• Title/Summary/Keyword: perceived entertainment

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Perceptions of Benefits and Risks of AI, Attitudes toward AI, and Support for AI Policies (AI의 혜택 및 위험성 인식과 AI에 대한 태도, 정책 지지의 관계)

  • Lee, Jayeon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.193-204
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    • 2021
  • Based on risk-benefit theory, this study examined a structural equation model accounting for the mechanisms through which affective perceptions of AI predicting individuals' support for the government's Ai policies. Four perceived characteristics of AI (i.e., usefulness, entertainment value, privacy concern, threat of human replacement) were investigated in relation to perceived benefits/risks, attitudes toward AI, and AI policy support, based on a nationwide sample of South Korea (N=352). The hypothesized model was well supported by the data: Perceived usefulness was a strong predictor of perceived benefit, which in turn predicted attitude and support. Perceived benefit and attitude played significant roles as mediators. Perceived entertainment value along with perceived usefulness and privacy concern predicted attitude, not perceived benefit. Neither attitude nor support was significantly associated with perceived risk which was predicted by privacy concern. Theoretical and practical implications of the results are discussed.

Effect of Korea's Entertainment Culture on the Fashion of the College Students (우리나라 놀이 문화가 대학생 패션에 미친 영향)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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Identifying Retail Entertainment Elements: A Preliminary Analysis by Consumer Responses (리테일 엔터테인먼트 요소 구별: 소비자 반응에 의한 탐색적 분석)

  • Park, Kyung-Ae
    • Journal of Global Scholars of Marketing Science
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    • v.14
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    • pp.193-212
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    • 2004
  • This study attempted to provide preliminary information for retailers to identify viable entertainment elements and to select and develop the optimal mix of entertainment elements for target consumer groups. The study examined consumer responses to various retail entertainment elements and analyzed differences in responses by consumer characteristics. The index of retail entertainment elements was developed with 49 items including entertainment facilities, dining facilities, retail, service facilities, store atmosphere, and marketing mix. The results from respondents' perceived excitement and visit intention for each entertainment element generally showed higher responses to basic marketing mix and store atmosphere elements rather than to entertainment and dining facilities. There were significant differences in responses by gender and age. The results imply that selection and application of retail entertainment elements need to consider target consumer characteristics.

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Effects of omni channel characteristics on consumers' perceived risk, attitude, and intention (옴니채널(Omni Channel) 특성이 소비자들의 지각된 위험과 태도 및 이용의도에 미치는 영향)

  • Hong, Jung-min;Shin, Su-yun
    • The Research Journal of the Costume Culture
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    • v.26 no.3
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    • pp.346-359
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    • 2018
  • Currently, dramatic change had led to the growth of the distribution environment and the retailer's distribution channel. This change had shifted the 'single channel' to 'multi channel', and from 'cross channel' to 'omni channel'. While fashion companies using omni channel are rapidly growing, few research regarding omni channel had been done in academic field. In this study, we examined the influence of omni channel characteristics on consumers' perceived risk as well as consumers' perceived risk toward attitude and intention to use omni channel. We surveyed 696 male and female respondents aged 20 to 40 who lived in Seoul and the metropolitan area. Using AMOS 20.0, factor analysis, reliability analysis, and structural equation model analysis were performed to verify the model of this study. The results were as follows. First, omni channel's instant connectivity, location-based provability, interactivity, and entertainment factors did not decrease impacts on the perceived risk related to privacy and annoyance. Second, omni channel's instant connectivity and entertainment did not increase effects on the perceived financial risk, and location-based provability and interactivity did not increase effect on perceived financial risk. Third, the perceived risk concerning omni channel did not decrease on consumer attitude toward omni channel. Fourth, consumer attitude toward omni channel influenced the intention to use omni channel significantly.

The Interaction Effects of Team Efficacy and Perceived Loafing on Learning Outcome in Team-Based Project Learning (팀 기반 프로젝트 학습에서 팀효능감과 지각된 태만이 학습성과에 미치는 영향 : 팀효능감과 지각된 태만의 상호작용효과를 중심으로)

  • Jwa, Hyun-Suk
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.447-456
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    • 2020
  • The purpose of this study is to examine the effects of team efficacy and perceived loafing on learning outcome in team-based project learning. For this purpose, questionnaire survey was conducted to 58 students who enrolled the adolescent welfare class in 2019 at H University. A hierarchical regression analysis was conducted for the effects of team efficacy and perceived loafing on learning outcomes and the interaction effect between two variables. Main results of this study were as follows. Team efficacy had a positive effect on learning outcomes. Second, perceived loafing did not have a statistically significant effect on learning outcomes. Third, the interaction effect of perceived loafing and team efficacy on learning outcomes was significant. In particular, the negative effect of perceived loafing on learning outcomes was reduced by team efficacy. Based on the research results, a plan to increase the learning outcome of team-based project learning was discussed.

