• Title/Summary/Keyword: 유희적 혜택

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An Empirical Study on the Revitalization of O2O: A Unified View of Offline Channel and Mobile Channel (O2O 서비스 활성화 방안에 대한 실증 연구: 오프라인 채널과 모바일 채널의 통합적 관점에서)

  • Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.115-123
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    • 2018
  • This study explores unified service experience to boost O2O services. Previous studies on service management and marketing only focused on customer experience in offline stores, while prior works on information systems looked only at the experience of services in mobile applications. In this vein, this study took into accounts the characteristics of offline stores and the benefits of their mobile applications. Moreover, the final dependent variable was share of wallet to measure customer's expenditure within the category. The theoretical model was tested based on 219 consumers who frequently visit Starbucks and use its mobile application. PLS method was applied to analysis the research model and hypotheses. The analysis results showed that customer satisfaction about offline store is not significantly related to share of wallet, while satisfaction about mobile application plays a significant role in enhancing share of wallet. Hedonic and social benefits were found to have significant effects on satisfaction about mobile application. The analysis results help establish service marketing and strategies to enhance the unified customer experience of O2O service.

An Study for Effects of Adolescents on SNS' Usage Motivation (청소년 SNS 이용동기에 미치는 영향 연구)

  • Lee, Sae-Bom;Moon, Jae-Young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.197-198
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    • 2019
  • 본 연구는 청소년들의 SNS 이용동기와 이용실태를 알아보고자 하였다. 연구를 위해 부산에 살고 있는 고등학생들을 대상으로 조사를 실시하였으며, 사회적 동기, 유희적 동기, 기능적 동기, 심리적 동기, 정보공유, 탈출욕구, 교우실현, 전문적 혜택 등에 대한 설문문항을 토대로 설문조사를 진행하였다. 설문 결과, 대부분의 학생들이 페이스북을 사용하고 있었으며, 그 다음으로 인스타그램을 많이 이용하는 것으로 나타났다. 그리고 청소년들은 기능적 동기와 유희적 동기와 교유관계 유지를 위한 동기 때문에 SNS를 이용하고 있는 것으로 나타났다. 현재 청소년들이 SNS를 활발히 활용하고 있고 왜 이용하고 있는지에 대한 동기를 파악하여 청소년들의 심리상태를 점검해 볼 수 있다는 차원에서 연구의 의의가 있다고 볼 수 있다.

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Consumers' Subjective Evaluation of the Benefits of On-line Game - Application of Q Methodology - (온라인 게임의 혜택요소에 대한 소비자들의 주관적 평가 -Q 방법론의 적용-)

  • Nam, Su-Jung;Hwang, Hye-Sun
    • Journal of Korean Home Economics Education Association
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    • v.19 no.4
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    • pp.119-135
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    • 2007
  • This study attempted to explore what are the benefits that online game consumers seek in their on-line game consumption. Nowadays many on-line game consumers are extremely absorbed in the on-line game. The purpose of this study was to find the benefits that make people enjoy on-line games enthusiastically based on the Q methodology. Q methodology is a way to understand a person's structure of subjectivity. This study applied Q methodology to clarifying consumers' subjective evaluation of the on-line game benefit s. 28 Q questions were prepared through literature review, and were offered to 30 consumers. The subjects were divided into the four types seeking different benefits with on-line games: communication, enjoyment, achievement, and escapism. The results suggested that the benefits of on-line game are beyond the general characteristics of the game including human network or achievement in the on-line game community.

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Exploring factors affecting continuous intention to use online shopping festival (온라인 쇼핑 페스티벌 재이용의도에 영향을 미치는 요인분석 : 중국 이용자를 대상으로)

  • Jin, HaiYan;Sun, HaiRong;Hwang, HaSung
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.101-109
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    • 2019
  • Based on the electricity sales and public consumption psychology during the online shopping festival, the purpose of this study is to investigate the factors that influence the reusing intention of the online shopping festival consumers. This research is focusing on The Theory of Reasoned Action(TRA) and The Technology Acceptance Model(TAM) to understand online shopping festival consumers' decision making process. The sampling is Chinese from 20s to 50s, who had participated in the online shopping festival.Findings suggests that first, the positive attitude of online shopping festival and subjective norms showed positive effects on online shopping festival consumers' reusing intention. Second, perceived usefulness, perceived ease and perceived enjoyment had statistically significant effects on online shopping festival consumers' reusing intention. Third, according to perceived risk perception of online shopping festivals, there were differences in factors affected the online shopping festival's reusing intention. In particular, the perceived ease of people who perceived risk higher, and the perceived usefulness of people who perceived risk lower had greatest impacts on reusing intention. Based on these findings, the implications and limitations of this study were discussed and suggestions for subsequent studies.

A Study on the production of Music Content Using Artificial Intelligence Composition Program (인공지능 작곡 프로그램을 활용한 음악 콘텐츠 제작 연구)

  • Park, Dahae
    • Trans-
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    • v.13
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    • pp.35-58
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    • 2022
  • This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.