• Title/Summary/Keyword: playfulness

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A Study of the Effects of the Customer Value and Switching Barriers on the Repurchase Intention in Internet Shopping Malls (인터넷 쇼핑몰에서 고객가치와 전환장벽이 재구매 의도에 미치는 영향에 관한 연구)

  • Chung, In-Keun;Park, Chang-Joon
    • Asia pacific journal of information systems
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    • v.14 no.1
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    • pp.185-209
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    • 2004
  • The purpose of this study is to propose and test a model of customer retention in Internet shopping malls when switching barriers and comprehensive customer value exist in terms of economic and experiential aspects. The literature about customer retention propose that switching barriers are important factors other than satisfaction influencing customers' intention to remain with a specific supplier. The switching barriers mean anything that makes customers' defection difficult or costly and are consisted of perceived switching costs, attractiveness of alternatives and virtual relationships. The Customer Value Scale by Mathwick(2001) is applied to this study as economic value, shopping efficiency, service excellence, aesthetic appeal and playfulness(Zeithaml, 1988; Holbrook, 1994). The analyses showed partial support for the affirmative effect of customer values and switching costs and full support for the affirmative Influence of satisfaction on repurchase intention in the Internet shopping mall environment. But the attractiveness of alternatives and virtual relationship did not have a significant Influence like the result of Jones(1998)'s study of the service industry.

Characteristics of fashion figure in contemporary fashion (현대패션에 나타난 패션 피규어의 특성)

  • Kim, Sun Young
    • The Research Journal of the Costume Culture
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    • v.22 no.4
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    • pp.565-578
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    • 2014
  • This study is about the cases in fashion figure appearing the contemporary fashion and their characteristics. The work aims at providing a further active research opportunity for fashion figure in the modern fashion field and finding several possible utilizations to help the overall fashion industry through examination. Research methodology was followed up with the related literature review and empirical work through the case study of multiple fashion figures denoted in the contemporary fashion. The results showed in the following way for types of fashion figure in the modern fashion. The first type is that its figure was used for stage apparatus in fashion collection, various properties, or garment tool as doll shifted to a certain object. The second type is that art toy or fashion doll was used as specially added product via way of cooperation with fashion brand to be applied as fashion figure alone or other properties for T-shirt or something like that. The third type is the case that multifariously sized figures were applied to show window or shop display. This type of fashion figure is basically an imbedded fashionistic feature, reflecting the rarity, publicity, playfulness, and artistic value.

The Impact of Interactivity on user Acceptance of e-learning Site (상호작용성 구성요인이 e-learning 사이트 수용의도에 미치는 영향)

  • Gu, Ja-Chul;Shin, Byung-Ho;Suh, Yung-Ho;Lee, Sang-Chul
    • Korean Management Science Review
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    • v.26 no.2
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    • pp.71-89
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    • 2009
  • The purpose of this research is to identify the factors affecting user acceptance of e-learning site. To more precisely explain an individual's behavior of accepting e-learning site, Perceived Interactivity is divided into four components; User Control, Responsiveness, Personalization and Connectedness. This research investigates the causal relationship among four components and basic factors of TAM. This research uses structural equation modeling (SEM) to confirm the validity and analyzes the causal relationship of the suggested model. The results indicates strong support for the validity of proposed model with 54.8% of the variance in behavioral intention to e-learning site. The result finds that all the basic casuality of TAM are significant and most components of Perceived Interactivity are significant. However the path Connectedness to Perceived Ease of Use and User Control to Perceived Playfulness is not significant. Among components of Perceived Interactivity, Personalization is the strongest antecedent of TAM. Perceived Usefulness is the strongest antecedent of behavioral intention of e-learning site.

