 실패가 소비자 태도 및 행동 의도에 미치는 영향: 공정성 이론(Justice Theory)을 중심으로)

  • Jungkun Park;Sangwoo Lee;Hyowon Hyun;Jihwan Yum
    • Journal of Service Research and Studies
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    • v.13 no.2
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    • pp.161-180
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    • 2023
  • This study empirically analyzed the effect of perceived injustice on service recovery measures proposed by online food delivery service (OFDS) companies on consumer disappointment. This study adopted interaction justice, information justice, procedural justice, and distributive justice as sub-variables of justice perception based on the justice theory. In addition, the differences by generation (MZ generation and other generations) were examined in the relationship between negative word-of-mouth behavior and switching intentions due to service recovery failure. An online survey was conducted targeting 250 adult consumers in the U.S for the empirical analysis of this research model. The results of the data analysis demonstrated that negative perceptions about the procedural justice and distributive justice among the service recovery strategies had a positive effect upon the consumer's disappointment. Furthermore, it was confirmed that the consumer's disappointment due to the perceived injustice of the service recovery strategy had a positive effect on the consumer's negative word-of-mouth behavior and switching intentions. The verification results of the moderation effect in the relationship between negative word-of-mouth behavior and switching intention, it was found that the younger the age(MZ generation), the higher the possibility of causing dysfunctional behavior. This study expands the scope of related research by presenting a new perspective on the justice perception in the service recovery process by verifying dysfunctional behavior of consumers caused due to the failure of the service recovery strategy. It is believed that the results of this study will be used as basic data for the establishment of practical strategies for OFDS companies to prevent double defection of their customers.

Health Exercise Biodata Analysis Education in the Corona 19 Pandemic Era: Cognitive Analysis of MZ Generation Face-to-Face Practice Class Content (코로나19시대 보건운동생체바이오데이터 교육: MZ세대 대면실습 참여 콘텐츠 인식 분석)

  • Choi, Kyung A
    • Journal of the Korea Convergence Society
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    • v.12 no.8
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    • pp.317-325
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    • 2021
  • By analyzing the recognition analysis and motivation method of the determinants, this study investigates the future development direction of health exercise biodata analysis face-to-face practice education content. The participants were 40 millennial and zoomers (MZ) generation college graduates. Factors related to the decision to participate in face-to-face practice classes in the field of health exercise biodata and bio-digital content convergence technology in the era of COVID-19 were measured. Of the participants, 67.5% voluntarily decided to participate in small group classes while observing social distancing rules. This study presented the most effective and learning motive methods to participate in face-to-face training. Health exercise biodata needs improvement in terms of integrating with adjacent disciplines such as big data.

Implementation of Metaverse Based Realistic Education Platform

  • Sukyong, Jung;HyungSoo, Park;HwanSoo, Kang;Jinhyung, Cho;Larry S, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.77-87
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    • 2023
  • Currently, due to Covid-19, non-face-to-face activities are underway in various fields, and non-face-to-face education is also necessary in the education field. In this paper, we develop and utilize a metaverse-based realistic education platform that combines the latest realistic 3D technology and XR interactive technology to enhance students' understanding of the latest technology and strengthen their educational capabilities. To this end, we understand the main technologies of metaverse in terms of education, investigate contents and application cases of education using metaverse, and compare them with the proposed realistic educational platform. In the future, non-face-to-face education is expected to account for an important portion, and more effective learning is expected through the metaverse-based realistic educational platform developed in this paper when instructor lectures the MZ generation in a virtual world called metaverse.

Metaverse Platform Design for Strengthening Gender Sensitivity of MZ Generation

  • Kim, Sea Woo;Na, Eun Gyung
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.79-84
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    • 2022
  • Due to a series of online sex crimes cases and online class conversions caused by the spread of the coronavirus, alternatives to sex education in schools are urgently required. As a result of this study, the metaverse sex education platform was designed. Using this platform, learners are expected to cultivate correct adult awareness and digital citizenship. Within the metaverse platform, learners can participate more actively in learning. Instead of exposing one's name and face in a place dealing with sensitive gender issues, one can participate in education through his or her decorated avatar and participate in education much more actively than face-to-face education and express one's opinion through chat. In addition, education by level can be received regardless of time and place, which can have the effect of bridging the educational gap between urban and rural areas. In this paper, we propose a new sex education platform without time and space constraints by utilizing metaverse.

