• 제목/요약/키워드: pleasure

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강원도 영동권 지역 생선회 전문점의 유형적 근거가 고객의 감정반응과 재구매 행동에 미치는 영향 (The Influence of Tangible Clues of Raw-fish Restaurants on Consumers' Emotional Responses & Repurchasing Behavior in East-northern Area of Kangwon-Province)

  • 윤태환
    • 한국식품조리과학회지
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    • 제29권5호
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    • pp.533-541
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    • 2013
  • The purpose of this article was to study the influence of tangible clues of raw-fish restaurants on consumers' emotional responses and repurchasing behavior in eastern area of Kangwon-province. In this study frequency analysis, reliability analysis, factor analysis and path analysis(SEM) were applied to analyze the data. Through path analysis tangible clues' performances had generally significant influences upon consumers' emotional responses to buy products of raw-fish restaurants. According to the results, exterior facility had positive influence on pleasure(p<0.001) and arousal(p<0.01). Interior facility had positive influence on pleasure(p<0.001) and arousal(p<0.001), but negative on dominance(p<0.01). And the others had positive influence on pleasure(p<0.05). Press copy had positive influence on pleasure(p<0.001) and arousal(p<0.001). And Pleasure and arousal had positive influence on repurchasing behavior(p<0.001). But Dominance didn't have significant influence on repurchasing behavior. As a result, we studied that the tangible clues was an effective marketing tactic to maintain and increase consumers' positive emotional reponses to repurchase at restaurants. Therefore it is finally needed that dining-out corporations manage tangible clues in a customer-maintaining without additional costs, and especially to use mixing tangible clues each other in some suitable condition.

국제정서사진체계를 사용하여 유발된 정서의 측정: 비교문화적 타당성 연구 (A Comparative Study of Emotion Using the International Affective Picture System)

  • 이경화;김지은;이임갑;손진훈
    • 한국감성과학회:학술대회논문집
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    • 한국감성과학회 1997년도 한국감성과학회 연차학술대회논문집
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    • pp.220-223
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    • 1997
  • The International Affective Picture System (IAPS) developed by Lang and colleagues[1] is widely used in studies relating a variety of physiological indices to subjective emotions. In this study we investigated whether the IAPS can be used for Koreans without significant cultural biases in their subjective emotional reactions. Thirty IAPS picture slides were presented to a group of 52 college students and different 30 slides with similar 3 dimensional emotion ratings to another group of 42 students. Fof each slieds with exposal time of 8sec, subjects were asked to rate on the Semantic Differential Scale (SDS) and Self-Assessment Manikin (SAM) in the 3 dimensions of pleasure valence, arousal, and domensions of pleasure valence, arousal, and dominance. Fnctor analysis was done for SDS ratings, and correlations of SDS and SAM were calculated. Eighteen bipolar adjective were grouped into 3 dimensions of pleasure, arousal, dominance showing good agreement with previous study. SAM were calculated. Eighteen bipolar adjectives were grouped into 3 dimensions of pleasure, arousal, dominance showing good agreement with the previous study. SAM ratings were highly corrlated with two of the 6 SDS adjective pairs associated with the pleasure and dominance dimensions, but not with those associated with arousal dimension suggerting some cultural differences.

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The Effects of Digital Signage on Flow and Brand Attitudes: The Mediating Role of Pleasure

  • Ji, Kyoungha;Kim, Hanna
    • 패션비즈니스
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    • 제22권6호
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    • pp.53-69
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    • 2018
  • In recent years, digital media providing entertainment and information have become an important channel of customer experience. The aim of this study is to evaluate the effects of digital signage's characteristics on flow and brand attitudes and to verify the mediating role of pleasure in digital signage and flow. The stimuli were developed for a sports brand stores using 3D and video editing software. The survey was conducted on 544 subjects from both gender aged 20 to 49 years old, i.e. the population that constitutes the major target group for sports brands. The data collected was analyzed using IBM SPSS 24.0. Specifically, frequency analysis, factor analysis, reliability analysis, t-test, and regression analysis were performed on the data. Based on the results, we can draw the following conclusions; First, the dimension of digital signage was classified into aesthetic and functional attributes. Additionally, we found out that women highly value aesthetic attributes of digital signage while the customers in their 40s pay more attention to functional attributes than their counterparts aged 20-30 years. Second, our results suggest that pleasure has a mediating effect in the relationship between digital signage attributes and flow; specifically, both sub-dimensions of digital signage features (aesthetic attributes and functional attributes) affect flow by means of pleasure. Third, our results demonstrated that the flow of digital signage had a significant impact on brand attitudes.