Factors Affecting Continuous Usage Intention of Mobile Closed Social Network Services: In-depth Interviews and An Empirical Investigation (모바일 폐쇄형 SNS의 지속적 이용의도에 영향을 미치는 요인: 심층인터뷰와 실증분석)

  • Shao, Zehua;Koh, Joon
    • The Journal of Information Systems
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    • v.24 no.3
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    • pp.21-46
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    • 2015
  • Purpose Social Network Service (SNS) users feel fatigue in process of using open type of SNS like Facebook and Twitter. Compared to the open SNS, the closed SNS takes an closed form to prevent privacy exposure, and they are more practical and advantageous to form deeper social relationships. This study attempt to examine the effects of the mobile closed SNS characteristics (such as usefulness, playfulness, perceived security, psychological privacy, social influence, and belonging) on the users' continuous SNS usage intention. Design/methodology/approach This study used a mixed methodology combining in-depth interviews and empirical validation to investigate the effects of the mobile closed SNS characteristics on the continuous SNS usage intention of users. Findings Analytical results from a survey of 210 mobile closed SNS users showed that except perceived security, the effects of the five SNS characteristics on continuous SNS usage intention were significant. These findings contribute to improving the quality of mobile closed SNS services and suggesting SNS related marketing strategies.

The Meaning of Exposure in Red Carpet Fashion of Korean Female Movie Star (한국 여배우의 레드 카펫 패션에 나타난 노출의 의미)

  • Son, Ji-Won;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.61 no.6
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    • pp.146-160
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    • 2011
  • The purpose of this study is to examine the aesthetic view towards exposure in the Korean society through the means of analyzing the characteristics of exposure and figuring out the implications expressed in the red carpet fashion of Korean female movie stars. The concept of exposure in fashion was reviewed through previous studies and related publications. The pictures of actresses wearing red carpet evening gowns in Korea's major film festival were collected and analyzed. The results indicated that the meaning of exposure expressed in the red carpet fashion of Korean female movie stars are as follows: First, this leads the trend reflecting the contemporary aesthetic view of exposure as an effective way to show the beauty of the female body. Second, this emphasizes the femininity and expresses eroticism by exposing certain body parts which symbolize the female gender. Third, this shows the narcissistic self conspicuousness as well as the self confidence and self satisfaction. Forth, this displays the playfulness through exposing the body in a unique way. Lastly, the way and level of exposure can be used to maintain or change the public's view upon the celebrity.

A Study on the Spatial Presentation Strategies for Cafe as 'The Third Space' - Focused on the cafes located in regions where 'Street culture' was formed - ('제3의 공간'으로서 카페의 공간연출 전략에 관한 연구 - '길(street) 문화'가 형성된 지역을 중심으로 -)

  • Moon, Geun-Yi;Lyu, Ho-Chang
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.68-77
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    • 2013
  • 'The Third space,' which is the concept that embraces sociological, spatial, and marketing concepts, refers to the place which is other than the home and the workplace and which is a comfortable frequented place where meditation, psychological relaxation, and social needs can be satisfied. 'The Third space' has the characteristics of comfort, openness, interactivity, playfulness, and diversity. In modern times, most of consumption spaces play the role of 'the Third space,' and the typical example is $Caf{\acute{e}}$. $Caf{\acute{e}}$ began from its origin with the characteristics of 'the Third space,' and recently it has become the complex cultural space of urban dwellers. $Caf{\acute{e}}$ as 'the Third space' has the characteristics of a healing space, communication space, personalized space, value-expressive space, culture and consumption space, nomad space. Such characteristics of $Caf{\acute{e}}$ are well represented in the cafes around the regions where 'street culture' has recently been formed. As examined through the examples, $Caf{\acute{e}}$ as 'the Third space' can be more strategically produced by establishing themes through storytelling, giving spatial identity through style creation, diversifying the sequence through complex space organization, and establishing interaction devices through experience elements.

