• Title/Summary/Keyword: mz세대

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The Effect of Fam Tour Experience on Brand Equity and Revisit Intention in Rural Area (농촌지역의 팸투어 체험이 브랜드자산 및 재방문의도에 미치는 영향)

  • Kwon, Ki-Dae
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.191-202
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    • 2022
  • This study is about the effect of experience activities of fam tours in Korea on brand assets and revisit intention to revisit. In other words, the fam tour experience(feel, relate, sense, think, act) in research hypothesis 1 will have a positive (+) influence on brand assets(recognition, image, perceived quality, loyalty, and exclusive assets). In addition, it was set that the brand asset in Hypothesis 2 would have a positive (+) significant effect on the revisit intention. To verify this, 362 questionnaires were collected from MZ households in the metropolitan area and statistical analysis was conducted. The analysis results are as follows. First, in Hypothesis 1-1, the fam tour experience (feel, relate, act) has a positive (+) effect on awareness, In Hypothesis 1-2, the fam tour experience (relate, sense, think) has the effect of positive (+) on the image, In Hypothesis 1-3, the fam tour experience (feel, relate, sense, think, act) is the influence of perceived quality, In Hypothesis 1-4, the fam tour experience(sense, act) has a positive effect on loyalty, In Hypothesis 1-5, the fam tour experience (feel, relate, sense, think) had a positive (+) effect on exclusive assets. The brand assets(awareness, image, quality, loyalty, and exclusive assets) of the rural fam tour in Hypothesis 2 were significant for revisit intention.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

Face-to-Face and Non-Face-to-Face Student Counseling Experiences of Nursing Students During the COVID-19 (코로나 19시기 간호대학생의 대면과 비대면 학생상담 경험)

  • Woo-Young Chae;Eun-Young Jung;Hyun-Jin Kim
    • Journal of the Korean Applied Science and Technology
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    • v.40 no.6
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    • pp.1521-1532
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    • 2023
  • This study was done to identify the face-to-face and non-face-to-face student counseling experiences of nursing students during the COVID-19 period. Data were collected through interviews with 10 students at S Women's University in Gyeonggi-do from December 2022 to April 2023. All recorded data were analyzed using an inductive content analysis method. As a result of the study, two themes, four categories, and eight subcategories were found. Themes were 'factors promoting counseling' and 'Non-facilitating factors in counseling'. The first theme category was 'adaptation to new counseling methods' and 'pursuing convenience as the MZ generation', and the second theme category was 'resistance to counselling' and 'discrepancy from the desire for mutual relationships'. Through this study, it was helpful to understand that student counseling is essential for nursing students and what the most appropriate and useful counseling method is. Additionally, this study provided important evidence to lay the foundation for comparative research on face-to-face and non-face-to-face counseling among research participants according to gender and major. Further suggests research to develop a student counseling program for nursing students and confirm its effectiveness.

A Study on the Metaverse as an Arts Educational Medium - Focusing on ifland of the SKT Metaverse Platform (예술교육 매체로서 메타버스 사례 연구 - SK텔레콤 ifland를 중심으로)

  • KIM, JOY
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.391-396
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    • 2021
  • The purpose of this study is to study the possibilities and limitations of arts education by utilizing SKT's ifland metaverse Platform for arts majors. To summarize the performance of the study, it is as follows. The subjects of the study were 50 students(25 experimental group, 25 control group) in Performing Arts, Entertainment and Music department of D University located at Gyeonggi, Korea. As a result of analyzing the difference between the pre-test and the post-test between the experimental group and the control group, it was found that there was a statistically significant effect on the effectiveness of the arts education method using the metaverse of the control group. It is hoped that the results of this study will be a case study that cannot be overlooked in the development of the today's arts educational medium as well as the virtual world in the field of arts and in cultural technology research, arts education is no longer a latecomer, but a leading pioneer and main agent, and I hope that it will become a new perspective for various studies connected with industry like the WAVE.

Development of Card News as an Educational Material for the Proper Use of Plant-Based Milk Alternatives Reflecting Adult Consumption Characteristics through Focus Group Interview (성인 소비자 대상 Focus Group Interview를 반영한 식물성 대체우유의 바른 이용을 위한 카드뉴스 교육자료 개발)

  • Kim, Sun Hyo
    • Journal of Korean Home Economics Education Association
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    • v.35 no.1
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    • pp.53-72
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    • 2023
  • This study aimed to develop educational material on the proper use of plant-based milk alternatives in the form of a card news, based on a focus group interview(FGI) with adult consumers. The FGI participants were individuals who had directly purchased cow's milk, soy milk, or other plant-based milk alternatives within the past three months and consumed them at least once a month. The study consisted of 17 adults between the ages of 19 and 63 years who met these criteria(9 males and 8 females). It was identified what participants were curious about, interested in, and needed information regarding the proper use of plant-based milk alternatives through FGI. A 10-page card news was developed that was highly usable, taking into account the FGI results and the latest literature. In conclusion, this study developed a card news aimed at promoting the proper use of plant-based milk alternatives, which can be easily disseminated online in line with the trends in food consumption and digitization. The results of this study suggest that the continuous development and distribution of educational materials that reflect food consumption trends and maximize their usability should be provided for dietary life education, such as school subjects or out-of-school programs.