• Title/Summary/Keyword: perceived entertainment

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A Study on Factors Affecting Customer Satisfaction and Purchase Intention of Digital Cultural Contents (디지털 문화콘텐츠의 고객만족도 및 구매의도에 영향을 미치는 요인들에 관한 연구 )

  • Wang, Lu;Zhang, Xindan;Pang, Qiwei;Bae, Ki-Hyung
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.333-346
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    • 2021
  • The purpose of this study is to examine the effects of digital cultural contents characteristics, perceived values and perceived risks on customer satisfaction and purchase intentions for Chinese consumers, and contribute to the development of digital cultural contents. In addition, a total of 328 valid samples were obtained through an online survey and empirical analysis was conducted. The analysis results of the study are as follows. First, except for creativity, which are characteristics of digital cultural contexts, entertainment and interactivity also have a significantly positive effect on both customer satisfaction and purchase intention. Second, perceived value has a significant positive effect on customer satisfaction and purchase intention, whereas perceived risk does not have this significant effect. Third, customer satisfaction has a partial mediating effect between the three factors(entertainment, interactivity, perceived value) and purchase intention. Therefore, to promote the development of digital cultural contents, we could promote consumers' purchase behavior by improving satisfaction through content entertainment, communication between content producers and service providers, and unity and value that customers actually feel during the consumption process.

The Impact of Context Congruity, Perceived Advertising Intrusiveness, and Entertainment on Advertising Effect of Branded Advertisement for Mobile Games: Focusing on Chinese Users (모바일 게임 브랜디드 광고의 맥락일치성, 지각된 광고침입성, 광고오락성이 광고효과에 미치는 영향: 중국 이용자를 중심으로)

  • Pei, ChenYang;Chang, Byeng-Hee
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.478-489
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    • 2021
  • The mobile game industry is currently on the rise and is one of the major industries. Recently, advertisements among mobile games are aimed at branded content, unlike existing advertising content. In this study, we conduct a study on the advertisement effectiveness of the attributes of branded advertisements under a mobile game environment. Therefore, the impact of context congruity, perceived advertising intrusiveness and entertainment on advertising attitude, brand attitude and purchasing intention was verified through experimental research on Chinese mobile game users in the 10s and 20s. Analysis of the PLS structural equation model showed that context congruity and entertainment had a significant impact on advertising attitude, but did not have a significant impact on brand attitude. Perceived advertising intrusiveness has no significant impact on advertising attitude and brand attitude. Finally, advertising attitude had a significant influence on purchase intention through brand attitude. Through these findings, we discuss the effectiveness of mobile game branded advertisement and present effective brand advertising strategies.

The Effects of Male Consumer Clothing Consumption Values on the Perceived Attributes of Online Fashion Multi-brand Store and Use Intention (남성소비자의 의복소비가치가 온라인 패션 편집매장의 특성 지각과 이용의도에 미치는 영향)

  • Jeong, Hyerin;Kim, Hanna
    • Journal of Fashion Business
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    • v.25 no.2
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    • pp.18-33
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    • 2021
  • This study sought to understand the clothing consumption values of male consumers and analyze the attributes of online fashion multi-brand stores. The study examined the effect of clothing consumption values of male consumers on the perceived attributes of online fashion multi-brand stores and use intention. The study also aimed to investigate whether online information search moderated the relationship between the perceived attributes of online fashion multi-brand stores and use intention. An online survey of male consumers in their 20s and 30s was conducted, and a total of 338 responses were analyzed. The SPSS 24.0 program was used to perform frequency analysis, factor analysis, reliability analysis, regression analysis, and stepwise-regression analysis. The results are as follows. First, fashionableness out of the four attributes of online fashion multi-brand stores (fashionableness, entertainment, variety, and scarcity) influenced the practical and conspicuous values of clothing consumption values. Entertainment had a significant effect on all clothing consumption values. Variety had a significant impact on practical and conspicuous values and the scarcity factor influenced epistemic and conspicuous values. Second, while entertainment, variety, and scarcity influenced sharing intention, fashion, entertainment, and variety influenced purchase intention. Third, online information search moderated the relationship between the perceived attributes of online fashion multi-brand stores and sharing intention but not purchase intention.

