• Title/Summary/Keyword: 관람동기

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Factors Affecting eSports Audience Satisfaction - The case of League of Legends (e스포츠 관람만족에 영향을 미치는 요인 연구 - LoL을 중심으로)

  • Lee, Ji-Young;An, Jae-Woong;Lee, Sang-Woo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.35-46
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    • 2014
  • With the introduction of e-Sports, games have emerged as a new public culture. Also, it has had positive effects on related industries including game, contents, broadcasting, IT and more. Studies on eSports consumer behavior are required for the continuous vitalization of the eSports industry. However, there are insufficient studies on the psychological aspect of eSports consumers. This study aims to find the motivations for watching the League of Legends(LoL), which has opened a new paradigm of eSports. We also find the relationship between such viewing motivation and satisfaction. This study is expected to be the base of future studies on eSports consumer motivation and establish effective marketing strategies in the industry.

The Effects of Pro-Sport Spectator on Team Identification, Inspection Intention, Brand Attitude (프로스포츠 관람동기가 팀 동일시, 관람의도 및 브랜드 태도에 미치는 영향)

  • Lee, Jong-Ho;Kim, Moon-Tae;Ock, Jung-Won
    • Journal of Global Scholars of Marketing Science
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    • v.15 no.2
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    • pp.99-122
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    • 2005
  • This study intends to divide consumer's psychological attachment of pro-sport into the identification of attitudinal dimension and the identification of behavioral dimension. And then intends to examine the relationship effect between motivation variables associated with pro-sport team(concern with the team's ranking, ability of players, attraction of players) and inspection intention, sponsorship effect(sponsor brand attitude). Almost all previous studies measured such relationship at the fragmented level, then there were no previous studies on the complicated relationship between sport team and sponsorship. Because of mentioned facts, this study used structure equation model to verify such relationship. Briefly, verifying hypothesis is as follows. First, almost all motivations related to the team are connected behavioral identification through attitudinal identification. Second, when examining the relationship between psychological attachment and inspection intention, sponsorship brand attitude, psychological attachment had positive effect on inspection intention and sponsor brand attitude in the case of attitudinal identification, but it had positive effect on only inspection intention in the case of behavioral identification. Findings and corresponding implications are discussed & future research directions.

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Effect of Female Fans' Sport Consumption Motivation on Intention to Re-attend and Word of Mouth Intention According to Level of Team Identification (팀동일시 수준에 따른 여성 스포츠팬의 동기요인이 재관람의도 및 구전의도에 미치는 영향)

  • Rhee, Yong-Chae
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.262-273
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    • 2007
  • The current study sought to acknowledge the female sport fan as a sport marketing segment. In order to do so, female sport consumption motivation was identified and among motivation factors, factors effecting re-attend intention and word of mouth intention according to level of team identification was identified. In order to accomplish the purpose a focus group interview was conducted concerning female sport fans, and a survey took place in Korean Pro-sport event collecting 300 data. Among 300 data 248 data were used for the analysis. Using Lisrel 8.7 and SPSS 15.0 correlation analysis, descriptive analysis, confirmatory factor analysis, and multiple regression analysis was conducted. The results of study are as follows, First, 9 female sport consumption motivation was identified and among these factors, skill, achievement, drama, and escape had a positive effect on re-attend intension. Second, among 9 female sport consumption motivations skill, achievement, and social factor had a positive effect on word of mouth intention. Third, among the motivation factors, factors effecting re-attend intention had difference on the level of team identification. Forth, among the motivation factors, factors effecting word of mouth intention had difference on the level of team identification.

Effects of Purchase Intention according to Media Type for Advertising and Publicity in Viewing Performance of Popular Arts (광고 및 홍보를 위한 매체별 유형이 대중예술 공연관람 구매의사 요인에 미치는 영향)

  • Kwon, Hyeog-In;Joo, Hi-Yeob;Jung, Soon-Gyu
    • The Journal of the Korea Contents Association
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    • v.12 no.11
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    • pp.133-144
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    • 2012
  • In this paper, we analyzed that a performing director can make effective advertising and publicity with any medium during the overall performance planning. We discovered 3 steps which are before viewing(viewing motive), during view(service quality) and after viewing(content quality) which affect purchase decision on viewing performance followed by an adjustment effect according to media type. Through surveying and analyzing the results, we confirmed that viewing motive, service quality, and content quality have significant effect on purchase decision and significant adjustment effect according to media type. Therefore, we expect that a performing director can make an effective advertising and publicity decision with any medium during performance planning.