Future 2nd generation face prediction web service using StyleGAN (StyleGAN을 이용한 미래 2세대 얼굴 예측 웹 서비스)

  • Hwang Kim;Min-Jeong Kim;JI-Hyeon Lee;Jin-Ah Jung;Dong-Uk Kim;Ho-Young Kwak
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.329-330
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    • 2024
  • 최근 생성형 AI에 대한 수요가 상승하고 있으며, MZ세대의 자기애 성향으로 자신의 얼굴을 활용한 미디어 콘텐츠에 대한 호기심이 높아지고 있다. 이에 따라 본 논문에서는 MZ세대의 창의성과 미디어 소비를 고취시키기 위해, StyleGAN 기술을 중심으로 자신과 닮은 2세의 가상 모습을 생성하는 웹 서비스를 설계하고 구현하였다.

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The Effects of Knowledge Sharing Culture and Strategy of Hotel Companies on the Psychological Ownership and Organizational Citizenship Behavior of MZ Generation Employees (호텔 기업의 지식공유문화와 전략이 MZ세대 종사원의 심리적 주인의식과 조직시민행동에 미치는 영향)

  • Sohyun Park;Hyunkyu Kim;Jeongwon Choi;Namho Chung
    • Knowledge Management Research
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    • v.23 no.4
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    • pp.233-250
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    • 2022
  • This paper aims to verify how the knowledge sharing culture of hotel companies affects psychological ownership awareness and organization citizenship behavior through knowledge sharing of millennials and generation Z employees. It also assumed that two types of knowledge, such as tacit knowledge and explicit knowledge, would have the effect of controlling knowledge sharing culture and knowledge sharing. This paper collected data from 138 employees working in hotels in the metropolitan area. As a result of the empirical analysis, it was found that the knowledge sharing culture of hotel companies influenced knowledge sharing. In addition, it was confirmed that it had a positive effect on psychological ownership and organizational citizenship behavior. In the case of hotel companies, it was found that the tacit knowledge was more effective in inducing knowledge sharing among employees that the explicit knowledge. If a company provides a knowledge-sharing culture using various forms of tacit knowledge strategies, it is expected to increase the organizational citizenship behavior and psychological ownership of MZ generation employees.

The development of a textile design targeting Chinese consumers from Generation MZ (중국 MZ세대 소비자를 겨냥한 텍스타일 디자인 개발에 관한 연구)

  • Xinyue Qi;Chil Soon Kim;Chai Young Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.4
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    • pp.558-571
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    • 2023
  • In recent years, young Chinese consumers have become more favorably inclined toward products relating to traditional culture. Therefore, this study aimed to develop a textile design that incorporates traditional Chinese patterns and cultural symbolism that will appeal to consumers from the MZ generation (millennials and Generation Z). Through a literature search for traditional Chinese patterns and symbols regarded as auspicious, our design concept and motives were established. We selected peony, lotus, and frog motifs as representative of a "wealth and eternal prosperity" design theme. In textile design work 1, we used hand drawing and watercolor techniques, color transformation with Adobe Photoshop, and colorway and end-use 3D simulation with TexPro. The 3D simulation work suggests that this textile pattern is suitable for women's outerwear, mufflers, and tote bags. Textile design work 2 conveyed the 'wealth and eternal prosperity' design theme and had a graceful mood that embodied the nobility of the lotus flower whilst also encompassing the symbolism of money and status. The end design is a modern reinterpretation of traditional Chinese patterns and motifs. As such, it is hoped that it will satisfy the needs of young consumers for cultural values yet offer a unique new aesthetic distinct from existing textile designs. These qualities can be expected to enhance the competitive market value of textiles bearing this design.

A study on the User Experience of Athleisure Brand Communities by Generation (애슬레저 브랜드 커뮤니티의 세대별 사용자 경험 연구)

  • Na, Hye Sook;KIm, Seung-In
    • Journal of Digital Convergence
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    • v.19 no.2
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    • pp.397-402
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    • 2021
  • The purpose of this study is to measure the satisfaction level of user experience of athlesure brand community by generation through surveys, and to derive satisfaction level according to consumption taste by generation. As a tool for measuring brand community, a questionnaire written Creating Pleasurable Interfaces Model of Stephen P. Anderson was used and was conducted focusing on women in their 10s-40s, which are the main consumers. As a result of the survey, the community participation rate and satisfaction level are significantly different depending on the consumption tendency of each generation. In addition, focused on task satisfaction was high, but focused on experience satisfaction was relatively low. It was found that there is a need for a plan to improve satisfaction based on experience for revitalization of online and offline communities in the future. Through this study, we expect the use of consumer-centered brand communities and brand communities according to the satisfaction level of consumption demand by generation and consumption preference by demand.