• Title/Summary/Keyword: perceived entertainment

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A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Study on acceptance and user satisfaction of tourism - Focused on TAM Model - (관광블로그의 수용과 사용자만족에 관한 연구)

  • Noh, Young;Byun, Jeung Woo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.2
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    • pp.185-203
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    • 2011
  • In recent years, blogs have become important resources for information sharing; and tourism blogs are providing a new way of sharing tour experiences. Blogs are becoming very popular amongst web users to share their life experiences with other web users around the world. Specifically the goals of this research are; (1) to suggest theory framework of acceptance and user satisfaction about toruism blogs based on TAM, (2) to examine relationships between exogenous variables and (3) to suggest effectiveness of tourism blogs in a marketing perspective. The research model and hypotheses were developed based on the theories of technology acceptance model. Questionnaire was used to collect data. The analysis of this study is designed as individual level to examine the causal relationship among variables. The the reliability and validity of data was tested by explanatory factor analysis, Cronbach's alpha coefficient, confirmatory factor analysis, and correlation analysis. Also, the structural equation model(SEM) analysis was performed to test the usefulness of the model. The analysis results revealed that interaction, entertainment, system quality and information quality are major influential variables on the perceived usefulness of tourism blog. Also, entertainment and system quality are influential variables on the perceived ease of use of tourism blog.

A Comparative Analysis on Ad Avoidance of Korean and Chinese Mobile Advertising Audiences based on Country and Age (한국과 중국 모바일광고 수용자의 광고회피에 관한 국가 및 연령별 비교연구)

  • Xie, Kuang-Yi;Lee, Bo-Hui;Kim, Byung-Dae
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.281-290
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    • 2020
  • The purpose of this study was to examine how the consumer's entertainment, information, relevance, reliability, and perceived invasion affect the avoidance of advertising. Besides, the purpose of this study was to examine whether there is a difference according to the country and age in the effect of advertisement characteristics on the evasion. This study investigated the avoidance of mobile advertising among 254 Koreans and Chinese publics in their 20's and 40's, evaluated the results in terms of comparative analysis. Collected data were verified by multiple regression analysis and hierarchical regression analysis. The higher the advertising entertainment and relevance, the lower the avoidance of advertising. The higher the perceived penetration, the higher the avoidance of advertising. Besides, there were differences by country and age in the effects of advertising entertainment, information, relevance, and reliability on ad avoidance. The implications of this study are to find out how to reduce the mobile advertising avoidance of consumers by identifying the predictive factors that cause the avoidance of advertisements by country and age.

Factors Affecting Attitude to Use Devices in Watching Video through Smart Devices (스마트기기를 통한 동영상 시청 환경에서 기기 이용 태도에 영향을 미치는 요인)

  • Song, Jaemin;Kim, Dongyeon
    • The Journal of the Korea Contents Association
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    • v.20 no.5
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    • pp.46-57
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    • 2020
  • The dissemination of smart devices has made a lot of changes in overall social activities. In particular, people use various types of smart devices in their spare time, such as watching video clips, but there is a lack of research on external factors influencing the attitude toward using such devices. Therefore, in this study, the effects of video viewing environmental factors (e.g. screen size and video length) and personal factors (e.g. gender and need for entertainment) on perceived ease of use, perceived usefulness, and attitude to use devices based on technology acceptance model. As a result of analyzing 660 users having different smart devices, the attitude to use smart devices is more positive as the screen size increases, but there is no difference according to gender. In addition, while the length of video clips does not affect the attitude to use, the need for entertainment positively affects the attitude to use. Based on the results of this study, we expect that it can be used for optimized customer marketing and management strategy that integrates product development and video content production in consideration of factors such as video viewing environmental factors and personal factors.

Effects of Capital Structure and R&D Activities on Firm Performance : Evidence From the Entertainment Industry (자본구조와 R&D활동이 기업 성과에 미치는 영향 : 엔터테인먼트 산업을 중심으로)

  • Kim, Nam-Gon;Kim, Jee-Hyun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.21-34
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    • 2021
  • One of the important issues in finance literature is how the capital structure influences firm performance. This paper aims to investigate this relationship by focusing specifically on the entertainment industry. Taking into account the growing importance of research and development (R&D) activities in the industrial revolution 4.0 era, an additional goal of this paper is to examine how the R&D intensity moderates the relationship between the capital structure and firm performance, particularly in the entertainment industry. We find that the relationship between the capital structure measured by debt ratio and the firm performance in the entertainment industry shows distinctive features from those obtained from entire industries. While the negative influence of the increase of debt ratio is strong and consistent with various proxies when using a sample with entire industries, we cannot find this distinctive influence among entertainment enterprises. The moderating effect of R&D investments on the negative influence of debt ratio on the firm value, observed in the sample with entire industries, is not found in the sample composed of entertainment companies. These findings suggest that the influence of the debt level on firm performance and the role of R&D investments in this relationship in the entertainment industry are perceived and evaluated differently by financial market participants.

More than popularity matters: How would voters like to get social networking with candidates?

