• Title/Summary/Keyword: motivation for the use of contents

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The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

A Study on Factors Affecting Use Motivation and Preference in TV Food Program Viewing (음식 콘텐츠 이용 동기와 선호도에 영향을 미치는 요인에 관한 연구)

  • Park, Shin-Young
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.534-546
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    • 2020
  • The purpose of this study was to investigate the preference, use motivation about TV food program, and look into the relationship between these variables and tendency of eating alone, interest for food and empathy. The results of this study showed that five factors of motivation were extracted: ASMR pleasure, visual pleasure, emotional vicarious gratification, information seeking and time-spending. The interest for food effects all of five motivation. Tendency of eating alone had no effect on use motivation. The higher the motivation for visual pleasure, the more preference for mukbang entertainment show, TV food drama, internet mukbang. The higher the motivation for ASMR pleasure, the more preference for TV food drama and internet mukbang. As for high tendency of eating alone, preference for cookbang show and TV food drama was high. People with low empathy showed the preference for TV food drama.

Uses and Gratifications of TV Home-shopping Channels (TV홈쇼핑 채널의 이용과 충족연구)

  • Lee, Sang-Bong
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.241-249
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    • 2011
  • This study takes a uses and gratification theory based approach to identifying the relation between TV home-shopping channel use motivation and purchase intention. The results are summarized as follows. First, in respect of TV home-shopping channel use motivation, the analysis results reveal three factors: convenience, information seeking, and entertainment. Among these, the factor of convenience was the first in the order of importance. Secondly, 1)It is found that use motivation also has some limited influence on purchase intention. 2)Selectivity and involvement degree, the sub-categories of audience activity, are found to be the variables with the highest prediction ability, suggesting a need to give a particular attention to them. 3)In addition, viewing amount, a variable of use behavior, is shown to have a significant influence on purchase intention. The followings are the implications of the study results. First, marketing strategies that enable maximization of shopping convenience are required. Second, there is a need to approach the delivery of TV home-shopping contents as a kind of broadcasting contents on their own rather than merely a medium for selling goods.

Effect of Social Media Use Motivation on Satisfaction and Revisit Intention : Focused on Rural Tourism Visitors (소셜미디어 이용동기가 만족과 재방문의도에 미치는 영향 : 농촌체험마을 이용자를 중심으로)

  • Mun, Young-Ju;Jung, Chul-Ho
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.202-211
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    • 2011
  • This study was to explore the effect of rural tourism social media use motivation on satisfaction and revisit intention. In order to carry out the empirical study 397 survey questionnaires were collected in rural tourism social media users, PASW18 and Lisrel 8.54 statistics package were utilized for analysis of SEM The study result were as follows: first, social media use motivation had a positive influence upon satisfaction. second, social media use satisfaction had a positive influence upon revisit intention. The study suggested that need to gather extensive opinions from visitors to created and manage rural tourism village in a rational manner, and intensive research effects should be directed into the vitalizations of rural tourism villages.

Study about Advertising Acceptance Attitudes of YouTube Pre-Roll Advertising: Focusing on the Difference between YouTube Use Motivation and Use Intensity (유튜브 프리롤 광고의 수용태도에 관한 연구: 유튜브 이용 동기 및 이용강도의 차이를 중심으로)

  • Kim, Hwa-Dong;Youm, Dong-Sup
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.106-114
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    • 2022
  • This study attempted to empirically investigate the difference in the Advertising Acceptance Attitudes of pre-roll advertisements according to the Use Motivation and Use Intensity of YouTube, which act as important factors in using YouTube. For this study, a survey targeted to both male and female university students was conducted, 200 people's data being used for the analysis. First research result was that positive attitude towards advertisement based on the Youtube Use Motivation was higher for the group who pursue narrative identities than the group who habitually use intention and pursue amusement. For avoidance behavior, the group who habitually use intention and pursue amusement was higher than the group who pursue narrative identities. Second, for the positive attitude towards advertisement based on Youtube Use Intensity, the group with higher Use Intensity showed an optimistic attitude relative to the group with lower Use Intensity. However, there was no difference in the avoidance behavior for advertisement. These following results imply that a strategy considering the Use Pattern based on the Use Motivation and Use Intensity of the users is needed in enforcing YouTube pre-roll advertisements.

Effect of Personality Traits and Use Motivations of YouTube Users on Compulsive YouTube Usage (유튜브 이용자의 성격 특성과 이용 동기가 강박적 유튜브 사용에 미치는 영향)

  • Lee, Jong Man
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.512-520
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    • 2019
  • This study is to investigate the compulsive use of the social media platform, YouTube. For this purpose, this study built a research model that considered how the personality trait perspective(agreeableness, conscientiousness, neuroticism, extraversion, openness) and the use motivation perspective(utilitarian, hedonic and social use motivations) work together to explain compulsive use of YouTube. The survey method was used for this paper, and data from a total of 165 were used for the analysis. And structural equation model was used to analyze the data. The results of this empirical study is summarized as followings. First, both agreeableness and conscientiousness have a negative effect on compulsive use of YouTube. Second, utilitarian use motivation has a negative effect on compulsive use of YouTube. The results of this study are meaningful in that it not only alerts YouTube users to the risks of compulsive YouTube use, but also helps them to develop self-management strategies.

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.

Examining the Smartwork Use Resistance and Non-Class-Related Behavior of Attendees in University Smartwork Class: A Motivation-Threat-Ability Framework Perspective (대학 스마트워크 수업 중 스마트워크 이용저항과 수업 외적인 행동 고찰: 동기-위협-능력 프레임워크 관점)

  • Lee, Jong Man
    • The Journal of the Korea Contents Association
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    • v.16 no.8
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    • pp.39-47
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    • 2016
  • The purpose of this study is to investigate the smartwork use resistance and Non-Class-Related Behavior of attendees in university smartwork class with the perspective of Motivation-Threat-Ability. To do this, this study built a research model and examined how smartwork switching cost, threat and self-efficacy affect Non-Class-Related Behavior through smartwork use resistance. We also examined the relationship between self-efficacy and Non-Class-Related Behavior. The survey method was used for this paper, and data from a total of 80 university students were used for the analysis. And structural equation model was used to analyze the data. The results of this empirical study is summarized as followings. First, switching cost and threat have direct effects on the use resistance of smartwork services. Second, smartwork use resistance has a negative effect on Non-Class-Related Behavior but self-efficacy has a positive effect on it. Further, it will provide meaning suggestion point of the importance of use resistance motivations in establishing the use policy of smartwork services.

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 Relationship between Learning Motivation, Learning Strategies, and Korean Proficiency of Chinese Korean Language Learners (중국인 학습자의 한국어 숙달도에 따른 학습동기와 학습전략의 관계)

  • Chang, Ji-Sun
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.435-443
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    • 2022
  • The purpose of this study was to analyze the relationship between learning motivation, learning strategies and Korean proficiency. Therefore, this study conducted a learning motivation and learning strategies survey on 101 learners of Korean language from Korean and Chinese universities who obtained a middle and high-level on the Test of Proficiency in Korean. A frequency analysis and correlation analysis was conducted on these students using the SPSS 28.0 program. As a result of the study, it was found that the motivation for learning Korean in Chinese learners was high in the order of integrated motivation and instrumental motivation. The frequency of using metacognitive strategies was the highest. There was no difference in learning motivation corresponding to Korean language proficiency, but there was a correlation in the use of social strategies for learners in levels 3, 4 and 5. Based on these research results, I proposed a teaching and learning method for Chinese learners. Further research should be conducted by comparing the learning motives and learning strategies of learners in the beginner-level group and learners in the middle and high-level group.