인스타그램 이용자의 대상관계 요인과 감정반응 요인, 만족도의 구조적 관계 연구 (Structural Relationship among Object Relations, PAD Factors, and Satisfaction of Instagram Users)

  • 박종순;김수겸
    • 디지털산업정보학회논문지
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    • 제18권3호
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    • pp.55-73
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    • 2022
  • This study aims to identify the object relations and PAD factors of Instagram users, apply the object relations to the emotional response (PAD) factors, and empirically study the structural relationship between these factors and satisfaction. To this end, we proposed a research model to which the four factors of object relations theory and the three factors of emotional response (PAD) theory that emphasize the emotions of users are applied. Surveys were conducted on the college students in Seoul and Suwon who had used Instagram. As a result of this study, the following conclusions can be drawn: Non-alienation has a significant influence on pleasure, arousal, and domination. Secure attachment does not have a significant influence on pleasure and arousal, while it does have on domination. Social ability does not have a significant influence on pleasure, arousal, and domination. Egocentrism has a significant influence on arousal, but not on pleasure and domination. Pleasure has a significant influence on arousal and satisfaction. Arousal has a significant influence on domination and satisfaction. Domination has a significant influence on satisfaction. In conclusion, when emotions are shared among the users of Instagram, not alienated, it affects their satisfaction.

Arirang is a soul song and a consolation medicine for mental and physical health: Arirang rhapsody (喜怒哀樂; joy, anger, sorrow, and pleasure)

  • Ko, Kyung-Ja;Cho, Hyun-Yong
    • 셀메드
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    • 제12권4호
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    • pp.15.1-15.3
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    • 2022
  • The purpose of this study is to examine the joy, anger, sorrow, and pleasure of Koreans in Arirang songs. Arirang is a representative song that strengthens the collective identity and social bond of Koreans. For Koreans who mainly eat rice, Arirang represents rice, life, and reason for its existence. Koreans have been singing Arirang together for a long time, overcoming pain, sadness, and hardships and consoling their minds and bodies. Arirang is a national music that is loved more and sung more often than the national anthem. The hill on the mountain is not a place to stay. The pass is a passing place. This gives us a lot of thought. We have various difficulties living in the world. The word Arirang means that Arirang is not one state. The end of joy, anger, sorrow, and pleasure is surely a joy. Arirang Pass (Arirang Gogae) is not a staying pass, but a crossing pass. Arirang, which contains joy, anger, sorrow, and pleasure, is a soul song and a consolation medicine for mental and physical health. We suggest that Arirang song compared to standard care may have beneficial effects on anxiety, hope, pain, and depression in patients.

Effects of Omnichannel on Pleasure, Resistance, and Repurchase Intention

  • JUNG, Eun-A;KIM, Jung-Hee
    • 유통과학연구
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    • 제20권3호
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    • pp.95-106
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    • 2022
  • Purpose: This study aims to verify the effects of omnichannel characteristics on pleasure, resistance and repurchase intention in the omnichannel situation in order to provide the innovative commercial business. Research design, data and methodology: The study examined relations between research concepts centered on previous studies, set hypotheses, developed a research model, and verified the model through a questionnaire survey. A total of 297 questionnaires were used for the final analysis, excluding the questionnaires showing insincere or outliers. Results: First, Omnichannel showed multi-dimensional characteristics consisting of consistency, innovation, economy, and integration. Second, innovation and economic feasibility had a positive effect on pleasure. Third, only economic feasibility had a negative effect on user resistance. Fourth, consumers' shopping pleasure had a negative effect on user resistance. Fifth, repurchase intention of consumers was positively affected by innovation. Conclusions: This research contributed to extend academic framework of distribution research by examining causal relationship through adoption of economic and innovation factors as new characteristics from the integrated perspective beyond the research frame of the existing omnichannel distribution environment. Companies should provide meaningful experiences by resolving concerns about side effects caused by human-computer interaction and providing smart information that matches the products most suitable for consumer needs.

메타버스의 아바타 동일시가 몰입, 대리만족 및 패션 브랜드 아이템 공유의도에 미치는 영향 (The Effects of Metaverse Avatar Identification on Immersion, Vicarious Pleasure, and Fashion Brand Item Sharing Intention)

  • 신승희;김효정;유정민;박민정
    • 한국의류학회지
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    • 제47권3호
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    • pp.492-510
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    • 2023
  • The metaverse, an expansion of the real world, refers to a three-dimensional virtual world where daily life and economic activities can be conducted through avatars. This study examines the effect of avatar identification on metaverse immersion, vicarious pleasure, and fashion brand item sharing intention by subdividing avatar identification into similarity identification, wishful identification, and embodied presence. In addition, it investigates the difference in the influence relationship between avatar identification, immersion, and vicarious pleasure according to the degree of fashion involvement. The total of 319 participants were analyzed using SPSS 26.0 and AMOS 24.0. The results showed that similarity identification, wishful identification, and embodied presence had significant impacts on immersion and vicarious pleasure, influencing sharing intention. There was also a difference in the effect of avatar identification on consumer responses depending on fashion involvement. This study provides theoretical implications for experiential marketing and presents practical suggestions for developing metaverse marketing strategies.