The Effect of The Characteristics of One-Person Media on Intention of Usage: Focusing on The Mediating Effect of Perceived Value (1인 미디어의 특성이 사용의도에 미치는 영향: 지각된 가치의 매개효과를 중심으로)

  • Chen Yu, Fei;Chen, Xing
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.357-362
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    • 2022
  • This study classified the characteristics of one-person media into two factors: interactivity and entertainment, and investigated the effect on intention of usage and the mediating effect of perceived value. In order to confirm this, this study conducted an empirical analysis targeting Chinese people who have experience watching one-person media real-time broadcasting and Chinese students studying in South Korea. As a result of the analysis, it was found that the interactivity and entertainment of one-person media had a positive (+) effect on intention of usage, and the partial mediating role of the perceived value was also verified in the relationship between the characteristics of one-person media and the intention of usage. Based on the above results, characteristics such as interactivity and entertainment of one-person media were identified as important factors that can increase users' intention to use. In addition, it also introduces the significance of this study, and reviews the limitations of the study and the direction of follow-up research.

The Moderating Effect of Product Involvement on the Online Consumer's Purchasing Behavior (온라인 소비자 구매행동에서 제품관여도의 조절효과에 관한 연구)

  • Kim, Jong-Uk;Park, Sang-Cheol;Lee, Won-Jun
    • Korean Management Science Review
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    • v.22 no.2
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    • pp.51-76
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    • 2005
  • The purpose of this study is to investigate the influence of four influencing variables (brand diversity. product information, entertainment, and trust) on purchase Intention and to .examine whether this relationship varies according to the buyer's perceived level of Product involvement. Analysis of 264 responses using the hierarchical regression indicated that all four independent variables were found positively influencing purchase intention. Furthermore, the effects of brand diversity, product information, and trust on purchase intention were revealed to be moderated by perceived product involvement. However, the moderating effect of product involvement on the relationship between entertainment and purchase intention was not statistically significant. Discussions for research findings and managerial implications are discussed.

Effects of Characteristics of Social Commerce on Purchase Intention -Moderating Effects of Perceived Risk and Price Sensitivity of Mobile Application Users- (소셜커머스의 특성이 구매의도에 미치는 영향 -모바일 앱 사용자의 지각된 위험과 가격민감성의 조절효과-)

  • Choi, Ye-ji;Lee, Mi-ah
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.3
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    • pp.574-589
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    • 2016
  • This research investigates the characteristics of the mobile social commerce and explores the moderating effects of perceived risk and price sensitivity. This survey targeted consumers in their 20s to 30s who use mobile social commerce applications. We used 261 questionnaires for the final statistical analysis. Descriptive analysis, factor analysis, reliability analysis, and hierarchical regression analysis were applied in the data analysis. The results are summarized as follows. First, characteristics of mobile social commerce are composed of economics, informativeness, entertainment and promotion. Second, perceived risk (which had a negative effect on purchase intention) had moderating effects between perceived risk and economics or entertainment. Third, price sensitivity (which had a positive effect on purchase intention) had a moderating effect between price sensitivity and promotion. This study contributes to the disclosure of the role of perceived risk and price sensitivity as moderating factors between the characteristics of mobile social commerce and purchase intention. Finally, useful implications (both academic and practical) are provided for fashion retail managers.

The Effect of Experience Economy of VR Contents on Satisfaction

  • Hwang, Kyunghwa;Yoo, Kunwoo
    • Asia Pacific Journal of Business Review
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    • v.5 no.2
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    • pp.45-57
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    • 2021
  • The COVID-19 pandemic has ushered in a new era of untact and we are quickly adapting to this untact era. In the current situation where it is difficult to contact each other face-to-face, Virtual Reality (VR) is an opportunity factor for indirect tourism and a good alternative to viewing cultural heritage. This study showed that the effects of experience economies such as entertainment experience, aesthetic experience, escapist experience, and spiritual experience on VR content satisfaction. Furthermore, we examined whether consumers' perceived risks to COVID-19 moderate the relationship between experience economy and satisfaction. This study investigated 149 people who experienced VR content about Jerusalem. The results have shown that entertainment experience and aesthetic experience have a positive effect on the satisfaction with the VR content. Furthermore, perceived risks about COVID-19 have been shown to moderate the effects of aesthetic experience and spiritual experience on satisfaction. Finally, we provided implications based on our findings.

