• Title/Summary/Keyword: 유희

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The Effect of Tourists' Participative Motivation of a Festival on Satisfaction and Behavior Intention : Case of Baekjae Cultural Festival (관광객의 축제 참여동기가 만족도 및 행동의도에 미치는 영향 - 백제문화제를 대상으로 -)

  • Kim, Si-Joong
    • Journal of the Korean association of regional geographers
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    • v.18 no.4
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    • pp.433-444
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    • 2012
  • This study aims to examine the effect of tourists' participative motivation of a festival on satisfaction and behavior intention in terms of satisfaction, revisit intention, and recommendation based on Baekjae Cultural Festival. For this study, frequency analysis, reliability analysis, factor analysis, and multiple regression analysis were made. The survey was conducted among 287 samples for the study. The results are as follows: According to the factor analysis, five factors were drawn such as new experience, deviation from daily life, family harmony, amusement & novelty, cultural tour of Baekjae, and sociability. Festival satisfaction was affected by amusement & novelty, new experience & deviation from daily life, and cultural tour of Baekjae, while revisit intention was influenced by cultural tour of Baekjae, amusement & novelty, family harmony, and new experience & deviation from daily life respectively. On the other hand, recommendation was affected by cultural tour of Baekjae, sociability, amusement & novelty, and family harmony respectively.

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Fun-centered HCI -Investigating the concept of Fun in Human-Computer Interaction- (재미를 위한 HCI -HCI 관점에서의 재미있는 경험에 대한 개념적 연구-)

  • Yoon, Ji-Eun;Kim, Jin-Woo;Lee, In-Seong;Choi, Dong-Seong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.63-71
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    • 2006
  • For many years, the approach taken towards HCI(Human Computer Interaction) has focused on the usability of system and technology. Advances in computing and information technology has shifted the way people use and experience technology from merely using it to enjoying using it. But, there is a lack of theories to conceptualize fun and user fun experience, in the HCI. This paper describes an conceptual approach to "fun" and user's 'fun experience' in the interaction of technology. This paper defines "fun" as positive psychological energy which is produced by playing computer. And this paper provides characteristics of 'Fun experience', which are action mode, random order, free, and activated pleasant. This study provides insights into factors contributing to and influencing fun experiences and the relationships between them; symbol, newness, and vividness.

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Type of attitude analysis of the Auto-play mobile games using user (모바일 게임 자동플레이 사용 유저의 유형별 태도분석)

  • Lee, Seung-Jae;Paik, Paul Chul-Ho
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.163-172
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    • 2016
  • This study analyzes the attitudes of users who use the automatic-play function of mobile-games. It also observes changes in different emotions to enjoyment. For the analysis, the Q methodology appropriate for the subjectivity study was used, and it classified two types of attitudes based on the analysis. After the classification, it defined the characteristic of each type based on Lazzaro's theory on classification of fun. Types with high rate of convenience feature dependency utilize automatic-play feature to play games for collecting and growth, and they prefer managing the game outdoors. Another type enjoyed the experience of problem solving through games. They want the process to be a good skill to possess in game-play. There was also a tendency to perceive oneself as the game's character. Both types were responded positively to using automatic-play to play mobile-games. This is expected to be used as important data for game production, leading to usability evaluation for analyzing the emotional sensitivity of mobile game users.

Effect of Perceived Value on Customer's Repurchase Intention in a Coffee Chain Context: Focused on Utilitarian, Hedonic, and Social Value (커피 전문점의 인지된 가치가 재구매 의도에 미치는 영향: 실용적, 유희적, 사회적 가치를 중심으로)

  • Kim, Byoungsoo
    • The Journal of the Korea Contents Association
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    • v.16 no.4
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    • pp.195-203
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    • 2016
  • This study examined customer's purchase decision-making processes in a coffee chain context. We posit customer satisfaction, brand image, and perceive value as key drivers of forming customer's repurchase intention. From the perspective of multidimensional perceived value concept, the effects of utilitarian, hedonic, and social value on customer's decision-making processes were investigated. The proposed model was empirically tested by using survey data collected from 232 university students who often visit several coffee chains. LISREL has been used to perform these analysis. The proposed theoretical model accounts for 67% of the variance in repurchase intention and 73% of the variance in customer satisfaction. The analysis results indicate that customer satisfaction and brand image play an important role in forming customer's repurchase intention. Further, utilitarian and hedonic values significantly affect customer's repurchase intention, whereas social value negatively influences it.

An Empirical Effect of the Belief Variables on Recommendation Intention for Using Kiosk Service (키오스크 서비스의 추천의도에 영향을 미치는 신념변수에 관한 실증적 분석)

  • Lee, Eun Mi
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.113-121
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    • 2019
  • The purpose of this study is to identify belief variables of kiosk that affect satisfaction and recommendation intention by applying vertically extended technology acceptance model (TAM). As results of this study are as follows. Firstly, the perceived usefulness and perceived ease of use have an impact on satisfaction statistically. Second, the perceived usefulness and perceived enjoyment of the kiosk showed a positive(+) influence on the recommendation intention. Third, users who satisfied with kiosk service have strong recommendation intention to their friends, family and colleagues so on. These findings support that the usefulness and usability of the new information technology identified in the existing technology acceptance model is a key variable affecting user reactions (satisfaction and recommendation intention). Additionally, the perceived enjoyment is an important factor as new belief variable for explaining the formation of recommendation intention through satisfaction of kiosk service. The results of this study contribute to verifying the empirical model between the belief variables(perceived usefulness, perceived ease of use, perceived enjoyment) and the recommendation intention.

A Study on Aristotle's 'Poet' and Kant's 'Aesthetics' (아리스토텔레스의 '시학詩學'과 칸트의 '미학美學')

  • Choi, Sungyoul
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.1
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    • pp.45-51
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    • 2016
  • Aristotle said 'Poet is that from who can give happiness, therapeutic effects to the reader.' He say to 'mimoumenon' it means a native Image restored. However, Kant said that Aesthetic is requested not only reappearance but freedom. This result is that between joyful freedom and reason of the judgement of tasted feeling. Because Art ever created is the spirit of the moral ideals, and those who combine the best of the joy. I think need to more communication and joy than their theories. For poet is replaced to be communicated and joyful for our happiness and freedom.