일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구 (A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era)

  • 김정은
    • 한국조경학회지
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    • 제42권5호
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    • pp.134-147
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    • 2014
  • 일제강점기 도입된 유원지는 새로운 행락활동이 조직되는 장이었으며, 대규모 사적 공간인 동시에 새로운 유형의 공공 공간으로 발전해갔다. 이에 본 연구에서 당시 대표적 유원지였던 월미도유원지를 통해 유원지의 경관과 수용, 행락 문화의 변화를 고찰해 보았다. 당시 월미도는 수목과 어우러진 이국적 건물, 해수욕장, 임해학교, 공설운동장, 동물원 등 서구 및 일본 유원지의 요소들이 섬 곳곳에 배치되어 종합적인 오락/놀이 공간이 되었다. 일제강점기 경성과 경인선으로 연결되었던 월미도유원지는 당시 대표적 행락지로 떠오르면서, 행락 문화의 대중화와 상품화 과정을 보여준다. 행락의 대중화 과정을 보면, 유원지를 통해 수려한 풍경을 찾아 여가를 즐기는 행락 활동이 다양한 계층으로 확산되는 양상을 확인할 수 있다. 사회적으로는 신분제가 철폐되고, 유원지의 이용은 비용만 지불하면 누구라도 이용할 수 있었고, 그 이용요금도 다양하였으므로, 유원지에서의 행락은 남녀노소, 조선인과 일본인 등 계층의 구분이 점차 사라져갔다. 또한 유원지는 서구적인 취미-스포츠 활동이 펼쳐지는 공간이었으며, 여름학교와 각종 운동경기가 열리면서 집단적이고 역동적인 활동을 보편화하는 매개가 된다. 동시에, 유흥시설과 복합되어 기존의 사회적 규범에서 일탈하는 공간이 되기도 했다. 행락의 상품화는 인위적 환경 속 인공적 오락문화의 형태로 이루어졌다. 첫째, 인위적으로 경관을 조성하고, 이를 매개로 '매혹적인 여름 휴양지', '물나라' 등 낙원이라는 장소이미지를 만들어낸다. 이는 관광을 통해 경제적 이윤을 창출하고, 지역개발을 꾀하려는 식민당국과 철도회사, 유원회사의 의도가 결합한 결과이다. 둘째, 자연을 배경으로 한 인위적인 스펙터클을 조성한다. 월미도 유원지에는 다양한 양식의 건물들이 조합되어 선진화되고, 이국적인 이미지를 만들어낸다. 특히 방파제나 아케이드 등의 인공물들은 자연과 군중을 새로운 시점에서 조망할 수 있도록 하여 새로운 볼거리를 창출했다. 셋째, 유원지는 주어진 용도와 이용방법을 벗어남 없이 따르는 수동적인 이용자를 등장시켰다. 이처럼 유원지가 역동적인 활동을 지원하는 공간으로 조성되면서 현재 관광 단지나 놀이공원, 테마파크 등의 대중적 오락 공간의 원형적 모습을 확인할 수 있다.

속독훈련과 자율독서 학습방법을 통한 대학생의 영어 독해력 향상 방안 (An approach to improve college students' EFL reading comprehension through rapid reading and pleasure reading techniques)

  • 임병빈
    • 영어어문교육
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    • 제13권1호
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    • pp.181-210
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    • 2007
  • This study is to suggest systematic and effective reading comprehension techniques or strategies to be used in EFL reading classes. According to the definition of reading and reading process, six essential elements of reading comprehension are categorized: 1) reading speed; 2) skimming and scanning; 3) logical organization; 4) pleasure reading; 5) vocabulary; 6) cultural background and world knowledge. To present a more effective teaching and learning approach to EFL reading comprehension than ever, an experiment was performed. The hypothesis of the experimental study was that there would be a difference in students' reading speed as well as reading comprehension and vocabulary between an experimental group and a control group depending upon the teaching approaches (experimental vs. traditional). The result of the study indicates that the experimental teaching approach which intensifies speed reading and pleasure reading techniques as well as 4 other essential techniques of reading comprehension is more effective than the traditional one in teaching and learning reading comprehension.

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TV의류광고에 대한 감정이 광고효과에 미치는 영향 (Advertising effects of the affect induced by TV fashion advertisements)

  • 박혜선
    • 한국생활과학회지
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    • 제17권3호
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    • pp.493-500
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    • 2008
  • The purposes of this study were to investigate the factors of affect induced by fashion advertising and to analyze the effects of affect on advertising effects: advertising preference, brand preference, and purchase intention. A total of 400 college students were surveyed in September, 2006, using 4 TV fashion advertisements(Bean pole, Bang bang, Nike, and Adidas). The data were analyzed with factor analysis, multiple regression analysis, ANOVA, Scheffe Test, Cronbach's $\alpha$, and path analysis, using the SPSS 12.0. The results were as follows; 1) Two factors of affect were identified: 'pleasure' and 'domination and arousal'; 2) There were differences of induced affect factors, advertising preference, brand preference, and purchase intention among 4 TV fashion advertisements; 3) Advertising preference was more affected by 'pleasure' than by 'domination and arousal'; 4) Brand preference was affected by advertising preference, 'domination and arousal' and 'pleasure' in order of significance; and 5) Purchase intention was affected by brand preference, 'domination and arousal', advertising preference, and 'pleasure' in order of significance.