Exploring the Factors Affecting Intention Behavior Gap in K-entertainment Tourism (외래 관광객의 한류 공연 관람의도와 행동 간 불일치 요인 탐색)

  • Lee, Min-Jae;Kim, Jin-Young;Seo, Won-Seok
    • The Journal of the Korea Contents Association
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    • v.15 no.1
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    • pp.105-113
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    • 2015
  • This paper investigated Korean popular entertainment (K-entertainment, hereafter) tourism using theory of intention-behavior. Dividing the sample of international visitors to Seoul into the groups of "inclined actors", "inclined abstainers", and "disinclined abstainers," we examined the factors affecting such a division. The results showed that between the inclined actors and the inclined abstainers, there was no significant difference in the years of exposure to K-entertainment contents or the frequency of going to K-entertainment performance in the past. In contrast, the inclined actors were found to have a greater level of knowledge, ability, and cooperation compared to the inclined abstainers. In addition, we found that the K-entertainment performance in Korea was perceived as a substitute, rather than a complement to the performance held elsewhere in the world. Our findings suggest that interests in K-entertainment alone are not sufficient to drive the international visitors' intention to the action of attending K-entertainment performance during their visit to Korea. To this end, this study implies that it is necessary to design attractive tourism packages that include K-entertainment performance.

Consumer's Technology Innovation Adoption Type and the Participation Level of Multimedia UCC Services (소비자의 기술혁신 수용유형과 동영상 UCC 서비스 참여수준)

  • Kim, Yeon-Jeong
    • Journal of Families and Better Life
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    • v.27 no.1
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    • pp.209-219
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    • 2009
  • This study identifies the key determinants and technology innovation adoption type of participation in multimedia UCC services. This research examines how the major factors of perceived usability, self-expression, fun & entertainment, arousal, information sharing, other's positive reputation and interface easiness contribute to participation in multimedia UCC services. A sample survey of internet users was conducted, responses were collected from 629 respondents and consumer streaming data were analyzed. Some of the practical implications of the results are follows. This research have categorized that the types of technology adoption for the participation of UCC were innovator consumer, early adaptor consumer, early majority consumer, and late majority consumer. The results of multiple regression analysis indicated that perceived usability, interface easiness, fun & entertainment, self-expression, arousal, other's positive reputation and type of technology adoption posited a significant effect in multimedia UCC Services.

The Effect of Personal Media Contents Characteristic on Perceived Value and Use Intention of Continuous: The Interaction Effect of Novelty Seeking (1인 미디어콘텐츠 특성이 소비자의 지각된 가치 및 지속적 이용의도에 미치는 영향: 신기성 추구성향 상호작용효과)

  • Ju, Seon-Hee;Koh, Bo-Ra
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.167-176
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    • 2018
  • Recently, with coming of various channels, the public are communicating with unspecified massive consumers through personal broadcasting. It is becoming more popular as a positive response. The purpose of this study is to investigate the effect of characteristics of personal broadcasting contents on perceived value, perceived value on continuous use intention and the interaction effect of novelty seeking. As a result of verifying the effects of information quality, information trust, and entertainment on the perceived value, the characteristics of personal media contents all showed a significant positive effect and perceived value has a positive effect on continuous use intention. But The interaction effect of novelty seeking and perceived value is not significant. Therefore, content creators should make efforts to create content as much as to the trust of content as entertainment elements in content and composition. In the future, it will be meaningful to proceed with the research on the direct effects of the novelty trend and the various factors affecting viewers' characteristics using personal media contents.

The Perceived Needs and Purchase Experiences of College Students of Goods and Services (대학생 소비자가 인지한 소비품목별 필요도와 구매경험률과의 관계)

  • Kim, Kyung-Ja
    • Journal of Families and Better Life
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    • v.24 no.6 s.84
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    • pp.147-160
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    • 2006
  • The perceived needs and purchase experiences of college students in regard to goods and services and the relationship between the two variables were investigated. Data on 387 college studentswere analyzed to test the level of their perceived needs and purchase experiences of 43 goods and services. Results showed that respondents perceived cellular phones, going to movies and plays, books, entertainment and alcohol, which had been regarded as optional goods in the past, as highly necessary for their daily lives. On the other hand, 5 items that had been purchased by the highest number of respondents were food at restaurants, beverages at cafes, alcohol, movies and plays, and on-line avatars. The level of perceived necessity and purchase experience were positively correlated in general, although there were a few exception.

Travel Motivations of Package Tour Travelers : A Study of its Impact on Behavioral Intention - Focused on Perceived Values, Tourism Constraints and Satisfaction (패키지관광의 관광동기가 지각된 가치를 통하여 행동의도에 미치는 영향 연구 - 관광제약, 만족도 중심으로 -)

  • Kim, Dae-Seok;Seo, Young-Wook
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.1-16
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    • 2020
  • The purpose of this study is to promote package tourism. The value perceived as a sub-factor of tourism motivation and inducement was divided into emotional and functional values. And the variables of tourism constraints, satisfaction and behavior were addedly presented. The analysis proved that all factors have a positive effect on perceived values (emotional and functional) of the sub-factors of tourism motivation (daily escape, harmony, service appeal, convenience). The perceived value (emotional and functional) has also established a positive impact on the satisfaction, and tourism restrictions have been proven to have a negative impact on satisfaction and behavior intention. Finally, it was confirmed that there was a positive relationship between the two variables of satisfaction and behavior. Based on these research results, the implications and future research directions were presented, and it could be useful for promoting package tourism.