Funology Characteristics of High Concept in Contemporary Fashion (현대 패션에 나타난 하이컨셉(high concept)의 퍼놀로지(funology) 특성)

  • Lew, Chahyang;Suh, Seunghee
    • Journal of Fashion Business
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    • v.21 no.2
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    • pp.1-15
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    • 2017
  • This study aims to identify the special features of high-concept funology observed in fashion products and expressional media by exploring funology in an era of high-concept, the emotional paradigm of the 21st century. High-concept funology in today's fashion can be explained as follows: First, 'virtual reality', which is often seen in fashion shows and fashion commercials, enhances consumer participation and involvement with blurred boundaries between the real world and the virtual world. With the expansion of various forms of real-time communication with consumers, positive images of the brand are being projected to the consumers. Second, 'form transformability', which is often found in fashion products, promotes customers' purchase desire as they are able to present themselves in a more versatile way in the fashion product that is changeable in various designs. Third, 'integration of different fields', which is easily found in various fashion goods, engages consumers in a mutual interaction under an entertaining setting with the product that is made to satisfy their needs attuned to their digital lifestyle. Fourth, 'interactive responsiveness', which is mainly recognized in fashion stores and commercials, is characterized by its interactive playfulness that encourages consumer participation through entertainment contents and promotes brand intimacy, eventually adding more value to its name.

Effects of Social Factors and Game Factors on Commitment of Mobile Social Network Games(M-SNG) (사회적 요인과 게임적 요인이 모바일 소셜 네트워크 게임 몰입에 미치는 영향)

  • HAN, Ju-Young;LEE, Sae-Bom;LEE, Sang-Chul;SUH, Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.44 no.3
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    • pp.601-616
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    • 2016
  • Purpose: The purposes of this study are (1) to examine why users commit to M-SNG and (2) to understand what factors impact M-SNG users' enjoyment, motivation and commitment. Methods: We use a questionnaire survey to collect 190 data on users' perception on M-SNG. we also use a structural equation modeling method with Smart PLS 3.0 Results: Playfulness, design aesthetics, competition and social identity are found to be statistically significant factors affecting enjoyment and motivation. Also, enjoyment and motivation are found to be statistically significant factors affecting commitment. Conclusion: We suggest three points of view as game factors, socio-game factors, and social factors. Game factors are more important than other factors. Also, enjoyment is a more powerful factor than motivation in affecting user's commitment to using M-SNG.

The Comic in Print on T-shirts (티셔츠 프린트에 표현된 골계미)

  • Yoon, Ye-Jin;Yim, Eun-Hyuk
    • Journal of Fashion Business
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    • v.16 no.1
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    • pp.1-15
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    • 2012
  • The comic study which has been developed since the Eighteen century, is a subjective sense of the aesthetic concept and the aesthetics of comic is defined as a philosophy. The comic is opposite of the sublime or a superset of humor. This study investigated the aesthetics of comic and a popular graphic-print design on T-shirts. The research are the comic perspective on the aesthetic, expressive characteristics of the print design on T-shirt. And this study investigate literature and internet sites to extract data from the case studies. The aesthetic concept of the comic as an aesthetic category is defined as this study could inquire the comic cases expressed in t-shirts and graphic-prints on the emergence of historical change were discussed. Accordingly the three distinctions characterized as the parody, the optical illusion, the and the internet neologism. In conclusion, the aesthetic value graphic-prints on T-shirts appeared in the comic representation of the graphic-design of playfulness, extraordinariness, anti-nature, reflects popular culture is identified as.

Aesthetic Value of Typography Expressed in Modern Fashion within the Framework of System (시스템 관점에 의한 현대 패션 타이포그래피의 미적 가치)

  • Suh, Hyunsoo
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.4
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    • pp.661-672
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    • 2017
  • This research studies the aesthetic value of typography in fashion, within the framework of system for objective and multilateral research. For this purpose, a literature review and analysis of system and typography were performed. The scope of this research is from 2000 to 2015. The results of the research can be summarized as follows. First, by analyzing system and typography in modern fashion in order to set up a new theoretical standard, we found that the main values of typography in modern fashion concern functionality, hierarchy, stability, independency, and flexibility. Second, by analyzing of aesthetic value of typography in fashion within system, we found that main values the functionality of typography as a marketing tool, the hierarchy of typography as a slogan of subculture, the stability of typography for the increasing of collective belonging, the independency of typography as a linguistic playfulness, and the flexibility of typography as an image. Lastly, each aesthetic value of typography expressed in fashion has similarities and differences. It could be considered in the same vein as the system that always has a double-side character of dependency and independency, universality and individuality. This study has pursued to conduct more research on fashion within a framework of system.