A Study on IPA of Spectator Motivation in the Korean Creative Musical (한국 창작뮤지컬 관람동기의 중요도 연구)

  • Koo, Eun-Ja;Lee, Kwang-Ho;Kim, Hye-Won
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.4
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    • pp.1595-1603
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    • 2013
  • This study uses the Importance Performance Analysis (IPA) on viewing motivation for the revitalization of Korean creative musicals. The IPA is the evaluation techniques to simultaneously compare and analyze relative importance and achievement of each attribute for multi-attribute models. This analysis uses the discerning method by displaying the matrix that includes the factors about which customers care and customer satisfaction on each factor. The customer satisfaction is determined by customer expectation for each attribute and its implementation level. This study, through this method, exams the importance and satisfaction level on attributes of viewing motivations for Korean creative musicals.

A Study on Spectators' Motivation Factors Affecting Box-Office of Korean Creative Musical (한국 창작뮤지컬 흥행에 영향을 미치는 관람동기 요인에 관한 연구)

  • Koo, Eun-Ja;Kim, Hye-Won
    • Proceedings of the KAIS Fall Conference
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    • 2011.12a
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    • pp.127-130
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    • 2011
  • 본 연구는 한국 창작뮤지컬의 기획 및 제작의 활성화를 위하여 장기적으로 흥행에 성공하고 있는 창작뮤지컬의 관람동기요인을 분석하고자 하며 흥행과의 영향관계를 파악하고자 한다.

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A study on the user-evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 연구)

  • Rhee, Boa
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.215-218
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    • 2013
  • 본 논문에서는 루브르박물관, 미국자연사박물관, 대영박물관, 아시아문명박물관, 국립미술관, 빌바오 구겐하임스마트폰 애플리케이션에 대한 사용자 평가를 통해 정보서비스에 대한 만족도를 비교하고, 사용성과 기능적 특성간의 상관관계를 검증했다. 사용자 평가에 대한 종합결과와 정보서비스의 총점을 비교한 결과, 빌바오 구겐하임, 미국자연사박물관, 루브르박물관에 대한 만족도가 높게 평가되었다. 또한 사용성은 개인화적 특성, 비간섭적 특성, 동기부여, UX/UI, 연결완전성이 내재한 관람모형, 정보서비스 등 모든 요인과 유의미한 상관관계에 있었다. 본 연구를 통해 도출된 하나의 중요한 시사점은 박물관 스마트 폰 애플리케이션에 대한 만족도는 하드웨어나 기술의 적용보다는 콘텐츠와 관람객 사이에서 발생하는 인터랙션에 따라 좌우된다는 것이다.

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A comparative study on the usability evaluation of museum smart phone applications in pre-visit setting (박물관 스마트폰 애플리케이션에 대한 사용자 평가 비교 연구)

  • Rhee, Boa
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.3
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    • pp.69-77
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    • 2013
  • This research validates the correlation between usability and functional attributes whilst comparing the degree of satisfaction of information framework used in museum mobile apps via usability evaluation in pre-visit setting. In cases of Bilbao Guggenheim and American Natural History Museum apps, the degree of satisfaction measured for information service, functional attributes, motivation for actual museum visit and during-visit usability of the apps were all highly evaluated. Such evaluation data indicates the increased usability of apps when mobile applications take user-friendly design that intuitively reflect users' interests and needs. After thorough analysis of correlation between usability and fictional attributes, data pointed to more meaning relationships existed in non-intrusiveness and personalization than other functional attributes. In conclusion, we were able to acknowledge the usability of museum mobile apps depends upon the interaction between content and functional attributes rather than entertainment factor and technology.

Influence of Service Quality and Visit the Motivation on Visitors Satisfaction, Behavioral Intention in Museum. -Focused on National Museum of Korea (박물관 서비스 품질과 방문동기가 관람객 만족도, 행동의도에 미치는 영향 연구 -국립중앙박물관을 중심으로)

  • So, Eun-Hye;Lee, Kyoung-Rul
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.515-527
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    • 2014
  • The purpose of the study is to find factors to measure Museum Service Quality (SERVQUAL) and Visitors' motivation. The survey was analyzed with 214 questionnaires out of 230 ones and it was conducted by those who have once visited the National Museum of Korea. Pre-test was conducted from May, 2013. Deriving adequate Service Quality Measures in Museum, factor analysis was applied. From 29th of July 2013 to 23rd of August 2013, surveys were conducted through online and off-line. Using the SPSS 20.0 statistics, Population analysis was applied frequently. In order to ensure the reliability, cronbach ${\alpha}$ value was evaluated. Fit of the research model and the suitability of the path coefficients were evaluated through AMOS to ensure the validity and reliability. As a result, in terms of Analysis on Service Quality, it influenced significantly on the degree of satisfaction. Visitors' motivation also had partial influence on the degree of satisfaction. Moreover, Behavioral Intentions were also influenced by the degree of satisfaction.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.