  • Chang, Shao-Liang;Chen, Chi-Ying
    • International Journal of Advanced Culture Technology
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    • v.3 no.2
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    • pp.50-57
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    • 2015
  • An online survey was conducted to assess motivations for using, reliance on, and perceived credibility of political blogs and microblogs during both the Taiwanese general election of 2009 (the blog epoch) and the presidential elections of 2012 (the microblog epoch). Results indicated higher reliance on and motivation for using political blogs than microblogs. Blogs were also perceived to be more credible than microblogs. Respondents who primarily engaged in blogging for information purposes were more likely to judge candidate blogs as highly credible, whereas interest in entertainment emerged as the strongest predictor of the perceived credibility of microblogs. This research also provided quantitative evidence showing how users viewed blogs and microblogs differently in the context of political campaigns. The aim is to explore the pros and cons of blogging and microblogging as a tool for political communication.

서비스실패에 대한 귀인지각과 서비스복구노력에 대한 공정성지각이 고객만족에 미치는 영향 - 복합엔터테인먼트 쇼핑몰을 중심으로 -

  • Kim, Jin-Gu;An, Gil-Sang
    • Proceedings of the Korean DIstribution Association Conference
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    • 2006.02a
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    • pp.187-227
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    • 2006
  • To attain competitiveness in the severe competition of retailing, retailing firm like Aekyung department store composites multiplex entertainment shopping mall with other firms as key tenants like LG supermarket, Books Libro, and CGV. But in multiplex entertainment shopping mall customers who have experienced a service failure in key tenant's shops usually ask a compensation of service failure to the lessor like department store. Even though customers of multiplex entertainment shopping mall know that key tenants use different service strategy, personnel management system and operation system and so on, they do not rare of it. Why they do that? How can we explain this situation? This study explains customer's complaining behaviors in multiplex entertainment shopping mall using attribution theory and justice theory. The study presents a comprehensive model about the effects of the perceived attribution and fairness on customer satisfaction and suggests practical implications for retailing firms composing multiplex entertainment shopping mall.

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The Negotiation Implication in Entertainment Industry : Nexon M&A Failure Case Analysis (엔터테인먼트 산업에서의 협상 교훈 : 넥슨 인수 실패 사례 분석)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.7
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    • pp.43-54
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    • 2020
  • Negotiation has been an important topic of M&A within entertainment industry. This research is aimed to investigate the process of M&A and related negotiation theories review and to analyze the Nexon sales failure case. M&A is a significant strategic decision-making made to ensure the sustainable competitiveness of Nexon. Nexon is generally more competitive action in negotiation context than rival game corporations. As a result, the negotiation about M&A is not completely succeeded. Nexon need to overcome the distributive strategy based on high anchoring (sales price). Also, Nexon need to be aware that negotiators who focus on the BATNA are more effective in claiming resources. Netmarble have low status and so is expected to be poor negotiation result. Because Nexon is perceived to be of higher status than Netmarble in an M&A process, Nexon is given the power to propose agreements. The practical and academic lessons of the present study are discussed.

The Relationship Between SNS and Firm's Brand Trust in B2B Context (B2B 거래환경에서 SNS 활용과 기업 브랜드 신뢰와의 관계)

  • Kim, Ji Hye;Lee, Won Jun;Kang, Youn Jung
    • Journal of Information Technology Services
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    • v.15 no.3
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    • pp.127-145
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    • 2016
  • This paper aims to investigate empirically how brand trust can be formed from the customer-brand relationship through a direct use of firm's SNS in B2B context. The brand trust is fundamental elements to understanding of long-term relationship in a B2B context. To achieve the objectives of this study, data collection is through a personally administered questionnaire, and a total of 180 questionnaires was collected from the buyer or supplier who frequently visited partner's firm SNS. Excluding missing data, 120 usable data were analyzed. From the results, first, three SNS motivations (i.e. Information, social and entertainment) has a positive impact on the perceived value of SNS (i.e. perceived usefulness and perceived enjoyment). Second, the perceived usefulness and perceived enjoyment positively affect customer-brand relationship (brand intimacy, brand attachment). Third, the customer-brand relationship is positively related to brand trust. Implications, limitations and future research directions of the study were also discussed. These findings help managers in developing and implementing the relation between SNS use and a customer-brand relationship for long-term relationship in B2B.

An Empirical Study on the Factors Influencing Acceptance of Convergence Services: Focusing on Telematics Service (컨버전스 서비스 수용에 관한 실증분석: 텔레매틱스 서비스를 중심으로)

  • Kim, Donghee;Kim, Dayoung;Oh, Jungsuk
    • The Journal of Society for e-Business Studies
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    • v.18 no.4
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    • pp.241-255
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    • 2013
  • Convergence service, which is a combination of various services, is becoming more important. Among the many examples of convergence service, this study aims to analyze telematics service. By dividing Telematics service into information services and entertainment services, it was empirically proved that the relationship between each dimensions of TAM (perceived ease of use, perceived usefulness, purchase intention) and each service satisfaction, price, design factor. According to the result of structure equation model, service satisfaction and design factor have a significant effect on perceived ease of use, but not on perceived usefulness. It means that the perceived ease of use factor should be emphasized, because of service characteristics that are used during driving.