A Study on the Influence of ChatGPT Characteristics on Acceptance Intention: Focusing on the Moderating Effect of Teachers' Digital Technology (ChatGPT의 특성이 사용의도에 미치는 영향에 관한 연구: 교사의 디지털 기술 조절효과를 중심으로)

  • Kim Hyojung
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.2
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    • pp.135-145
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    • 2023
  • ChatGPT is an artificial intelligence-based conversation agent developed by OpenAI using natural language processing technology. In this study, an empirical study was conducted on incumbent teachers on the intention to use the newly emerged Chat GPT. First, we studied how accuracy, entertainment, system accessibility, perceived usefulness, and perceived ease of use affect ChatGPT's acceptance intention. In addition, we analyzed whether perceived usefulness and perceived ease of use differ in the intention to accept depending on the digital technology of teachers. As a result of the study, the suitability of the structural equation model was generally good. Accuracy and entertainment were found to have a significant effect on perceived usefulness, and system accessibility was found to have a significant effect on perceived ease of use. In the analysis of teachers' digital technology control effects, it was found that perceived usefulness and perceived ease of use had a control effect between acceptance intentions. It was found that the group with high digital skills of teachers was strongly intended to accept the service regardless of perceived usefulness and ease of use. In the group with low digital skills of teachers, it is thought that ChatGPT's service shows the acceptance intention only when the perceived usefulness and ease of use are high. Therefore, in the group with low digital technology, it is necessary to seek teaching activities such as the development of instructional models using ChatGPT.

Effects of Omni Channel Characteristics on Perceived Value, Attitude, and Intention of Consumers (옴니채널 특성이 소비자들의 지각된 가치와 태도 및 이용의도에 미치는 영향)

  • Hong, Jung-min;Shin, Su-yun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.1
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    • pp.183-194
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    • 2018
  • This study investigated the characteristics of Omni Channel and examined the influence of them on consumers' perceived functional value and emotional value as well as the effect of perceived functional value and emotional value on user's intention of use through Omni Channel. To verify the research model, the questionnaire survey was conducted on 20's to 40's men and women residing in Seoul and the metropolitan area by convenience sampling. The number of copies used for data analysis was 696. To verify the research model, factor analysis, reliability analysis, and structural equation model analysis were performed using AMOS 20.0. First, Omni Channel characteristics consisted of four factors: instant connectivity, location-based provability, interactivity, and entertainment. Second, the instant connectivity, location-based provability and entertainment positively influenced functional value and emotional value; however, the interactivity was significant only to the emotional value. Third, consumers' perceived value of Omni Channel characteristics had a significant effect on attitude. Fourth, the more favorable the attitude toward Omni Channel is higher for the intention to use Omni Channel.

Influences of Motivations on Interactivity in the Live Streaming Commerce

  • KIM, Juran
    • The Journal of Industrial Distribution & Business
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    • v.12 no.10
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    • pp.43-57
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    • 2021
  • Purpose: This study focuses how motivations influence interactivity in the live streaming commerce context. Live streaming commerce involves the provision of e-commerce activities and transactions via a live streaming platform that offers real-time interaction, entertainment, social activities, and commerce. The purpose of study is to examine effects of motivations on perceived interactivity and the effects of perceived interactivity on attitude and intention to use the live streaming commerce. Research design, data and methodology: The study investigates key questions about consumers' motivation to use live streaming commerce and perceived interactivity by surveying 300 users of live commerce. Participants were asked whether they were live streaming commerce users who had experienced live streaming commerce before participating in the survey. The full survey required live streaming commerce users to respond to all the questions. Results: The study uncovered motivations for using live streaming commerce by finding information, entertainment, pass time, fashion/status and real time and perceived interactivity in the live streaming commerce. The results indicated motivation to use live streaming commerce positively influenced perceived interactivity. Perceived interactivity had positive effects on attitude toward brand. Attitude toward brand had positive effects on intention to use. Conclusions: Live streaming commerce is getting increasing attention from marketers because live streaming commerce has seamlessly integrated commerce, social activities, and hedonic factors. This study clarifies motivations and perceived interactivity in the live streaming commerce context. The study uncovers the relationships between motivations, perceived interactivity, attitude, and intention to use that contributes to the theoretical foundation and practical implications for marketing and management in the live streaming commerce context. Specifically, the study develops the theoretical contributions to perceived interactivity in the in the live streaming commerce context. The results also contribute to the practical implications for new marketing strategies that provides dynamic real-time interaction, exact information, and social and hedonic factors to attract consumers to indulge in the consumption processes. Marketing practitioners will obtain insights that can help them develop and manage brand strategies by understanding the influence of motivation and perceived interactivity in the live commerce context, which offers opportunities for contactless marketing and management.